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Implementation Guide

The opening arc was the first implementation target. All three milestones below are now complete, along with the full campaign (Chapters 3—15).

What exists after this milestone:

  • Scene runner (dialogue, choices, conditions, state effects)
  • Basic state system (flags, reputation axes, party state)
  • 4-slot battle architecture with 2 characters active
  • Standoff opener as encounter pre-phase
  • Turn-order system with nerve, ammo, wounds, cover
  • Loaded Deck duo tech functional
  • Prologue Beat 5 choice with consequence return
  • Trail resource management

Success test: The prologue plays. The standoff feels distinct. The choice at the campfire is hard. The return to town is different based on the choice.

What exists after this milestone:

  • Town scenes with NPCs (Molly, Voss, Cal, Renata, Declan)
  • Shooting post (Steady Aim unlock through play)
  • Trail Eye as exploration mechanic
  • 3–4 combat encounters with escalating complexity
  • NPC combatants (deputies as uncontrollable allies)
  • Obedience tracking
  • Bitter Cut moral-target combat
  • Combat participation tracking (pulled punches flag)
  • Chapter transition with time skip

Success test: Players love Cedar Wake. Players feel sick at Bitter Cut. The bandit camp is fun. Steady Aim feels earned. Molly is remembered.

What exists after this milestone:

  • Convoy as moving world (formation, day/night, NPC interactions)
  • Eli as NPC combatant (uncontrollable, behavior-driven)
  • Escort pressure (water cart protection)
  • Multi-phase combat (relay 3-phase fight)
  • Skill unlocks through narrative gates
  • Relay rescue branches with full state divergence
  • Witness and evidence state tracking
  • Memory objects functional
  • Chapter transition into adult timeline

Success test: Players argue about Eli after the relay. The triage choice is genuinely hard. Dead Drop feels like a scar. The poster’s birth feels earned. Players want to keep going.

The following systems remain out of scope or are schemaed but not fully wired:

  • Procgen
  • World map sprawl
  • Full inventory economy
  • Polished UI chrome beyond the current spare typographic style
  • Runtime: Rust, ratatui 0.30, crossterm 0.28
  • Data: RON for content and saves, serde for serialization
  • Error handling: anyhow + thiserror
  • Observability: tracing + tracing-subscriber
  • Architecture: Library crate (saints_mile) + binary entry point, TUI layer, data-driven scenes from RON files

The first real build is successful if players:

  • Love Cedar Wake
  • Feel sick at Bitter Cut
  • Argue about Eli after the relay
  • Understand why the poster exists
  • Want to keep going because the world feels alive and wrong