Category
Category: Encounters
23 articles in this category.
23 articles. See all categories.
Board gridThe square-tile grid that turn-based rooms are played on, drawn as tilted 24×20 ground squares with a heavier border around the playable area.In the alpha- BreachA real-time injury climax with spreading waves and fast visitors; its Breach-first campaign role was withdrawn, and injury is now a separate Act V event.Retired
- ComposureA unit's in-room steadiness in turn-based encounters; at 0 the unit is Overwhelmed and loses its next action.In the alpha
Dendritic GardensThe first run location, reached from Nearfield Glade, where the Ranger cares for connections through telegraphed pressure fronts.In the alpha
Encounter backgroundsThe painted room shells behind Arborwake's turn-based boards - sixteen approved "3D made 2D" rooms whose floor fits the 24×20 grid, with round obstacles and per-room ground passes.In the alpha
Expeditions (real-time prototype)The earlier real-time room system, with seconds-based hazards and six encounter families, retired on 1 November 2026 for turn-based encounters.Retired
Hearth boardsTurn-based home-disturbance boards cut from the Hearth map, with six disturbance types that start only when the player presses Ready.Dev prototype- LessonsThe nine one-lesson tutorial rooms that teach turn-based play, replayable in Memory Meadow.In the alpha
- Many HandsA real-time cooperation family around a hidden vessel leak; its injury version is kept for Act V and its non-leak version is on hold.Retired
Pressure & AftermathThe Dendritic Gardens encounter module, in which forecast pressure fronts strike connections and the Ranger protects them, then helps them settle.In the alpha- Pressure Front (real-time)A real-time family about stress "weather" over four tissue patches; its ideas were folded into Pressure & Aftermath and the turn-based pressure front.Retired
Quiet Tract (real-time)The real-time tract-repair family, in which the Ranger led a precursor cell to a bare axon segment; replaced by the Quiet Tracts wrap rooms.Retired- Quiet TractsThe third run location, gated by the Quiet District, where the Ranger clears debris so an anchored oligodendrocyte can wrap a tract.In the alpha
- Relay ChainA real-time family about alarm that recruits monocytes at a cost; its science became the Vessel Margins monocyte surge and reactive walls.Retired
- Room assemblyHow turn-based rooms are made: hand-made sections and rooms, a strict assembler, a shuffle engine and a bot "difficulty oracle" that checks each variant.Dev prototype
Run HUDThe interface for turn-based rooms - goal strip, action bar, unit cards, tutorial prompt, result screen and endurance chip - made by the Run HUDs session and approved piece by piece by the user.In the alpha- Studios drillsEight training drills on the Studios floors that unlock run-upgrade and flex-skill eligibility once each; designed by Claude B but not connected in the alpha.Proposed
- Supported groundTiles around a linked astrocyte socket that restore Composure and strengthen Care; it replaced the recovery parcel as in-room recovery.In the alpha
- SurfacesTile states on a turn-based board, such as debris, inflamed, supported and scorch, that change movement, Care and Composure.In the alpha
- Tag GardenAn optional Dendritic Gardens side room about pruning, where the Ranger gathers evidence with Inspect and then Trims quiet inputs under tags that are only hints.Approved
ThreatsThe telegraphed processes that act on a turn-based board each round, such as pressure fronts, jolts, debris flows and the monocyte surge.In the alpha- Turn-based encountersArborwake's room combat since 1 November 2026, a side-based tactics system inspired by Into the Breach and Baldur's Gate 3.In the alpha
Vessel MarginsThe second run location, gated by Starwell, where the Ranger reads vessel walls and answers each with the right partner.In the alpha
A to Z#
B
- Board grid In the alpha The square-tile grid that turn-based rooms are played on, drawn as tilted 24×20 ground squares with a heavier border around the playable area.
- Breach Retired A real-time injury climax with spreading waves and fast visitors; its Breach-first campaign role was withdrawn, and injury is now a separate Act V event.
C
- Composure In the alpha A unit's in-room steadiness in turn-based encounters; at 0 the unit is Overwhelmed and loses its next action.
D
- Dendritic Gardens In the alpha The first run location, reached from Nearfield Glade, where the Ranger cares for connections through telegraphed pressure fronts.
E
- Encounter backgrounds In the alpha The painted room shells behind Arborwake's turn-based boards - sixteen approved "3D made 2D" rooms whose floor fits the 24×20 grid, with round obstacles and per-room ground passes.
- Expeditions (real-time prototype) Retired The earlier real-time room system, with seconds-based hazards and six encounter families, retired on 1 November 2026 for turn-based encounters.
H
- Hearth boards Dev prototype Turn-based home-disturbance boards cut from the Hearth map, with six disturbance types that start only when the player presses Ready.
L
- Lessons In the alpha The nine one-lesson tutorial rooms that teach turn-based play, replayable in Memory Meadow.
M
- Many Hands Retired A real-time cooperation family around a hidden vessel leak; its injury version is kept for Act V and its non-leak version is on hold.
P
- Pressure & Aftermath In the alpha The Dendritic Gardens encounter module, in which forecast pressure fronts strike connections and the Ranger protects them, then helps them settle.
- Pressure Front (real-time) Retired A real-time family about stress "weather" over four tissue patches; its ideas were folded into Pressure & Aftermath and the turn-based pressure front.
Q
- Quiet Tract (real-time) Retired The real-time tract-repair family, in which the Ranger led a precursor cell to a bare axon segment; replaced by the Quiet Tracts wrap rooms.
- Quiet Tracts In the alpha The third run location, gated by the Quiet District, where the Ranger clears debris so an anchored oligodendrocyte can wrap a tract.
R
- Relay Chain Retired A real-time family about alarm that recruits monocytes at a cost; its science became the Vessel Margins monocyte surge and reactive walls.
- Room assembly Dev prototype How turn-based rooms are made: hand-made sections and rooms, a strict assembler, a shuffle engine and a bot "difficulty oracle" that checks each variant.
- Run HUD In the alpha The interface for turn-based rooms - goal strip, action bar, unit cards, tutorial prompt, result screen and endurance chip - made by the Run HUDs session and approved piece by piece by the user.
S
- Studios drills Proposed Eight training drills on the Studios floors that unlock run-upgrade and flex-skill eligibility once each; designed by Claude B but not connected in the alpha.
- Supported ground In the alpha Tiles around a linked astrocyte socket that restore Composure and strengthen Care; it replaced the recovery parcel as in-room recovery.
- Surfaces In the alpha Tile states on a turn-based board, such as debris, inflamed, supported and scorch, that change movement, Care and Composure.
T
- Tag Garden Approved An optional Dendritic Gardens side room about pruning, where the Ranger gathers evidence with Inspect and then Trims quiet inputs under tags that are only hints.
- Threats In the alpha The telegraphed processes that act on a turn-based board each round, such as pressure fronts, jolts, debris flows and the monocyte surge.
- Turn-based encounters In the alpha Arborwake's room combat since 1 November 2026, a side-based tactics system inspired by Into the Breach and Baldur's Gate 3.
V
- Vessel Margins In the alpha The second run location, gated by Starwell, where the Ranger reads vessel walls and answers each with the right partner.