Decision Log

Decision Backlog

Searchable index of every explicit [TBD] marker across the canonical GDD.

Status: draftOwner: UnassignedUpdated: 2026-08-27

Decision backlog

Index, not a second source of truth. Resolve decisions in the linked canonical GDD/document. IDs are deterministic from source path and decision text.
Open markers114
OwnerUnassigned
UsePlanning, dependency review, and implementation gates.

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Decision IDCategoryDocumentSectionOpen question / unresolved statement
TBD-7AFEC8AFDesignGDD-SCOPE-CONSTRAINTSPhase 3 — Live & polishMap size: **[CONFIRMED]** large open world via World Partition. Exact km² is **[TBD]** — start small in Phase 1 and grow via streamed regions; do not author a huge map before the core loop is proven.
TBD-3244215FDesignGDD-SCOPE-CONSTRAINTSOpen decisions ([TBD])Open decisions ([TBD])
TBD-05F09983GameplayFEAT-PLAYER-CHARACTERComponent architecture| Wetness (name **[TBD]**) | rain exposure, `WetAmount` on pawn / worn-held items — [11-Wetness-and-Rain.md](11-Wetness-and-Rain.md) | C++ |
TBD-736B42FAGameplayFEAT-PLAYER-CHARACTERPlayer states & stancesStances:** standing / crouched (prone is **[TBD]**).
TBD-F357C30BGameplayFEAT-COMBATRecoil & feedbackStrong hit feedback: hitmarkers, impact VFX/decals, **world blood splatter**, audio. Feedback quality is a pillar (readable combat). Persistent stains on gear/bodies and the local HUD blood overlay are specified in [10-Blood-Visual.md](10-Blood-Visual.md) — visual only; gameplay effects **[TBD]**.
TBD-AB9ADBACGameplayFEAT-COMBATNetworking notesAnti-cheat sensitive: never trust client-reported hits/damage. **[TBD]** anti-cheat solution.
TBD-A0EDF309GameplayFEAT-COMBATImplementation guidanceBack weapon slots 1–2** (inventory UI) are the holstered firearm/melee on the character back. Drawing them into hands is **[TBD]** (binds and combat component).
TBD-22166F26GameplayFEAT-SURVIVALTracked stats[RECOMMENDATION]** keep v1 to these five. Additional needs (bleeding, infection, broken bones, energy/sleep) are **[TBD]** and best deferred — they multiply tuning and UI cost.
TBD-09E62567GameplayFEAT-SURVIVALStatus effectsNegative: bleeding, poisoned (e.g., from a spitter zombie), cold/overheated, well-fed-debuff-if-overeaten **[TBD]**.
TBD-B410BD98GameplayFEAT-SURVIVALDay/Night & weather interaction[RECOMMENDATION]** feed `WetAmount` into temperature (wet + cold is worse; fire/indoors dry faster). Modifier numbers are **[TBD]** in data. Do not treat fog/snow as wetness unless designed later.
TBD-D3B5A614GameplayFEAT-SURVIVALNetworking & persistence[TBD]** whether stats decay while logged off. Default **[RECOMMENDATION]:** do not decay needs while offline (avoids logging in dead), but the world/base still exists and is raidable.
TBD-C8CD7D71GameplayFEAT-SURVIVALTuningAll rates (decay per minute, restoration amounts, penalty thresholds) live in data (curves/DataTables) for balancing without recompiling. Numbers are **[TBD]** until playtesting.
TBD-44653A2DGameplayFEAT-BUILDINGBuild modes2. **Deployable mode:** place functional objects (door, storage box, crafting station, campfire/stove, sleeping bag/bed, workbench, turret **[TBD]**, traps). The workbench is both a crafting station and the **firearm customization** station ([09-Weapon-Customization.md](09-Weapon-Customization.md)); **anyone nearby** can use firearm work on it.
TBD-0AF430ABGameplayFEAT-BUILDINGMaterials & upgrade tiersPieces are crafted from gathered resources and can be upgraded in tiers (e.g., **Twig → Wood → Stone → Metal → Armored**). Higher tiers have more HP and resist more raid damage. Tier list and HP values are **[TBD]**.
TBD-5DED5913GameplayFEAT-BUILDINGNetworking & persistence — [RISK]Decide early: piece representation (actor vs ISM + data record), save schema, and relevancy strategy. **[TBD]** but must be solved in Phase 1 since everything else builds on it.
TBD-213F0371GameplayFEAT-INVENTORYModel — [CONFIRMED] SCUM-style worn containers + weightSlot count and weight cap** both come from equipped containers (pockets, pants, jacket, vest, backpack, etc.). Removing a container that still holds items is refused until those items are moved or dropped (v1). Nested “items live inside the backpack item when unequipped” is the long-term SCUM target — **[TBD]** implementation after clothing-as-container instances exist.
TBD-2E9E8882GameplayFEAT-INVENTORYEquipment slots — [CONFIRMED]| Head | Helmet / hat / eyewear **[TBD]** split |
TBD-A00CA830GameplayFEAT-INVENTORYEquipment slots — [CONFIRMED]Body armor vs vest layering is **[TBD]**. Clothing that provides storage declares `ProvidedStorageSlots` + `ProvidedWeightCapacity` on the item definition.
TBD-BC8D8365GameplayFEAT-INVENTORYPlayer inventory UI — [CONFIRMED]Use quick slots:** player-assigned references to items **already in inventory** (consumables, medical, tools, building hammer, etc.). Using a quick slot consumes/uses that inventory stack; it does not create a separate stash. Count: **8** — **[RECOMMENDATION]**. Keyboard binds for use (e.g. 3–0) are **[TBD]**; combat draw of back weapons 1–2 is **[TBD]** in [03-Combat-System.md](03-Combat-System.md).
TBD-FE035DECGameplayFEAT-INVENTORYPlayer inventory UI — [CONFIRMED]v1 interaction:** click a use-quick or back slot, then click an inventory cell (or the reverse) to assign. Drag-and-drop is **[TBD]**.
TBD-8D1DFD99GameplayFEAT-INVENTORYItem definition (data-driven)| Durability | **[CONFIRMED]** for firearms and tools; armor still **[TBD]**. No dirt meter — [09-Weapon-Customization.md](09-Weapon-Customization.md). Visual `BloodAmount` on instances: [10-Blood-Visual.md](10-Blood-Visual.md). Visual `WetAmount` on worn/held instances: [11-Wetness-and-Rain.md](11-Wetness-and-Rain.md) |
TBD-B21A1125GameplayFEAT-CRAFTING-PROGRESSIONOpen questions to resolve before building ([TBD])Open questions to resolve before building ([TBD])
TBD-1E39B77CGameplayFEAT-CRAFTING-PROGRESSIONOpen questions to resolve before building ([TBD])Buff content:** flat stat boosts? new passive? Crafting/efficiency bonus? Define a buff catalog. **[TBD]**.
TBD-CB34DAFFGameplayFEAT-CRAFTING-PROGRESSIONOpen questions to resolve before building ([TBD])Stacking & caps:** can a player hold many permanent buffs? Is there a cap to prevent runaway power? **[TBD]** — important for balance.
TBD-BCAE2104GameplayFEAT-CRAFTING-PROGRESSION4. Phase 2 learn-by-doing skills — [CONFIRMED]Skills are confirmed for Phase 2 onward, after the Phase 1 vertical slice proves the core loop. They improve through relevant activity use, not through a global XP level. Effects are intentionally qualitative until playtest tuning; exact formulas, level caps, XP curves, thresholds, and numeric bonuses are **[TBD]**.
TBD-D529CBF1GameplayFEAT-CHARACTER-CREATIONWhat the player can customize — v1 — [CONFIRMED]There is **no face morph and no body scaling** in v1. Skin/eye use pickers, not swatch data assets. Additional options (facial hair, tattoos, starting outfit, etc.) are **[TBD]**.
TBD-C1BB8EDAGameplayFEAT-CHARACTER-CREATIONBarber / later editing — [CONFIRMED][TBD]** (owner call): whether using the barber **costs resources** beyond the scissor gate, and **where** stations are available (craftable/placeable in a base vs. only at safe zones / a starting hub).
TBD-A1E93CDDGameplayFEAT-CHARACTER-CREATIONOpen items — [TBD] (owner decisions; do not guess)Open items — [TBD] (owner decisions; do not guess)
TBD-F2319BE6GameplayFEAT-WEAPON-CUSTOMIZATIONWeapon Customization (Workbench & Field)Firearms can be customized with attachments, loaded like a Tarkov-style magazine/chamber loop, repaired, and (later) adjusted. All of this is **server-authoritative**. Numeric tuning (times, jam chances, stock stat curves) is **[TBD]** — do not invent values in implementation.
TBD-39DD8CFEGameplayFEAT-WEAPON-CUSTOMIZATIONStation — [CONFIRMED]Workbench is still a player-placed deployable (see [05-Building-System.md](05-Building-System.md)). World-placed benches are **[TBD]** and are not required for this feature.
TBD-16DB8041GameplayFEAT-WEAPON-CUSTOMIZATIONWhere actions happen — [CONFIRMED]| Repair durability | **[TBD]** whether field repair is allowed; workbench is the default place to apply a repair kit / salvage parts | Yes |
TBD-24441807GameplayFEAT-WEAPON-CUSTOMIZATIONWhere actions happen — [CONFIRMED]Install/remove **always requires a tool item in inventory** (field and bench). Exact tool item is **[TBD]** (e.g. screwdriver / multi-tool).
TBD-B9481800GameplayFEAT-WEAPON-CUSTOMIZATIONInterruption — [CONFIRMED]Timed bench (or field) actions are **channels**. If the player **moves, takes damage, or dies**, the channel **cancels**. Consumed time is lost; **materials/tools are not consumed** (returned / never deducted). Exact channel durations are **[TBD]**.
TBD-911C46EAGameplayFEAT-WEAPON-CUSTOMIZATIONCompatibility — [CONFIRMED] rule, catalog [RECOMMENDATION]Per-attachment and per-weapon **allowed family / allowed items** live in data. Exact pairing tables are **[TBD]**.
TBD-511DC680GameplayFEAT-WEAPON-CUSTOMIZATIONMagazines & ammunition (Tarkov-like) — [CONFIRMED]Mixed ammo types in one mag are allowed** if each type is **compatible with that mag** (typically same caliber, different projectile). Incompatible caliber/family cannot be inserted. Which types a mag accepts is data **[TBD]**.
TBD-DFDF025BGameplayFEAT-WEAPON-CUSTOMIZATIONMagazines & ammunition (Tarkov-like) — [CONFIRMED]Fire order** when mixed (which round is chambered next) is **[TBD]**. Do not assume a formula until decided.
TBD-6E2D4448GameplayFEAT-WEAPON-CUSTOMIZATIONChamber and bolt — [CONFIRMED] designRemoving the mag can leave **one round in the chamber**. Exact per-weapon bolt types (closed bolt, break action, etc.) are **[TBD]** per firearm.
TBD-D0682A36GameplayFEAT-WEAPON-CUSTOMIZATIONLaser / light — [CONFIRMED]Toggle** on/off (input **[TBD]**).
TBD-11668480GameplayFEAT-WEAPON-CUSTOMIZATIONLaser / light — [CONFIRMED]When on, it **makes zombies more likely to detect / aggro** the user. Exact detection bonuses are **[TBD]**.
TBD-17D81164GameplayFEAT-WEAPON-CUSTOMIZATIONStock length — [CONFIRMED] (Phase 2+)Curves and magnitudes are **[TBD]**. Collapsed size / holster profile is **not** confirmed (do not implement concealment-size rules unless added later).
TBD-500D8D01GameplayFEAT-WEAPON-CUSTOMIZATIONRepair & salvage — [CONFIRMED] rule, yields [TBD]Repair & salvage — [CONFIRMED] rule, yields [TBD]
TBD-13D135A4GameplayFEAT-WEAPON-CUSTOMIZATIONRepair & salvage — [CONFIRMED] rule, yields [TBD]Gun repair kit** restores durability. Amount per use **[TBD]**.
TBD-4AF8CE2AGameplayFEAT-WEAPON-CUSTOMIZATIONRepair & salvage — [CONFIRMED] rule, yields [TBD]A firearm can be **salvaged into parts for that weapon family** (e.g. break down an AR-family gun → AR parts). Salvage **destroys** (or consumes) the donor weapon. Part types, quantities, and whether attachments on the donor drop separately are **[TBD]** — **[RECOMMENDATION]:** drop/uninstall attachments before or as part of salvage so they are not silently deleted.
TBD-84D45198GameplayFEAT-WEAPON-CUSTOMIZATIONRepair & salvage — [CONFIRMED] rule, yields [TBD]Repair consumes **kit and/or matching family parts**. Mixing kit vs parts in one repair action is **[TBD]**.
TBD-8EF6FAEDGameplayFEAT-WEAPON-CUSTOMIZATIONOpen questions still [TBD]Open questions still [TBD]
TBD-F1C301FFGameplayFEAT-BLOOD-VISUALBlood Visual (Stains, World Feedback, HUD)Visual blood only. It does **not** change combat, survival, stealth, or other gameplay in this spec. Any future gameplay use of blood is **[TBD]**.
TBD-F59E46B2GameplayFEAT-BLOOD-VISUALMesh stain — material contract — [CONFIRMED]MID applies that scalar to the mask. Exact **parameter names** are **[TBD]** (technical art).
TBD-F3FE1695GameplayFEAT-BLOOD-VISUALWhat can stain (victim and bystanders-on-body) — [CONFIRMED]Their **outer worn clothing** can stain. Which slot is “outer” is **[TBD]** until clothing layers are designed; do not implement a layer-priority table yet.
TBD-C08B2255GameplayFEAT-BLOOD-VISUALAccumulation — [CONFIRMED] rules, numbers [TBD]Accumulation — [CONFIRMED] rules, numbers [TBD]
TBD-41EE1BE1GameplayFEAT-BLOOD-VISUALWash — [CONFIRMED] intent, not this sliceUntil a wash system exists, `BloodAmount` **stays**. Wash interaction, whether rain reduces blood, and whether wash is channeled are **[TBD]**. `WetAmount` is independent and must not clear blood by existing.
TBD-F1BF62F7GameplayFEAT-BLOOD-VISUALNetworking, inspect, save — [CONFIRMED]Whether **AI** blood (zombie/boss/animal) is written into world persistence or only lives on the actor until despawn is **[TBD]**.
TBD-ED42A3B4GameplayFEAT-BLOOD-VISUALLocal HUD overlay — [CONFIRMED] existence, tuning [TBD]Local HUD overlay — [CONFIRMED] existence, tuning [TBD]
TBD-36C697D4GameplayFEAT-BLOOD-VISUALLocal HUD overlay — [CONFIRMED] existence, tuning [TBD]Duration, intensity vs damage, and exactly which events spawn it (incoming damage, camera-facing splatter, melee swing, combinations) are **[TBD]**. Do not copy a third-party vignette curve.
TBD-7D05EEB5GameplayFEAT-BLOOD-VISUALGameplay — [TBD]Gameplay — [TBD]
TBD-B72E507DGameplayFEAT-BLOOD-VISUALOpen questions still [TBD]Open questions still [TBD]
TBD-EF9CD03FGameplayFEAT-WETNESS-RAINWetness and RainBlood is a separate scalar.** Being wet does not replace `BloodAmount`. Rain washing blood off is still **[TBD]** in [10-Blood-Visual.md](10-Blood-Visual.md).
TBD-F25E7CF5GameplayFEAT-WETNESS-RAINLayers — [CONFIRMED]| **World rain** | Server weather: rain on / rain off (and intensity). Particles, wet ground, audio. | Session weather state; exact cycle **[TBD]** |
TBD-5977DEBBGameplayFEAT-WETNESS-RAINLayers — [CONFIRMED]| **Local HUD** | Optional wet-lens / droplets on the **local player's** screen | Fades; not shown to other players. Existence **[RECOMMENDATION]**; tuning **[TBD]** |
TBD-D4F88E5FGameplayFEAT-WETNESS-RAINExposure — [CONFIRMED] rules, numbers [TBD]Exposure — [CONFIRMED] rules, numbers [TBD]
TBD-F339EADEGameplayFEAT-WETNESS-RAINExposure — [CONFIRMED] rules, numbers [TBD]1. Server weather is raining (intensity above a **[TBD]** threshold).
TBD-AFC70E35GameplayFEAT-WETNESS-RAINExposure — [CONFIRMED] rules, numbers [TBD]3. The pawn is not in a **[TBD]** exception (e.g. fully enclosed vehicle — treat as shelter **[RECOMMENDATION]** once vehicles exist).
TBD-2704ABD6GameplayFEAT-WETNESS-RAINExposure — [CONFIRMED] rules, numbers [TBD]Authored interiors / overhangs that the world marks as covered (trace or volume — **[TBD]** technical).
TBD-AA347144GameplayFEAT-WETNESS-RAINExposure — [CONFIRMED] rules, numbers [TBD]While rain-exposed, `WetAmount` **increases** toward a ceiling (treat cap as **1.0** unless decided otherwise). Rate vs rain intensity is **[TBD]** — do not invent a curve in this doc.
TBD-197DD0B7GameplayFEAT-WETNESS-RAINExposure — [CONFIRMED] rules, numbers [TBD]While **not** rain-exposed, `WetAmount` **dries** toward 0. Dry rate, heat-source speed-up (fire, indoor warmth), and wind are **[TBD]**.
TBD-3A15989DGameplayFEAT-WETNESS-RAINMesh wetness — material contract — [CONFIRMED]Look: darker / higher gloss / wet sheen. Exact **parameter names**, roughness/albedo mapping, and drip VFX are **[TBD]** (technical art).
TBD-3BFABE08GameplayFEAT-WETNESS-RAINWhat gets wet — [CONFIRMED]Outer worn clothing** — which slot is “outer” is **[TBD]** until clothing layers are designed (same open question as blood).
TBD-AC431499GameplayFEAT-WETNESS-RAINWhat gets wet — [CONFIRMED]Zombies, bosses, and animals** use the same pawn `WetAmount` contract when rain-exposed (visual only in v1). Whether AI wetness is saved across restart is **[TBD]** (same class of question as AI blood).
TBD-2569EDA0GameplayFEAT-WETNESS-RAINWater that is not rain — [TBD]Water that is not rain — [TBD]
TBD-058642C4GameplayFEAT-WETNESS-RAINGameplay — [RECOMMENDATION] temperature, rest [TBD]Gameplay — [RECOMMENDATION] temperature, rest [TBD]
TBD-76303B05GameplayFEAT-WETNESS-RAINGameplay — [RECOMMENDATION] temperature, rest [TBD][RECOMMENDATION]** wetness **feeds temperature** (wet + cold exposure is harsher; drying near fire is safer). Survival already names wet/cold; this is the rain hook. Exact modifiers are **[TBD]** and live in data. See [04-Survival-System.md](04-Survival-System.md).
TBD-5AF4C1E3GameplayFEAT-WETNESS-RAINGameplay — [RECOMMENDATION] temperature, rest [TBD]Waterproof clothing / rain gear: **[TBD]**. Do not assume a waterproof flag until designed.
TBD-1D59A6ECGameplayFEAT-WETNESS-RAINOpen questions still [TBD]Open questions still [TBD]
TBD-3F488204WorldFEAT-WORLD-DESIGNStructure — [CONFIRMED][CONFIRMED]** large target; **[TBD]** exact size. **Build small first** (one dense region) and expand via streamed regions / **Data Layers**. Do not author a giant map before the core loop is proven (see [../00-Overview/02-Scope-and-Constraints.md](../00-Overview/02-Scope-and-Constraints.md)).
TBD-9516DAAFWorldFEAT-VEHICLESVehicle types — [RECOMMENDATION] (final list [TBD])Vehicle types — [RECOMMENDATION] (final list [TBD])
TBD-2E642202WorldFEAT-VEHICLESSystemsOwnership / theft:** **[TBD]** — can anyone drive any vehicle? Lock/key system? Default **[RECOMMENDATION]:** vehicles are stealable if left unattended (tension), with optional lock built/crafted.
TBD-8871D86EWorldFEAT-VEHICLESSystemsPersistence:** **[TBD]** — do vehicles persist across server restarts and where? This intersects the persistence backend (see [../04-Multiplayer/01-Network-Architecture.md](../04-Multiplayer/01-Network-Architecture.md)).
TBD-DDED8068EnemiesFEAT-ZOMBIE-DESIGNZombie roster — [RECOMMENDATION] (final roster [TBD])Zombie roster — [RECOMMENDATION] (final roster [TBD])
TBD-C5A45C93EnemiesFEAT-ZOMBIE-DESIGNSpawning & densityDynamic horde events** — [CONFIRMED as zombie role]: periodic roaming hordes / surge events that create emergent pressure and pull players (and PvP) together. Triggered by timers, noise, or activity. Event design/cadence is **[TBD]**.
TBD-9E8744F4EnemiesFEAT-BOSS-ZOMBIESBoss tiers — [CONFIRMED concept], values [TBD]Boss tiers — [CONFIRMED concept], values [TBD]
TBD-2975385FEnemiesFEAT-BOSS-ZOMBIESBoss tiers — [CONFIRMED concept], values [TBD]Number of bosses per tier, exact stats, and arena locations are **[TBD]**. v1 ships **one** boss to prove the loop; expand in Phase 2.
TBD-968BFF84EnemiesFEAT-BOSS-ZOMBIESRules to finalize before implementation ([TBD])Rules to finalize before implementation ([TBD])
TBD-1638DBC8EnemiesFEAT-BOSS-ZOMBIESEncounter designMechanics:** bosses need readable, learnable mechanics beyond "big health bar" — telegraphed heavy attacks, weak-point windows, adds (summoned zombies), arena hazards. Specific movesets **[TBD]**.
TBD-250CE380EnemiesFEAT-BOSS-ZOMBIESEncounter designSpawn/respawn:** bosses spawn at fixed lairs on a cooldown, or via a trigger/summon item **[TBD]**.
TBD-49814AD4MultiplayerTECH-NETWORK-ARCHPersistence backbone — [RISK], design [TBD]Persistence backbone — [RISK], design [TBD]
TBD-ED4CE1CCMultiplayerTECH-NETWORK-ARCHPersistence backbone — [RISK], design [TBD]Open decision [TBD]:** persistence technology. Options to evaluate:
TBD-4AB0D006MultiplayerTECH-NETWORK-ARCHConnectivity & ops (later phases)Anti-cheat:** **[TBD]** solution (EAC/BattlEye/other). Server authority is the first line; a dedicated anti-cheat is needed before/at launch given full-loot stakes.
TBD-22AFB232MultiplayerTECH-SERVERS-HOSTINGServer configuration — [RECOMMENDATION]Rules: PvP on/off zones **[TBD]**, raid windows **[TBD]**, offline-raid protection **[TBD]**.
TBD-B154BC8FMultiplayerTECH-SERVERS-HOSTINGWipes — [RECOMMENDATION]Persistent survival servers typically need periodic **wipes** (reset of bases/progress) to keep servers fresh and competitive and to bound save-data growth. Cadence (e.g., weekly/monthly), and what wipes (map vs. blueprints vs. nothing) is **[TBD]**. Decide before live, as it affects how "permanent" boss buffs and progression feel.
TBD-E383F683MultiplayerFEAT-CLANS-SQUADSSquads (small, tactical)Small group (size **[TBD]**, e.g., 4–6) for playing together right now.
TBD-6D528A5BMultiplayerFEAT-CLANS-SQUADSSquads (small, tactical)Friendly identification:** squadmates shown on HUD/markers; reduced/disabled friendly-fire **[TBD]** (full-loot games sometimes keep FF for realism — decide deliberately).
TBD-267C7F14MultiplayerFEAT-CLANS-SQUADSSquads (small, tactical)Squad utilities:** map pings, voice/text **[TBD]**, shared respawn at squad beds, downed-revive **[RECOMMENDATION]**.
TBD-B63AF720MultiplayerFEAT-CLANS-SQUADSOwnership & permissions modelPermission granularity (build vs. door vs. storage vs. anchor management) is **[TBD]** but should be role-based for clans.
TBD-CD2B17B1MultiplayerFEAT-CLANS-SQUADSFriendly fire & griefing — [TBD]Friendly fire & griefing — [TBD]
TBD-CD5F5B10MultiplayerFEAT-PVP-RAIDING-TRADINGPvPOpen PvP** in the world (no global safe-zones by default; safe-zone areas are **[TBD]**).
TBD-D1A0952DMultiplayerFEAT-PVP-RAIDING-TRADINGPvP[TBD]:** friendly fire rules within squad/clan (see [03-Clans-and-Squads.md](03-Clans-and-Squads.md)); any reputation/karma system (default: none — pure sandbox).
TBD-C0F8D844MultiplayerFEAT-PVP-RAIDING-TRADINGRaiding — [CONFIRMED] full raidingBreaching:** structural pieces have HP and material tiers; raid tools (explosives, cutting tools, melee on weak sides) deal damage to break in. Tool/cost balance is **[TBD]** but is the central raid-economy lever.
TBD-51059415MultiplayerFEAT-PVP-RAIDING-TRADINGRaiding — [CONFIRMED] full raidingDefense:** wall tiers, layered bases, doors/locks, traps, turrets **[TBD]**, and active defense by the owners/clan.
TBD-68EA42CBMultiplayerFEAT-PVP-RAIDING-TRADINGOffline raiding — [TBD] (important)Offline raiding — [TBD] (important)
TBD-58AF0E3DMultiplayerFEAT-PVP-RAIDING-TRADINGServer-authority & anti-cheatFull-loot + raiding makes cheating extremely damaging to the community — anti-cheat (**[TBD]** solution) is required before launch.
TBD-70F45844TechnicalTECH-STACK-ENGINEGameplay Ability System (GAS) — [RECOMMENDATION], decision [TBD]Gameplay Ability System (GAS) — [RECOMMENDATION], decision [TBD]
TBD-8A7EB91ETechnicalTECH-STACK-ENGINEPersistence backend — [TBD]Persistence backend — [TBD]
TBD-8F105DD1ProductionPIPE-PROJECT-SETUP2. Decide & clean remaining template content`Content/ThirdPerson/`, `Content/LevelPrototyping/`, `Content/Characters/`, `Content/Input/`, `Content/Collections/` are template content. Decide per folder: reuse (relocate under `Content/Lambeer/`) or remove. **[TBD]** per folder — keep only what serves Lambeer.
TBD-6C7E3964ProductionPIPE-PROJECT-SETUP4. Enable / confirm pluginsGameplayAbilities** — only if GAS is adopted ([01-Tech-Stack-and-Engine.md](01-Tech-Stack-and-Engine.md), **[TBD]**).
TBD-BFF08134Art & AudioART-DIRECTIONPerformance budget — [RISK], targets [TBD]Performance budget — [RISK], targets [TBD]
TBD-1A882597Art & AudioART-DIRECTIONAsset standardsTexture budgets, poly/Nanite guidelines, and material complexity limits are **[TBD]** — define an art bible during pre-production.
TBD-294FD0B7Art & AudioART-DIRECTIONAsset standardsMelee weapons, tools, clothing, player skin/hair, zombies, and bosses that should show persistent blood need a **per-mesh blood mask** and a MID scalar path. Unmasked meshes show no stain. Spec: [../01-Gameplay/10-Blood-Visual.md](../01-Gameplay/10-Blood-Visual.md). Parameter names **[TBD]**.
TBD-DAFB6BB1Art & AudioART-DIRECTIONAsset standardsThe same content family should expose a **wetness** MID scalar (`WetAmount` 0–1) so rain reads on skin, hair, worn clothes, and held gear. Unhooked meshes look dry. Spec: [../01-Gameplay/11-Wetness-and-Rain.md](../01-Gameplay/11-Wetness-and-Rain.md). Compose with blood; do not overwrite `BloodAmount`. Parameter names **[TBD]**.
TBD-3B250903Art & AudioAUDIO-DIRECTIONOpen items — [TBD]Open items — [TBD]
TBD-53CBF9C1Art & AudioAUDIO-DIRECTIONOpen items — [TBD]Voice chat (proximity vs. squad) — a big tension feature in survival games but adds infra; **[TBD]**.
TBD-386ADAEBProductionPIPE-ROADMAPRoadmap & MilestonesA phased plan that de-risks the ambitious PvPvE-persistent design by proving the core loop before scaling. Phases gate each other — do not start a later phase until the prior phase's exit criteria are met. Calendar dates are intentionally omitted (**[TBD]** with the team's capacity); these are ordered milestones, not a schedule.
TBD-E1A52F8BProductionPIPE-ROADMAPCross-cutting (every phase)Keep the GDD updated; resolve **[TBD]** items as they are decided and mark them **[CONFIRMED]**.
TBD-37CEE59EProductionPROD-RISK-REGISTERRisk Register| R6 | **Cheating** (severe in full-loot/raid games) | High | High | Server authority everywhere; lag-comp without trusting client; integrate an anti-cheat before launch (**[TBD]** solution). |
TBD-9FC54C46ProductionPROD-RISK-REGISTERTop open decisions to resolve (gating)These **[TBD]** items have outsized impact and should be decided before deep implementation:
TBD-2C913437ProjectPROJ-OVERVIEWConventions used in this GDD[TBD]** — open question, not yet decided. Do not implement until resolved.

No decisions match the current filters.