loot-and-logic documentation
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Loot & Logic #
Loot & Logic is a planned game about preparing in an automated home base, exploring a procedurally generated overworld, and infiltrating authored stealth rooms to recover resources. Success expands what the player can build and enables harder expeditions: stealth supplies the tense, active problem, while automation supplies recovery and a sense that every run permanently improves the next.
The intended rhythm is:
Prepare at base → explore the generated Wilds → infiltrate → escape through the
same entrance → return home → automate an upgrade → attempt a harder run
Early preview — invite only. Loot & Logic is in pre-production. An invite-only early preview (a technical build for trusted testers) is being prepared; it is not yet a public beta or a release. Design, technology, scope, and platforms may change substantially. This section records the current concept and development status; it is not a player manual or a promise of final features.
Current status #
- Stage: concept validated, moving into an invite-only early preview.
- Client: a native Godot client replacing the earlier browser and desktop web-shell harnesses.
- Platforms: Linux (primary) and Windows desktops.
- Access: invite only through ZFordDev; no public sign-up or open beta date.
- Multiplayer: architectural foundations exist, but cooperative play is paused until the single-player client matches the validated MVP.
Documentation #
Early preview
What the invite-only technical build includes, how access works, and supported platforms.
Roadmap
Engine proof, MVP gameplay parity, and the character, world, and LAN cooperative milestones ahead.
Client and engine
Why the game moved to a native Godot client and how it connects to the authoritative host.
Prototype research
Technical spikes, MVP evidence, and the playtest results behind the continue decision.
Project milestones #
- Concept documented and core hypothesis defined
- Complete MVP test session built
- First playtest — continue
- Authoritative host, persistence, automation, stealth, and session foundations
- Godot engine proof: thin
base → Wilds → roomjourney complete - Packaged early-preview build
- Full MVP gameplay parity in the selected client
- Character and world selection, settings, and LAN cooperative play
See prototype research and playtesting for the evidence behind these decisions.