Gnosis Core Systems Spec
This document is the implementation-facing condensation of the broader Game Design Outline. The outline defines the full vision; this spec narrows that into rules and priorities fo...
Gnosis Core Systems Spec
This document is the implementation-facing condensation of the broader Game Design Outline. The outline defines the full vision; this spec narrows that into rules and priorities for the current playable slice.
1. Pillars
The game is a terminal-first top-down roguelike about descending through an infinite prison-dungeon and repeatedly losing bodies without losing the soul. The tone is sparse and lonely, more Dark Souls or NetHack than dialogue-heavy narrative.
Core pillars:
- Everything meaningful exists in world-space. Loot is on tiles, in chests, in furniture, or on actual enemies.
- Each life is materially fragile. Bodies die, maim, starve, and break, while spirit progression persists.
- The dungeon should feel spatial, looped, and revisit-friendly instead of like disconnected abstract floors.
- Build identity is emergent. Stats, vessel traits, equipped gear, and two bound Aeons create a class-like role without locking the player into a class screen.
- Death is setback, not reset. The player can rediscover old bodies, reclaim old gear, and return to earlier regions with new knowledge and small persistent advantages.
2. World Structure
- The dungeon is composed of regions. Each region contains multiple floors and can be revisited.
- Floor generation favors rooms, loops, shortcuts, side chambers, hidden doors, and at least one secret space.
- Floors contain claimable rooms, merchant space, combat space, furniture, chests, traps, and alternate routes.
- Stair traversal preserves a sense of place. Descending deeper raises danger; death returns the soul to weaker regions.
- Once the soul knows enough Noss true names, deep-tier descents can open the level-9999 final site:
The Seventy-Two Seals.
3. Death, Soul, and Reincarnation
- A run is a vessel inhabited by an enduring soul.
- Vessel stats, body condition, gear loadout, and most material advantages are tied to the current body.
- The soul persists with:
- discovered Aeons as knowledge
- a small persistent echo bonus to starting stats
- remembered markers tied to revisited regions
- corpse anchors that can reinsert old possessions into later expeditions
- On death:
- the current body becomes a corpse stash
- the soul is dragged through an afterlife chain of Noss judges
- the soul ascends
- a new vessel is generated
- the player restarts in a shallower region than the one they died in
- Repeated deaths reduce soul tether. If tether reaches zero, final death occurs and only the current postmortem record remains.
Afterlife
- After death, the player enters a short chain of Noss boss fights.
- Nosses have hidden true names.
- If the player has discovered a Noss's true name in the dungeon, speaking it in the afterlife instantly defeats that judge.
- Clearing the full chain grants a stronger return; failing it usually still permits reincarnation, unless it was the final trial.
- True names persist as soul knowledge and are part of long-term progression.
- The final site at level
9999replaces the normal short chain with the grand trial: all72Noss rulers in sequence. - The intended endgame rule is binary and legible: know a ruler's name and dismiss it, or fight it directly.
- The actual win condition is afterlife victory, not merely dungeon depth: the run is won only by clearing all Seventy-Two in that grand trial.
4. Vessel and Body State
- Each new life rolls a vessel archetype with stat biases and starter gear.
- Body state tracks health and part-specific condition.
- Supported body parts in the first playable version:
- left arm
- right arm
- left leg
- right leg
- eye
- Parts may be healthy, wounded, missing, or replaced by a prosthetic.
- Missing limbs impose tangible penalties:
- arm loss reduces melee and throw effectiveness
- leg loss slows repositioning and retreat
- eye loss reduces sight and ranged accuracy
- Prosthetics partially restore function and remain part of the long-term build fantasy.
5. Stats and Identity
Primary stats:
- Vigour: health and blunt aggression
- Grace: accuracy, evasion, thrown combat, sneaking
- Wit: search, trap sense, alchemy, utility
- Faith: warding, Aeon resonance, recovery
Class identity is inferred from dominant stats plus active Aeons and weapon bias. The UI can display a descriptor, but the rules remain build-driven.
6. Combat
- Combat is grid-based and turn-based.
- The player supports melee, thrown weapons, and Aeon abilities from the start.
- Enemy threat is readable in a Dragon Quest-like way: low ambiguity, clear ranges, legible damage pressure.
- Ranged units use Fire Emblem-like spacing logic:
- advance when out of range
- counter-fire when lines open
- retreat when the player collapses into their preferred distance
- Traps, chokepoints, doors, and barricades matter.
7. Loot, Gear, and Economy
- All meaningful loot occupies tiles or inventories.
- Enemy deaths spill gear or currency onto the floor.
- Chests and furniture are scavenged in-world.
- Gear supports rarity tiers and procedural affixes. Rare artifacts can alter playstyle.
- Currency is
obols. - The merchant trades in obols and salvage. First-version economy is intentionally simple.
8. Aeons
- Major foes can yield capturable Aeons.
- The player can know many Aeons but bind only two at a time.
- Each Aeon grants:
- passive stat and rule modifications while slotted
- an invoke action with cooldown
- Aeon combinations materially alter identity. Two-slot binding is meant to create set/invoke build shifting rather than cosmetic summons only.
- First-version persistence rule: known Aeons persist across death as soul knowledge, while active bindings carry over only as remembered loadouts and must be re-attuned in the new life.
9. Rooms, Sanctums, and Intrusion
- Cleared rooms can be claimed as sanctums.
- Sanctums allow resting, crafting, loadout changes, and defensive play.
- Doors around sanctums can be barricaded.
- Monsters can intrude if routes remain open or barricades break.
- The first playable version treats sanctums as floor-local but remembers the claimed concept strongly enough to extend later.
10. Exploration Layer
- Fog of war and line of sight are core.
- Hidden doors, secret rooms, and traps are discoverable through search and high Wit.
- Players can place persistent route markers. These are diegetic cues rather than meta map pins.
- Corpses, notes, and markers should reward revisitation.
11. Skills and Craft Fantasy
The broader fantasy includes:
- sneaking
- pickpocketing
- blacksmithing
- alchemy
- scavenging
The first playable version prioritizes scavenging, simple crafting, and body repair while leaving room for stealth and theft expansion.
12. Enemy Families
First-line families:
- goblins: opportunists, thieves, knife pressure
- demons: heavy melee pressure and maiming hits
- sorcerers: fragile ranged casters
- necromancers: corpse interaction and reinforcement
- false angels: punishing sight-line pressure
- guardians: durable sentinels and door holders
13. Progression Pacing
- Danger, rewards, and key thresholds may follow Fibonacci-like pacing to create a feeling of compounding but legible escalation.
- The player should oscillate between pressure and moments of regained control rather than climb in a smooth linear curve.