Arborwake Wiki

in: Encounters, Real-time prototype, Rejected designs

Expeditions (real-time prototype)

Retired Game mechanic · facts checked 2 November 2026

Expeditions (real-time prototype) was Arborwake's first run system. The Ranger walked through free-form polygon rooms while hazards moved in real time, and skills worked on cooldowns in seconds. It was retired on 1 November 2026, when the user chose Turn-based encounters.

How it worked#

The families#

FamilyWhat it wasFate
BreachAn injury climax: sockets, spreading waves and visitorsAct V only
Quiet TractLead a precursor to a bare segmentBecame the Quiet Tracts wrap
Pressure FrontStress "weather" over four patchesFolded into Pressure & Aftermath
Relay ChainAlarm that recruits monocytes at a costBecame the Vessel surge
Many HandsCooperation around a hidden leakAct V injury; non-leak version on hold
Tag GardenAn optional pruning puzzleA planned Gardens side room
Pressure & AftermathFronts, then the lingering response (31 Oct)Became the turn-based prototype

Why it was replaced#

Claude B's simulations found that attentive players never failed in real time (docs 20 and 27). The user said rooms felt like "unlimited puzzles" with no real skill growth. Doc 31 calls every seconds-based room balance number "history".

Development#

See also#

Turn-based encounters · Kit history · Breach · Relay Chain · Many Hands

Sources#

  1. 215bfbf88:docs/game-balance/22-v4-reassessment.md
  2. e7656b980:docs/ops/agent-messages/2026-10-27-claude-a-expeditions-encounter-design.md
  3. 215bfbf88:docs/game-balance/31-turn-based-encounters.md
  4. docs/ops/agent-messages/2026-11-01-lead-expedition-integration.md (working copy, not in Git)
  5. docs/ops/agent-messages/2026-11-02-lead-full-project-reconciliation-audit.md (working copy, not in Git)
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