in: Encounters, Real-time prototype, Rejected designs, Encounter modules
Breach
Retired Encounter · facts checked 2 November 2026
The Breach was the first real-time encounter that Claude A built, on 27 October 2026. It modelled a focal injury: glowing sockets sent waves of depolarisation through the room, and fast visitors came through a vessel gap. The player sealed sockets, cleared debris and protected neurons.
How it worked#
- Spreading waves came from open sockets with a 1.4 s glow before each one. Sealing a socket stopped its waves.
- Visitors were fast responders. They cleared debris but crowded and dimmed neurons.
- Astrocytes could shield neurons when linked, and a sleeping neighbour microglia could help.
- The intro rooms taught one hazard each: First Wave (waves only), Open Vessel (visitors only), then The Breach (everything).
Why it was withdrawn#
On 29 October the user corrected the central story: stress-associated neuroinflammation drives it. The earlier "Breach-first" recommendation was withdrawn. Acute injury and demyelination are optional contrasts, not stages of stress progression. The Breach kept a place only as Act V, a separately authored injury finale.
The turn-based plan#
Claude A mapped the Breach to turn-based modules for Act V: protect or seal objectives with wave (a ring or line of tiles one turn ahead) and spill threats. A spill spreads one ring a tick but cannot enter warded or supported tiles. No turn-based Breach room exists yet.
In the brain#
The family's science line: after an injury, microglia send their branches toward the damage within minutes, and waves of depolarisation can silence nearby neurons for a while. Fixed sockets and crowding visitors are game rules.
Development#
- 27 October: Claude A built the slice (
src/expeditions/breach/, four rooms, four modifiers) onclaude/expeditions. Claude B balanced the kit against it in doc 11. - 29 October: its campaign role was withdrawn. The real-time code is kept as prototype history.
- Never in the alpha. Act V injury rooms are not built.
See also#
Expeditions (real-time prototype) · Many Hands · Threats · Surfaces
Sources#
e7656b980:docs/ops/agent-messages/2026-10-27-claude-a-expeditions-encounter-design.mde7656b980:docs/ops/agent-messages/2026-11-01-claude-a-expeditions-turn-based-rooms.md215bfbf88:docs/game-balance/11-breach-analysis.md1ded4c01c:AGENTS.md
What links here (30)
- Act I: The Long Wake
- Act V: The Break
- Acute brain injury
- Arborwake: The Long Wake
- Board grid
- Composure
- Dendritic Gardens
- Evening Pair
- Expeditions (real-time prototype)
- Hearth boards
- Kit history
- Lessons
- Many Hands
- Pressure & Aftermath
- Pressure Front (real-time)
- Quiet Tract (real-time)
- Quiet Tracts
- Relay Chain
- Room assembly
- Run HUD
- Stress-associated neuroinflammation
- Studios drills
- Supported ground
- Surfaces
- Tag Garden
- Threats
- Turn-based encounters
- Vessel Margins
- Ward
- Withdrawn story directions