SwarmBound / Frostline expedition / 04 October 2026

Earn your place
on the frontier.

A person, a rifle, and a damaged ship on a frozen mountaintop. Clear the perimeter, bring the outpost back to life, and train your way into a dangerous living world.

Godot · 3DSingle player firstSkill ranks + circlesDeliberate encounters

An MMO-style progression plan for an original science-fiction universe. The current slice supports Circles 1–3. Three two-node talent paths and bounded creature rolls are playable. Later circles and active secondary abilities remain proposed.

Actual Godot prototype: equipped ranger exploring the snowy outpost beside a habitat building and gated perimeter
Actual current Godot build · fresh crash, abandoned mountaintop town, equipped ranger.

01 / The experience

A cautious expedition, one contact at a time.

Playable foundation

Secure the crash site

Two intruders are inside the border. Read their windups, dodge committed lunges, and recover salvage from the partly failed ship.

The mountaintop is your first territory: two buildings, a power station, a cargo breach, and a gated exit.

Prepare at the outpost

Restore power, recover health, and install rifle or armor upgrades. Choose attributes and talents when Command approves a new circle. The energy barrier starts offline and open; repairing power activates protection while letting personnel cross.

Recovery matters. Active threats and a six-second grace period block free healing at the boundary.

Hunt beyond the gate

Scout a creature, commit to a fight, then decide whether you can afford another. Return with salvage, field XP, and practiced skills.

Target a 28–45 second opening encounter, with stronger fights demanding more decisions. This is a playtest target, not a measured live-fight guarantee.

The tension: shooting costs stamina; moving reduces shot damage; sprinting stops fire. A reload is an opening for the creature. A second pull adds another lunge to read, rather than merely inflating the first creature’s health.

Ranger / Heavy human movement pass

Weight in the armor. A person underneath.

The movement pass adds knee compression, planted stance phases, hip and chest counter-motion, supported rifle grips, and smoother acceleration and turns. While targeting, the ranger sidesteps or backpedals while facing the contact; sprint turns into the direction of travel.

Implemented · 12 animation clips
Actual Godot gameplay model and movement controller · scripted input, with enemies held still for the movement demonstration. Jog → aimed sidestep → sprint. This is native game footage.
Run cycle · actual imported model in Godot’s asset studio, at the authored playback rate. In-game playback scales with movement speed.
Aimed sidestep · wider stance, lifted recovery foot, torso stabilization and rifle support. Same model and clip used by the game.
This refines the existing rig and controller. It is still a prototype: foot placement is baked for flat ground; terrain-adaptive IK, motion-captured pivots, production skin deformation and polished additive action blending remain future work.

02 / Advancement

Experience opens the door. Practice earns the circle.

Field XP is cumulative and never spent on promotion. You also need the required skill ranks and mission milestones, then report to Command.

Circles 1–3 implemented
Current promotion requirements · all conditions must be met
CircleField XP totalSkill ranksWorld requirementReward
1 · Stranded ranger0Begin at rank 0Reach the crash siteRifle, melee, field patch
2 · Perimeter scout80Rifles 2 · Defense 1 · Survival 1 · Engineering 1Clear both intruders and restore power3 attribute + 2 talent points
3 · Frontier operative240Rifles 4 · Defense 3 · Survival 3 · Engineering 2Retain the secured outpost3 more attribute + 2 more talent points

A concrete first promotion

Two intruders + one or two field Frostlings

24 + 24 + 29–37 = 77–85 field XP. A low roll needs a fourth encounter before promotion. Three all-rifle kills supply 54 weapon training XP, enough for Rifles 3; Circle 2 needs rank 2. Four resolved strikes can supply the 12 XP for Defense 1.

Three kills grant 24 Survival XP, enough for Survival 1. The first power repair grants 12 Engineering XP, exactly rank 1.

Weapon credit is shared with melee. Using both weapons splits the 18-XP budget. Evasions count toward Defense; taking damage is optional.

A concrete Circle 3 route

A hunting trip and equipment work

After reaching 80 XP, two Voltskitters, one Murkstrain, and one Frostling add 40 + 40 + 48 + 32 = 160, reaching 240 at baseline. Rolled totals can require another encounter.

Seven total all-rifle kills supply 126 training XP (Rifles 5). Seven kills supply 56 Survival XP (rank 3). Eighteen resolved strikes across those lives can supply 54 Defense XP (rank 3).

Engineering 2 requires 30 total XP: the repair (12), two wreck recoveries (10), and one upgrade (8) meet it exactly. These are possible routes, not kill-count-only promotion guarantees.

Promotion checker

Enter a hypothetical profile. This planner does not read or modify your game save.

    Proposed expansion · not playable yet

    Beyond the first three circles

    CircleXPRanks: weapon / defense / survival / eng.
    45506 / 4 / 4 / 3
    51,0008 / 6 / 6 / 4
    61,80010 / 8 / 8 / 5

    Tentative gates: repair the ridge relay at C4, stabilize a second camp at C5, and clear the brood gate at C6. Allow Rifles or Melee as the primary weapon requirement in this expansion; the current code requires Rifles.

    Keep three attribute points and two separate talent points per promotion, following the current C2/C3 budget. Tune these thresholds after observing completed expeditions.

    At current normal rewards, the 550→1,000 step needs roughly 9 Emberclaw or 15 Frostling victories. Future zones need new enemy tiers and missions; simply repeating the opening camp is not the intended expansion.

    03 / Learn by doing

    Five skills. Different ways to train.

    Current formulas
    SkillTraining sourceEffect nowGuardrail
    RiflesEffective damage / creature max HP × 18+0.4 rifle damage per rank18 XP shared with Melee per creature life
    MeleeSame effective-damage formula+0.4 melee damage per rankOverkill, dry fire, dead targets award nothing
    DefenseUp to 3 XP per resolved lunge, hit or evaded+2.5 percentage points mitigation per rank18 XP per creature life; total mitigation capped at 40%
    Survival8 XP per victory; 1 XP per 3 seconds moving in the frontierPromotion requirementsMovement training remains available in the current slice
    EngineeringFirst repair 12; wreck recovery 5; installed upgrade 8Promotion requirementsRepeat station service gives no XP; wreck has 3 recoveries

    Rank curve

    Next rank costs 12 + 6 × current rank. Total training XP to reach rank n from zero is 3n² + 9n.

    Total training XP84

    Attributes are a different budget

    Spend the three points from a promotion on persistent character stats. Talent points in the playable tree below are a separate currency.

    • Power: +1 damage per point to rifle and melee.
    • Vitality: +15 maximum health per point.
    • Endurance: +15 maximum stamina per point.

    Proposal: replace unrestricted movement training with capped scouting objectives once exploration content exists, so running in circles is not the best advancement strategy.

    04 / Build identity

    Choose what your ranger becomes.

    Ranks come from practice. Talents add new decisions. Each node costs one talent point and needs its circle and the preceding node in that branch. Two points arrive at each promotion; practice ranks remain promotion requirements.

    Six talents implemented

    0 / 4 spent

    Click a node to inspect and select it. This planner mirrors the playable node costs and prerequisites. Use C / Options in the game to allocate your actual points.

    Choose a node

    Its ability, cost, cooldown, unlock requirements, and implemented game function appear here.

    Circle 3 example: Steady aim → Armor piercer plus Conditioning → Field medic uses four points. Alternatively take all three starter nodes and one deeper node. Retrain free out of combat at Command or auxiliary power. This page plans choices; it does not modify your save.

    WoW reference: Blizzard’s talent design preview informs meaningful choices and paths. This game retains its own skill ranks, circle requirements and encounter formulas.

    An entrance you restore, rather than unlock.

    The ship has just crashed. The settlement was already abandoned. Its energy barrier starts offline and open. Servicing auxiliary power activates protection: Strains and attacks are blocked, while your character can cross.

    Implemented
    Actual Godot entrance with energy barrier offline and open
    Offline: open entrance, no barrier collision.
    Actual Godot powered blue energy barrier
    Online: creature protection with personnel passage. Capture fixture shows power restored.

    05 / Moment-to-moment actions

    Make every button have a purpose.

    Base actions implemented
    ActionKeyboard / PlayStationCost & timingBehavior
    RifleLeft mouse or 1 / R21 round, 4 stamina · 0.9 s cadence32 m effective range; 8-round magazine; line of sight required
    MeleeQ or 2 / R110 stamina · 1.5 s cooldown2.8 m range; shared creature weapon-training budget
    ReloadR / Square away from interactables2.2 sHolding fire starts reload when empty; reserve ammunition is unlimited in this slice
    Field patchF or 3 / Triangle20 stamina · 18 s cooldownRestore 35 health
    SprintShift / L316 stamina per second6.4 m/s sprint vs 4 m/s jog; blocks firing. Aimed sidestep 2.4 m/s; backpedal 1.8 m/s.
    Target / inspect ranksTab / L1 · C / touchpadNo resource costCycle target / open progression. Backspace or Circle clears target.
    InteractE / SquareContext dependentPower, wreck recovery, armory, Command

    Rifle damage = 8 + Rifles rank × 0.4 + Power + rifle tier × 2. Melee damage = 13 + Melee rank × 0.4 + Power. Combat stamina recovers at 3/s; outside combat it recovers at 10/s.

    Secondary attacks & action bar

    Proposed interaction

    Equip one weapon secondary, one defense action, and one utility action. Keep rifle fire, melee, reload, and field patch as dedicated base controls.

    Proposed controller layer: D-pad Left / Right cycles the three equipped secondary slots; L2 activates the selected slot. L1 keeps cycling targets. Keyboard: 7 / 8 / 9. D-pad navigation remains available while menus are open. Display ammo, stamina cost, cooldown, and unavailable reason in the hotbar.

    L2 is reserved for this proposal; controller mapping requires an in-game conflict and accessibility pass. Use target lock or an explicit aiming state, never a hidden target-selection rule.

    The ability contract

    1. Validate target, range, line of sight, equipment, cooldown, and stamina.
    2. Reserve resources only when the action begins; recheck each scheduled burst shot.
    3. Apply animation, hit timing, VFX, and sound from the same action event.
    4. Resolve damage and interrupt rules once; grant skill credit through existing caps.
    5. Expose remaining cooldown and failure reason to the HUD.

    Today rifle/melee hits are immediate; enemy hits land after their windup. Planned animation-driven player hit events must preserve responsive input and measured fight pacing.

    06 / Contact dossier

    A strain is an identity. A roll is an individual.

    Keep the four recognizable creature silhouettes. Roll bounded stats and occasional readable traits within each strain, rather than turning every spawn into a different species.

    Bounded rolls implemented
    Actual prototype creature models: Frostling, Voltskitter, Emberclaw and Murkstrain in a Godot asset studio
    Actual authored strain models · Godot asset-studio render. Updated anatomy and nonmetal chitin; bounded stat rolls are playable. Affix mechanics remain proposed.
    Native Godot skeletal run clips · four imported creature models. Foot placement is authored for flat terrain.
    Enemy baselines and live rolled rewards
    ContactThreatHPStrikeSpeed m/sBase XPLive rolled XP*Salvage

    *Live rolls: health 90–115%, strike multiplied by sqrt(health roll), speed unchanged. XP = round(base XP × health roll); lighter creatures award less. The two tutorial intruders stay fixed at 24 XP each. Recommended threat circle is guidance, not an entry lock.

    Live roll formula explorer

    Roll a creature

    Baseline manual scenario: fixed stats and no affix. Apply seed or New random spawn creates a reproducible rolled creature. The vigor slider creates a manual scenario.

    Reward the actual challenge

    HP = round(base HP × roll)
    Strike = base strike × sqrt(roll)
    XP = round(base XP × roll)

    Roll ranges from 0.90 to 1.15. Speed stays fixed by strain. Frostling awards 29–37 XP, Voltskitter 36–46, Emberclaw 47–60, Murkstrain 43–55.

    The HUD labels low rolls Lean, high rolls Hardened, and the middle Standard. These describe the stat roll, rather than a new affix attack.

    Generate once per session spawn. Leashing and respawning retain the same stats; only a new session rerolls. Spawn state is not persisted yet. Defeat awards XP once; tutorial intruders stay fixed at 24 XP and never respawn.

    Practice remains capped at 18 shared weapon XP and 18 Defense XP per life. Visible plated guards, volatile follow-up attacks and persistent spawn seeds are future content.

    Encounter cadence estimator

    Stationary, no incoming attacks, misses, or movement. Uses the rolled HP above, constant selected rank, immediate hits, and full magazine. Rolled stats follow the current game formula.

    Measured current-game baseline

    28.25 seconds

    25 shots · 3 reloads

    Measured in Godot against a stationary 200-HP Frostling with incoming attacks and movement disabled. Rank training remained active; this is a firing/reload benchmark.

    The planner freezes rank for a transparent estimate. Formula: (shots − 1) × 0.9 + reloads × 2.2. Rank-ups during combat, movement, dodges, target access, and frame timing can change the live result.

    Field contacts respawn after 45 seconds; cleared perimeter intruders do not. Leashed creatures recover full health, so repeated partial pulls cannot chip them down or refill their training budgets.

    07 / Equipment & enhancements

    Salvage should change what you carry.

    Stat upgrades implemented

    Current armory economy

    • Each installed upgrade costs 4 salvage and grants 8 Engineering XP.
    • Upgrade order alternates: rifle Mk II → armor Mk II → rifle Mk III → armor Mk III.
    • Each rifle tier adds 2 damage. Each armor tier adds 8 percentage points mitigation.
    • Total reduction: min(40%, Defense rank × 2.5% + armor tier × 8%).
    • First power repair costs 2 salvage. Three wreck recoveries supply 2 salvage each, 30 seconds apart.
    • Defeat extracts you to the outpost and removes 2 salvage; no XP debt.

    Today gear tiers change stats; new pieces do not yet visibly replace the player’s equipment. There is no full inventory or finite ammo reserve.

    Actual original Blender rifle imported into a Godot asset studio
    Current original rifle · bone attachment, muzzle flash, recoil, shell ejection, and impact debris are implemented.
    Equipment proposal

    Visible slots

    Primary rifle, sidearm, torso armor, helmet, backpack, and utility module. Modules appear on the model, with clear Mk I / II / III silhouettes.

    Start with rifle + torso + utility. Each item has one main stat and at most one perk; avoid unreadable random stat piles.

    Enhancement proposal

    Choose a tradeoff

    A magwell enables Fast magazine. A stabilizer helps aimed fire but adds weight. A shield module enables Field shield at its talent gate.

    Talents authorize abilities; installed modules supply hardware. Show missing hardware separately from missing skill or circle requirements.

    Loot proposal

    Bounded reward rolls

    Keep base salvage guaranteed. Plated or Volatile contacts roll a 25% chance for +1 salvage and a future trait-specific crafting component.

    Persist the loot roll with the creature seed and consume it once on defeat. No equipment drop rates until the item catalogue and upgrade costs are tested.

    08 / Implementation order

    Build the complete loop before widening the world.

    Next development phases

    Creature rolls + reward receipt

    Bounded stats and proportional XP are playable. Next add persistent spawn state, trait visuals and once-per-life receipts across sessions. Keep the two intruders deterministic.

    Acceptance: save/load recreates the same creature; leash cannot reroll; kill credit cannot duplicate; normal XP and tutorial totals match this guide.

    A usable MMO action bar

    Add target information, secondary slots, controller slot selection, cooldowns, costs, and failure reasons. Start with Disruptor shot and Quickstep.

    Acceptance: keyboard and PlayStation can equip, activate, cancel, and inspect abilities without conflicting with base actions.

    Talent points + visible equipment

    Six talent nodes now persist separately from attributes. Next install physical modules and gear variants. Animate a detached magazine swap and terrain-aware foot placement.

    Acceptance: no invalid prerequisites or negative point budgets; old saves receive the correct points; every gear change has a visible model result.

    Expedition playtest + next zone

    Track actual encounter time, incoming hits, evasions, resources spent, promotion bottlenecks, and controller errors. Then add the ridge relay and C4–6 missions.

    Acceptance: new players can explain why promotion is blocked; pulls feel deliberate; retreat remains useful; each future circle introduces a new encounter or world function.

    Multiplayer follows the single-player slice: keep combat, spawn rolls, inventory, progression, and reward receipts behind clear game functions now. Later, a server owns those decisions; clients send input and display outcomes. This page does not claim the prototype has networking.

    Rules snapshot: 04 October 2026 · Current implementation notes · Asset credits & licenses · Download the HTML guide

    Design numbers labeled “proposed” are planning values. No StarCraft game assets are used. The adapted human mesh derives from John Maksym / Moviemake’s sci-fi soldier, CC BY 3.0; modified mesh, rig, armor, equipment, animations, materials, and glTF export. Textures: Poly Haven CC0. Ship base: Quaternius CC0.