Signal Forge - Production Spec

0. Change Log

  • v1.0 initial production spec

1. Vision

Signal Forge is a fast, skill-based roguelike deckbuilder where the core mastery is building waveform sequences to trigger powerful forge effects. Runs are short, readable, and highly replayable.

2. Target Platform

  • Web (desktop + mobile)

  • Input: mouse, keyboard, touch

  • Performance target: 60 FPS on mid-range laptops and modern phones

3. Game Pillars

  • Sequence mastery: order matters; perfect chains are the best power source.

  • Deck tension: repetition creates static and Glitch risks.

  • Short, punchy runs: 10 to 15 minutes end-to-end.

4. Player Experience Goals

  • Quick onboarding in under 2 minutes.

  • First win in 3 to 5 runs for average players.

  • Continuous sense of momentum through tempo meter.

5. Systems Overview

  • Combat system: turn-based deckbuilder with sequence targets.

  • Map system: branching node map with encounter types.

  • Progression: in-run rewards + meta unlocks.

  • Economy: run currency, shop prices, and unlock currency.

6. Core Data Model

6.1 Entities

  • Card: id, name, cost, type, rarity, tags, effect, sequenceValue

  • Relic: id, name, rarity, effect, trigger

  • Enemy: id, archetype, intent patterns, hp, damage scaling

  • Encounter: id, enemy set, sequence pattern, reward table

  • Run: seed, floor, node index, deck, relics, currency, stats

6.2 Determinism

  • Seeded RNG for map, rewards, and enemy intents

  • Combat outcomes are deterministic with identical inputs

7. Combat System

7.1 Turn Flow

  1. Start turn: draw up to hand size, apply start-of-turn effects.

  2. Player plays cards until energy or actions end.

  3. End turn: apply end-of-turn effects.

  4. Enemies execute intents.

7.2 Hand and Draw

  • Base hand size: 5

  • Base draw per turn: 5

  • Max hand size: 10 (discard excess)

7.3 Energy

  • Base energy: 3

  • Energy can be increased by relics or cards

7.4 Sequence System

  • Each encounter has a visible target sequence, length 2 to 5.

  • Sequence types: Pulse, Sine, Saw, Noise.

  • Each card contributes one waveform to the sequence chain.

  • Completing a sequence triggers Forge Burst.

  • Partial chain gives minor bonus (configurable).

7.5 Forge Burst

  • Triggered on full sequence match within a single turn.

  • Default Burst: deal 8 damage to all enemies.

  • Variants from relics and upgrades.

7.6 Tempo Meter

  • Gain 1 tempo per correct sequence step.

  • Lose 1 tempo on mismatch or end turn.

  • At 6 tempo, unlock Finisher card for one turn.

7.7 Static and Glitch

  • Each repeated waveform in a turn increases Static by 1.

  • Static threshold at 4 inserts 1 Glitch card into discard.

  • Glitch cards are dead draws unless converted by Stabilize.

7.8 Shield

  • Shield absorbs damage before HP.

  • Shield decays by 1 at end of turn.

8. Economy

8.1 Run Currency

  • Earned from combat and elites.

  • Used in shops for cards, relics, and removal.

8.2 Shop Prices (Base)

  • Common card: 40

  • Uncommon card: 70

  • Rare card: 110

  • Relic: 120

  • Card removal: 60

8.3 Meta Currency

  • Earned per run based on floor and boss clear.

  • Unlocks new starter decks, card families, cosmetics.

9. Map and Encounters

9.1 Map Structure

  • 3 floors

  • Each floor: 6 to 8 nodes

  • At least 2 branches per floor

9.2 Node Types

  • Combat: standard enemies

  • Elite: higher reward, higher risk

  • Shop: spend currency

  • Mod Station: apply card mods

  • Rest: heal or remove card

  • Event: random choice outcomes

  • Boss: end of floor

9.3 Encounter Tables

  • Floor 1: 70% basic, 20% mixed, 10% elite

  • Floor 2: 50% mixed, 30% advanced, 20% elite

  • Floor 3: 40% advanced, 40% elite, 20% boss

10. Card List (MVP)

10.1 Common Cards

  • Pulse Strike: cost 1, Pulse, deal 6

  • Pulse Tap: cost 0, Pulse, deal 3

  • Sine Guard: cost 1, Sine, gain 7 shield

  • Sine Bridge: cost 1, Sine, gain 4 shield, draw 1

  • Saw Rush: cost 1, Saw, deal 5, draw 1

  • Saw Latch: cost 1, Saw, deal 4, gain 2 tempo

  • Noise Spike: cost 2, Noise, deal 9, gain 1 Static

  • Noise Shard: cost 1, Noise, deal 5, add 1 Glitch to discard

10.2 Uncommon Cards

  • Overdrive Coil: cost 0, Pulse, next card triggers twice

  • Pulse Repeater: cost 1, Pulse, add Pulse to sequence chain twice

  • Sine Barrier: cost 2, Sine, gain 14 shield

  • Sine Reset: cost 1, Sine, remove 1 Glitch, draw 1

  • Saw Flurry: cost 2, Saw, deal 5 to all enemies

  • Saw Anchor: cost 2, Saw, deal 8, gain 4 shield

  • Noise Bloom: cost 2, Noise, deal 7, add 1 Glitch to hand, gain 2 tempo

  • Noise Cancel: cost 1, Noise, remove 2 Static

10.3 Rare Cards

  • Forge Nova: cost 3, Pulse, deal 18 to all enemies

  • Phase Cascade: cost 2, Sine, gain 10 shield, draw 2

  • Razor Choir: cost 2, Saw, deal 14, gain 3 tempo

  • Blackout: cost 1, Noise, purge all Glitch in discard, draw 2

  • Wildcard: cost 1, Any, counts as any waveform

10.4 Glitch Cards

  • Static: unplayable, exhaust on draw

  • Feedback: cost 1, deal 2 to self, draw 1

11. Card Mods

  • Echo: repeat effect at 50% strength

  • Sustain: keep card in hand next turn

  • Overdrive: reduce cost by 1, add 1 Static

  • Clean: remove Static gain from a card

12. Relic List (MVP)

  • Oscillator Core: first Pulse each turn is free

  • Phase Shifter: one sequence step can be any waveform

  • Static Sink: remove 1 Static at end of turn

  • Tempo Gear: gain +1 tempo on first match each turn

  • Coil Capacitor: start combat with +1 energy on floor 2+

  • Glass Dial: sequences are 1 shorter on floor 1 only

  • Signal Mirror: first Saw each turn gains +3 damage

  • Echo Node: after Forge Burst, draw 1

  • Clean Room: Glitch cards exhaust on draw

  • Fault Lens: gain +10 currency when taking a Glitch

  • Pulse Compass: see next node reward type

  • Sine Loom: shield decay reduced to 0 on your first turn

13. Enemies

13.1 Archetypes

  • Disruptors: add Glitch cards

  • Brutes: big hits, low defense

  • Swarmers: multiple small hits

  • Shielders: gain shield and punish long turns

13.2 Enemy List

  • Disruptor Drone: adds 1 Glitch every 2 turns

  • Iron Brute: heavy single hit every 2 turns

  • Swarm Node: 3 small units, weak to AOE

  • Shield Relay: shields allies each turn

13.3 Bosses

  • The Modulator: changes sequence every 2 turns

  • The Fault: applies Static each turn unless sequence is perfect

14. Events (Examples)

  • Lost Oscillator: remove a card or gain a relic with 1 Glitch

  • Static Shrine: purge all Glitch, lose 10 HP

  • Broken Studio: duplicate a card, add Feedback

15. Difficulty Curve

  • Floor 1 sequences length 2 to 3

  • Floor 2 sequences length 3 to 4

  • Floor 3 sequences length 4 to 5

16. UI/UX

16.1 Layout

  • Enemy top center

  • Player HUD bottom center

  • Hand at bottom

  • Draw pile left, discard right

  • Sequence tracker above hand

16.2 Readability

  • Large waveform icons, color-coded

  • Clear intent icons for enemies

  • Sequence glow when matched

17. Art Direction

  • Industrial synth, oscilloscope motifs

  • High-contrast card frames

  • Dark grid backgrounds with scanlines

  • Glow effects for sequences and bursts

18. Audio Direction

  • Adaptive synth score per floor

  • Card play waveform clicks

  • Burst adds harmonic swell

  • Glitch adds static hiss

19. Controls

  • Desktop: click/drag cards, hotkeys 1-5

  • Mobile: tap to select, tap to play

20. Telemetry

  • Run start/finish

  • Floor reached

  • Sequence accuracy rate

  • Glitch insertion count

  • Average run time

21. Accessibility

  • Color-blind safe waveform icons

  • Large tap targets on mobile

  • Optional reduced motion

22. Production Plan

22.1 MVP Milestones

  • Week 1: core combat, deck, and sequence system

  • Week 2: map, nodes, enemy intents

  • Week 3: cards, relics, balance pass

  • Week 4: UI polish, audio, leaderboard

22.2 Risk List

  • Sequence system complexity

  • Mobile input friction

  • Balance of Static vs power

23. Systems Diagrams

23.1 Combat Loop

flowchart TD
    A[Start Turn] --> B[Draw Hand]
    B --> C[Play Cards]
    C --> D{Sequence Match?}
    D -- Yes --> E[Forge Burst]
    D -- No --> F[Apply Static]
    E --> G[End Turn]
    F --> G[End Turn]
    G --> H[Enemy Intent]
    H --> A

23.2 Run Flow

flowchart TD
    A[Start Run] --> B[Map Node]
    B --> C{Node Type}
    C -- Combat --> D[Combat]
    C -- Shop --> E[Shop]
    C -- Event --> F[Event]
    C -- Rest --> G[Rest]
    D --> H[Reward]
    E --> B
    F --> B
    G --> B
    H --> B

24. Balance Math

24.1 Damage Scaling

  • Base enemy HP: 25 + (5 * floor)

  • Base player damage per card: 5 to 9

  • Sequence bonus per match: 8 damage to all enemies

  • Scaling factor: 1.1x per floor for enemy health

24.2 Shield Math

  • Base shield per card: 4 to 7

  • Shield decay per turn: 1 (unless relic modifies)

  • Player base HP: 50 + (10 * floor)

24.3 Tempo Economy

  • Tempo gain per sequence step: 1

  • Finisher cost: 6 tempo

  • Finisher effect: next card costs 0 and triggers twice

  • Finisher value: approximately 15 to 20 extra damage

24.4 Cost Calculations

  • Free cards (cost 0): limit 1 per turn

  • Cost 1 cards: 3 to 5 energy value

  • Cost 2 cards: 6 to 8 energy value

  • Premium rarity scaling: +20% effect for same cost

24.5 Static Pressure

  • Threshold for Glitch: 4 Static

  • Glitch card penalty: dead draw or -2 damage on play

  • Stabilize value: 2 Static removal per card

25. Card Synergy Archetypes

25.1 Pulse Burn (Tempo Focus)

  • Core cards: Pulse Strike, Overdrive Coil, Pulse Repeater

  • Synergy: spam Pulse to build tempo rapidly

  • Relic pairs: Oscillator Core, Tempo Gear

25.2 Sine Shield (Durability Focus)

  • Core cards: Sine Guard, Sine Barrier, Sine Reset

  • Synergy: consistent shield generation with utility

  • Relic pairs: Static Sink, Clean Room

25.3 Saw All-In (Burst Focus)

  • Core cards: Saw Flurry, Saw Rush, Razor Choir

  • Synergy: high upfront damage with card draw

  • Relic pairs: Echo Node, Pulse Compass

25.4 Noise Chaos (Glitch Conversion)

  • Core cards: Noise Spike, Blackout, Noise Cancel

  • Synergy: generate Glitch then convert to advantage

  • Relic pairs: Fault Lens, Signal Mirror

26. Win Condition Design

26.1 Win Paths

  • Path A: Tempo spam (build Finisher repeatedly)

  • Path B: Shield wall (block damage, outlast)

  • Path C: Burst chain (match sequences every turn)

  • Path D: Glitch abuse (convert Static to currency/draw)

26.2 Rough Viability

  • All 4 paths should be viable to floor 3 boss

  • No single dominant strategy in ideal balance

  • Deck dilution is penalty at random card picks

27. Difficulty Tuning Parameters

  • Sequence length by floor

  • Enemy damage scaling

  • Static pressure per encounter

  • Shop pricing

27.1 Difficulty Targets

  • Floor 1: 60% win rate for average player

  • Floor 2: 35% win rate for average player

  • Floor 3: 15% win rate for average player

28. Metrics and Tuning

28.1 Combat Metrics

  • Average combat duration: 4 to 7 turns

  • Average damage dealt per turn: 12 to 18

  • Average shield absorbed: 20 to 40 per run

28.2 Deck Metrics

  • Average cards added per run: 8 to 12

  • Average cards removed per run: 2 to 4

  • Average Glitch cards per run: 3 to 6

28.3 Economy Metrics

  • Average currency earned per run: 200 to 400

  • Shop visits per run: 2 to 4

  • Average cards purchased per shop: 1 to 2

29. Leaderboard Metrics

  • Primary: fastest boss clear time

  • Secondary: highest tempo chain

  • Tertiary: most currency earned in single run

  • Seasonal resets: monthly

30. Mobile-Specific Tuning

  • Enlarged card hitboxes: 64x96px minimum

  • Drag threshold: 20px before committing to play

  • Tap hold for card preview: 500ms

  • Auto-sort hand: by waveform type

31. Summary of Card Pools by Rarity

  • Common (40% pick weight): efficient basic cards

  • Uncommon (40% pick weight): synergy enablers

  • Rare (20% pick weight): game-changing effects

  • Avg picks per run: 10 cards

32. Notable Card Interactions

  • Overdrive + Forge Nova: 36 damage for 3 energy

  • Sine Barrier + Shield Relay: scales shield generation

  • Noise Bloom + Fault Lens: Glitch becomes income

  • Wildcard + Pulse Repeater: guaranteed sequence match

33. Future Expansion Ideas

  • Additional waveform types (Harmonic, Sub)

  • Ancient relics with downside effects

  • Boss tokens that modify dungeon

  • Daily challenge runs with fixed seed