Players · developers
Encounters
Turn-based rooms, the three run locations, lessons, Hearth boards and threats. Also the retired real-time expeditions.
Content checked 2 November 2026
When trouble builds up, you leave home on an outing. An outing is a short run of turn-based rooms in one run location. Each room is a board on a grid: you move, act and end your turn, and then the threats act. You win a room when you meet its goal. You lose it at once if any neuron or tract segment is lost. Read Turn-based encounters for the full rules.
Run locations#
Dendritic GardensThe first run location, reached from Nearfield Glade, where the Ranger cares for connections through telegraphed pressure fronts.In the alpha- 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
Vessel MarginsThe second run location, gated by Starwell, where the Ranger reads vessel walls and answers each with the right partner.In the alpha
Rules, modules and threats#
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the alpha- BreachA real-time injury climax with spreading waves and fast visitors; its Breach-first campaign role was withdrawn, and injury is now a separate Act V event.Retired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
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
- 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
The retired real-time expeditions#
Before 1 November, Claude A built real-time expeditions with six encounter types. They are retired, but their science and ideas fed the turn-based modules. The demos still run on Play and builds. See Expeditions (real-time prototype).