### **Project Brief: Stasis Warden** **Version: 1.1** **Date:** August 24, 2025 ### 1. Executive Summary * **Product Concept:** The player assumes the role of the amnesiac AI of a generation starship. Following a disaster, the player must repair the ship and save the cryo-sleeping crew, uncovering their own identity by restoring their systems. * **Problem:** A starship is derelict and its crew is in peril. The AI controlling it is damaged and must restore functionality and order to save everyone. * **Key Value Proposition:** A unique blend of strategic ship-building and deep social simulation, driven by a core narrative of self-discovery and presented with a distinct ASCII/TUI interface. ### 2. Target Users * **Primary User Segment:** Fans of sci-fi, emergent narrative gameplay, strategy games, and ASCII/TUI interfaces (e.g., Dwarf Fortress, Caves of Qud). Players who enjoy titles with deep systems that allow for unique stories to unfold with each playthrough. ### 3. Goals & Success Metrics * **Project Philosophy:** This is a passion project. The primary goal is to create a game that is fun and engaging for its creator, and hopefully for others who share a similar taste. Traditional business metrics like sales figures or KPIs are not a focus. * **User Success Metrics:** The game is successful if players feel they are creating a unique story and are consistently engaged by the core gameplay loop. ### 4. MVP Scope * **Core Features (In Scope):** * Manual power generation. * Awakening crew to automate tasks. * "Room Card" selection for ship-building. * Crew stats (e.g., Engineering) and personality traits (1 positive, 1 negative). * An ASCII-based TUI with a keyboard-driven interface. * A dedicated area for "Room Card" choices. * **Out of Scope for MVP:** * Full narrative reveal of the amnesiac AI. * Dynamic relationships (friendship, rivalry). * AI-driven influence over crew relationships. * Generational system (crew having children). * Complex graphics; the focus is on a clean, functional ASCII interface. * **MVP Success Criteria:** * The core gameplay loop is proven to be engaging. * Replayability is high, with each game session unfolding differently. ### 5. Technical Considerations * **Target Platforms:** Windows and Linux. * **Technology Preferences:** * **Framework:** Python with the Textual library for TUI * **IDE:** Visual Studio Code ### 6. Constraints & Assumptions * **Constraints:** * **Resources:** The project will be developed by a sole human developer. * **Assets:** Graphics and sound assets are no longer a primary concern due to the ASCII focus. * **Key Assumptions:** * The "vibe coding" development strategy will be sufficient to complete the project. * The blend of social simulation, ship management, and amnesiac AI narrative will be engaging for the target audience. * The ASCII/TUI aesthetic will be appealing and enhance the game's unique identity. ### 7. Risks & Open Questions * **Key Risks:** * **Project Abandonment:** As a solo passion project, there is a risk the developer may stop working on it. * **Technical Blockers:** A critical bug may be encountered that AI coding assistants cannot resolve, halting progress. * **UI/UX Complexity:** Designing an intuitive and engaging ASCII interface can be challenging. * **Open Questions:** * How can we best leverage Textual's features to create a compelling and unique TUI experience?