# Skybound Core Gameplay Rebalance and Purpose Reset

**Date**: 2026-04-25  
**Project**: Skybound Protocol  
**Author**: Codex  
**Status**: Raw corrective gameplay pass after balance regression  

## 1. User Playtest Feedback

The previous balance pass made the game worse.

Observed issues:

- TAC Level Up triggered repeatedly and too quickly.
- Campaign and Blitz did not communicate a clear purpose.
- It was unclear whether the player should dodge bullets, collect upgrades, survive waves, or simply idle.
- Standing near the center could clear the stage with little interaction.
- Skill choice did not feel strategic because almost any pickup worked.
- The foundation felt like it had grown without a clear gameplay plan.

## 2. Diagnosis

The previous pass overcorrected toward reward frequency and enemy density.

Main problems:

- initial EXP requirement was too low
- EXP gem values were too high
- level-up carryover allowed too much momentum
- no cooldown existed between TAC Level Up events
- base magnet radius was too generous
- base damage multiplier was too high
- weapon cooldowns became too generous
- enemy caps became too high for the current combat model
- enemies were too weak for the amount of automatic player damage

The result was a reward flood without enough danger, movement, or tactical pressure.

## 3. New Gameplay Purpose

Skybound should not be a pure bullet hell and should not be an idle auto-clear game.

The intended player loop should be:

1. Survive incoming enemy formations and hazard pressure.
2. Move deliberately to collect EXP gems and supply rewards.
3. Choose upgrades that solve the current pressure pattern.
4. Build toward synergies and evolutions.
5. Enter boss or spike phases with a build that feels earned.

The main fun should come from:

- movement under pressure
- risk-reward EXP collection
- tactical skill choices
- visible power growth
- stage pressure that asks for different answers

The player should not be able to win reliably by standing still.

## 4. Corrective Fixes Applied

### TAC Level Up Flood Control

Applied:

- initial required EXP increased from `45` to `90`
- normal enemy EXP reduced from `7` to `4`
- elite EXP reduced from `32` to `20`
- level-up multiplier increased to `1.42 / 1.48 / 1.55 / 1.62`
- added a `360 frame` TAC Level Up lockout after each level-up
- EXP carryover is capped to `35%` of the next requirement

Expected result:

- level-up moments become meaningful beats
- no rapid-fire modal spam
- players must keep playing between upgrades

### Movement Incentive

Applied:

- base magnet radius reduced from `180` to `90`
- magnet passive now adds `35` per level instead of `60`

Expected result:

- EXP collection requires movement
- standing still misses more progression
- magnet becomes a strategic comfort/passive choice rather than free global collection

### Idle-Clear Reduction

Applied:

- base effective damage reduced from `1.5` to `1.0`
- damage passive now provides growth from deliberate investment
- several weapon cooldowns were pulled back from the previous overly generous pass
- Nova Burst was returned closer to a periodic tactical tool rather than constant auto-clear

Expected result:

- early weapons no longer erase all pressure automatically
- skill investment matters more
- AoE tools help but do not replace positioning

### Enemy Pressure Recentered

Applied:

- hard enemy cap reduced from `90` to `56`
- phase caps reduced from the previous overcorrection
- enemy HP increased from the previous too-low values
- enemies enter deeper into the playfield
- enemy speed and bullet pressure were slightly restored
- procedural spawn cadence reduced from the flood state

Expected result:

- fewer meaningless bodies
- enemies apply actual positional pressure
- player must dodge, reposition, and collect intentionally

## 5. Design Rule Going Forward

Future balance changes should follow this rule:

Do not increase rewards unless a matching risk or movement requirement exists.

Examples:

- faster level-up needs harder collection or less carryover
- more enemies need weaker auto-clear or stronger enemy pathing
- stronger skills need clearer spike counters or enemy behaviors
- more pickups need better pickup affordance and danger around pickup zones

## 6. Changed Runtime Paths

Important changed paths:

- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/store/useGameStore.ts`
- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/systems/types.ts`
- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/systems/ProgressionSystem.ts`
- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/systems/CombatSystem.ts`
- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/systems/SpawnerSystem.ts`
- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/config/CombatTimeline.ts`
- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/config/balance.ts`
- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/config/weaponBehaviors.ts`
- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/systems/ModularWeaponSystem.ts`

## 7. Verification

Production build completed successfully with:

```bash
npm run build
```

The existing `/sprites/player.png` static asset warning remains non-blocking.

## 8. Next Necessary Design Work

This corrective patch stabilizes the worst problems, but the project still needs a stronger core design pass.

Recommended next work:

- define Campaign as objective-based stages with unique pressure patterns
- define Blitz as score/survival mode with explicit risk-reward scoring
- add clear stage objectives to HUD
- add enemy archetypes that force movement differently
- add pickup-risk zones so rewards are not free
- review every skill for role identity: damage, crowd control, defense, mobility, economy
