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Game Overview

Status: Current — written 2026-08-27 to replace the archived GDDs. Owner: delan

Two pages. Deliberately. The previous Game Design Documents ran to ~2,300 lines each, were forked into two copies 379 lines apart, and nobody read either. This document answers "what is EchoSpire" and hands off to the source that owns each detail. If you find yourself expanding it past two pages, the material belongs in story/bible/ or docs/official/ instead.

In one paragraph

EchoSpire: Portals is a single-player, run-based roguelike deckbuilder. A century ago the Aevum Spire — the machine at the centre of reality — broke, and the people who broke it wrote the history of it. Five Houses now rule the wreck. The player takes a class and a House, runs authored campaigns through unstable realms connected by rifts, and slowly finds out that the official story they were taught in the tutorial is the lie.

The two pillars

History is written by the people who broke the world. The truth survives in the records nobody thought mattered.

The second is a production discipline, not a slogan: truth arrives in work orders, logs, and marginalia — never in speeches, never in lore dumps. Every prestigious form of memory in this world is corrupt; every humble one is honest. Truth lives downstairs.

The structural consequence: the tutorial is playable propaganda. The opening orientation is the official history, presented sincerely, and the rest of the game is the maintenance logs that contradict it.

Canon: story/bible/00-pillars.md. Do not restate story canon here — link to it.

The five classes — how you spend a turn

Class Mechanic The question it asks
Anchor Density — retain Block between turns; Counterweight hits with your Block How much mass can I carry before Grav-Lock?
Drifter Echo-Lock — mark to 5, then execute for 3× ignoring Block Can I reach the count before it reaches me?
Conduit Overload — play cards you cannot afford; the bill lands next turn Can I pay this back before Burnout?
Machinist Constructs — a 3-slot grid of machines with their own HP Do I build, or do I fight?
Catalyst Mutate — corrupt a card into a one-use Anomaly Is this card worth more as itself or as a gamble?

The five Houses — why that turn is a crime

Valerii (compliance), the Axiom (certainty), the Syndicate (greed), the Censors (the record), Salvari (salvage).

A House does not add a second class. It changes the price of the same class turn — what you sacrifice, what you steal, what you refuse to do.

Player-facing names are the Axiom / the Syndicate / the Censors, ratified 2026-07-03. The code and assets still say Syntacta / Aethari / Annalis. That is tracked debt, not an open question.

Class×House legality is a deliberate matrix, not a grid — some combinations are banned and should stay banned. See Gameplay Reference.

The run loop

Take a quest from your House → enter a realm of rifts under fog of war → route, fight, shop, and resolve events → complete the objective or a boss → return with rewards, or fail and return as a collapsed echo.

Realms are generated deterministically from a seed and carry a global passive that changes how they play. Rift types (Combat, Elite, Boss, Protection, Event, Rest, Sanctuary, Treasure, Anchor, Black Market) each ask a different question. See Rift Types And Variables.

What is actually built

As of 2026-08-27 — check the linked documents rather than trusting this list to age well.

State
Core rules engine Mature. Combat state machine, effect pipeline, seeded RNG, all five class mechanics and House passives as composable handlers
Tests ~693 test methods
Cards 584 published, 476 with effect payloadsdata/content/cards.json
WPF client The shipping client. All major screens render; much of the content is still fixtures
Console client Plays the full tutorial loop. The original proof of Core
Unity client Prototype shell only. A later presentation upgrade, not on the Kickstarter path
Mini-games All five faction mini-games implemented
Simulation Runs headless batches; the policy is still mostly random

Scope discipline

The engine supports 5×5. The launch should not. The standing recommendation is a demo slice of two Houses and two classes, with the rest as post-launch content. The failure mode this project has to avoid is building platform because it feels like progress.

See Todo Inventory — the only backlog — and docs/evaluations/ for outside assessments of where the project stands.

Where the detail lives

Detail Source
Story, factions, Alden, the Event, campaign shapes story/bible/canon
Why a story decision was made, and what was rejected story/bible/canon-decisions.md
Terminology and mechanic definitions Rules Glossary
Run structure, classes, legality matrix, deck rules Gameplay Reference
Hero progression and difficulty scaling Hero Progression And Difficulty
Realms, sectors, realm passives Realm Framework
How the system is built docs/tech/Architecture.md
The card pipeline and which card list wins docs/tech/ContentPipeline.md
Designed but unbuilt docs/proposals/
Superseded, including both old GDDs _archive/