# πŸ›°οΈ Skybound Protocol: Strategic Knowledge Mesh (MOC) Skybound ν”„λ‘œμ νŠΈμ˜ λͺ¨λ“  μ‹œμŠ€ν…œμ€ 유기적으둜 μ—°κ²°λ˜μ–΄ μžˆμŠ΅λ‹ˆλ‹€. μ•„λž˜μ˜ **핡심 ν‚€μ›Œλ“œ ν΄λŸ¬μŠ€ν„°**λ₯Ό 톡해 μ‹œμŠ€ν…œ κ°„μ˜ μ—°κ΄€ 관계λ₯Ό νŒŒμ•…ν•˜μ‹­μ‹œμ˜€. --- ## 🏷️ Keyword Cluster: #Core_Logic (μ—”μ§„ 및 인프라) ν”„λ‘œμ νŠΈμ˜ λΌˆλŒ€μ™€ λŸ°νƒ€μž„ μ œμ–΄ λ©”μ»€λ‹ˆμ¦˜μž…λ‹ˆλ‹€. - **Master Plan**: [[01_Core_Engine/Skybound-Modular-Game-Architecture|Modular Architecture]] - **Data Flow**: [[01_Core_Engine/Stat-Injection-and-Visual-Renderer-Pipeline|Stat Injection & Renderer Pipeline]] - **Engine Loop**: [[01_Core_Engine/Game-Engine-Loop-and-System-Orchestration|Runtime Pipeline]] - **Implementation**: [[01_Core_Engine/Skybound_Implementation_Report_V10_5|V10.5 Implementation Report]] - **Fix Log**: [[01_Core_Engine/Combat_System_Reference_Error_Resolution|Combat System ReferenceError Resolution]] - **Campaign**: [[04_Mechanics_Progression/Campaign_and_Dual_Loop_System|Campaign & Dual-Loop Architecture]] - **Governance**: [[01_Core_Engine/Git_Synchronization_Protocol|Git & Knowledge Sync Protocol]] - **Visual Pattern**: [[01_Core_Engine/Visual_Feedback_Signal_Pattern|Visual Feedback Signal Pattern]] - **State Control**: [[01_Core_Engine/State-Machine-and-Phase-Transition-Events|Global State Machine]] - **Recent Reports**: - [[01_Core_Engine/2026-04-23_Engine_Stabilization_Report|V13.1 Engine Stabilization & Tactical Boundary]] - [[05_Project_Issues/2026-04-23_Post-Mortem_Loot_Rebalance|Post-Mortem: Loot & Progression Rebalance]] - [[05_Project_Issues/2026-04-22_Engine_Stability_Audit|V12.1 Engine Stability Audit]] - [[05_Project_Issues/2026-04-21-Project-Report-V11.5-Combat-and-UI-Recovery|V11.5 Project Report (Recovery)]] ## 🏷️ Keyword Cluster: #Battle_Tactics (μ „νˆ¬ 및 AI) ꡐ전 κ·œμΉ™κ³Ό 적 기체의 μ§€λŠ₯적 행동 μ–‘μ‹μž…λ‹ˆλ‹€. - **Physics**: [[02_Combat_AI/Combat-System-and-Bullet-Interaction-Pipeline|Bullet Collision Pipeline]] - **Design**: [[03_Boss_Systems/Boss_Battle_Design_System|Boss Battle Design System]] - **Timeline**: [[03_Boss_Systems/Boss_Encounter_and_Timeline_Design|Boss Encounter & Timeline Design]] - **Rhythm**: [[02_Combat_AI/Staggered-Firing-Logic-and-Phase-Offset|Staggered Firing & Offset]] - **Implementation**: 10_Wiki/Technical_Reports/2026-04-22_Boss_Battle_System_Implementation ## 🏷️ Keyword Cluster: #Dopamine_UX (ν”Όλ“œλ°± 및 ν…μ…˜) μœ μ €κ°€ λŠλΌλŠ” '재미'의 μˆ˜μΉ˜ν™” 및 μ—°μΆœ κΈ°λ²•μž…λ‹ˆλ‹€. - **Feedback**: [[05_Project_Issues/2026-04-21-UX-Dopamine-Feedback-Upgrade|Dopamine Feedback Engine]] - **Upgrade**: [[04_Mechanics_Progression/UX_Gameplay_Protocol_V10_0|V10.0 UX & Gameplay Upgrade]] - **Visuals**: [[01_Core_Engine/Visual_Feedback_Signal_Pattern|Dynamic Color & Renderer Signal]] - **Tension**: [[04_Mechanics_Progression/Combat_Timeline_Difficulty_Scaling|World Tension Scaling]] ## 🏷️ Keyword Cluster: #Growth_Loop (μ„±μž₯ 및 μžμ›) λ£¨ν”„λ¬Όλ‘œμ„œμ˜ 지속 κ°€λŠ₯성을 λ‹΄λ³΄ν•˜λŠ” μ‹œμŠ€ν…œμž…λ‹ˆλ‹€. - **Evolution**: [[04_Mechanics_Progression/InGame_Progression_System|In-Game Progression & Evolution]] - **Economy**: [[04_Mechanics_Progression/Meta_Economy_Growth_Loop|Meta-Economy & Growth Loop]] - **Crafting**: [[04_Mechanics_Progression/Equipment_Crafting_and_Synthesis_Full|Equipment Crafting & Synthesis]] - **Logistics**: [[04_Mechanics_Progression/Tactical-Air-Drop-and-Supply-Logistics|Tactical Air-Drop & Supply]] ## 🏷️ Keyword Cluster: #Stability_QA (μ•ˆμ •μ„± 및 디버깅) μ‹œμŠ€ν…œμ˜ 무결성을 μœ μ§€ν•˜κΈ° μœ„ν•œ κΈ°λ‘μž…λ‹ˆλ‹€. - **Audit**: [[05_Project_Issues/2026-04-22_Engine_Stability_Audit|V12.1 Engine Integrity Audit]] - **Optimization**: [[05_Project_Issues/2026-04-22_Engine_Logic_Optimization_Report|Engine Logic & Physics Optimization]] - **Boss Fix**: [[03_Boss_Systems/Boss_Combat_Stability_Fix_Log|Boss Combat Stability Fix]] - **Post-Mortem**: [[05_Project_Issues/2026-04-23_Post-Mortem_Loot_Rebalance|Post-Mortem: Loot & Progression Fix]] - **Report**: [[05_Project_Issues/2026-04-21_Stability_and_Optimization_Report|2026-04-21 Stability & Optimization]] - **Performance**: [[05_Project_Issues/2026-04-21-Engine-Stability-and-Optimization|Performance Tuning]] --- **Root Policy**: Ps-Reinforce v2.5 (Graph Expansion) **Last Audit**: 2026-04-23 --- **Project Status**: Knowledge Ingestion Complete (Batch 13.1-A) ## 🏷️ Keyword Cluster: #Project_Logs (졜근 개발 둜그) - [[Frontend_Mastery/2026-04-24-Skybound_Code_Structure_Audit_and_Stabilization_Plan|2026-04-24-Skybound_Code_Structure_Audit_and_Stabilization_Plan]] - [[Frontend_Mastery/2026-04-24-Skybound_Final_Stylized_Casual_Magitech_Redirection|2026-04-24-Skybound_Final_Stylized_Casual_Magitech_Redirection]] - [[Frontend_Mastery/2026-04-24-Skybound_HUD_and_TAC_LevelUp_Stylized_Casual_Magitech_Fix|2026-04-24-Skybound_HUD_and_TAC_LevelUp_Stylized_Casual_Magitech_Fix]] - [[Frontend_Mastery/2026-04-24-Skybound_Nova_Burst_Icon_and_Effect_Fix|2026-04-24-Skybound_Nova_Burst_Icon_and_Effect_Fix]] - [[Frontend_Mastery/2026-04-24-Skybound_Particle_and_Supply_Readability_Fix|2026-04-24-Skybound_Particle_and_Supply_Readability_Fix]] - [[Frontend_Mastery/2026-04-24-Skybound_Semirealistic_Magitech_Fantasy_Redirection|2026-04-24-Skybound_Semirealistic_Magitech_Fantasy_Redirection]] - [[Frontend_Mastery/2026-04-24-Skybound_Stylized_Casual_Magitech_Art_Pack|2026-04-24-Skybound_Stylized_Casual_Magitech_Art_Pack]] - [[Frontend_Mastery/2026-04-24-Skybound_Stylized_Casual_Magitech_Ingame_Asset_Fix|2026-04-24-Skybound_Stylized_Casual_Magitech_Ingame_Asset_Fix]] - [[Frontend_Mastery/2026-04-24-Skybound_Survivor_Like_Balance_Curve_Pass|2026-04-24-Skybound_Survivor_Like_Balance_Curve_Pass]] - [[Frontend_Mastery/2026-04-25-Skybound_Core_Gameplay_Rebalance_and_Purpose_Reset|2026-04-25-Skybound_Core_Gameplay_Rebalance_and_Purpose_Reset]] - [[Frontend_Mastery/2026-04-25-Skybound_Player_Airframe_and_8Stage_Boss_Continuity_Rework|2026-04-25-Skybound_Player_Airframe_and_8Stage_Boss_Continuity_Rework]] - [[Frontend_Mastery/2026-04-25-Skybound_Skill_Concept_and_Hangar_Layout_Overlap_Fix|2026-04-25-Skybound_Skill_Concept_and_Hangar_Layout_Overlap_Fix]] - [[Frontend_Mastery/2026-04-25-Skybound_TacExp_DirectKill_and_UI_Productization_Pass|2026-04-25-Skybound_TacExp_DirectKill_and_UI_Productization_Pass]] - [[Frontend_Mastery/2026-04-25-Skybound_Vampire_Survivors_Loop_and_Stage_Curve_Preparation|2026-04-25-Skybound_Vampire_Survivors_Loop_and_Stage_Curve_Preparation]] - [[Frontend_Mastery/2026-04-26-Skybound_Enemy_Motion_Damage_Pressure_and_Projectile_Visual_Pass|2026-04-26-Skybound_Enemy_Motion_Damage_Pressure_and_Projectile_Visual_Pass]] - [[Frontend_Mastery/2026-04-26-Skybound_HP_Scarcity_and_Module_Cache_Rewards|2026-04-26-Skybound_HP_Scarcity_and_Module_Cache_Rewards]] - [[Frontend_Mastery/2026-04-26-Skybound_Invasion_Response_Stage_Difficulty_Curve|2026-04-26-Skybound_Invasion_Response_Stage_Difficulty_Curve]] - [[Frontend_Mastery/2026-04-26-Skybound_Low_Level_First_Upgrade_Offer_Balance|2026-04-26-Skybound_Low_Level_First_Upgrade_Offer_Balance]] - [[Frontend_Mastery/2026-04-26-Skybound_Miniboss_Treasure_Cache_Reward_Loop|2026-04-26-Skybound_Miniboss_Treasure_Cache_Reward_Loop]] - [[Frontend_Mastery/2026-04-26-Skybound_Player_Sprite_Path_Warning_Fix|2026-04-26-Skybound_Player_Sprite_Path_Warning_Fix]] - [[Frontend_Mastery/2026-04-26-Skybound_Reward_Card_Clarity_and_Command_Cache_UI|2026-04-26-Skybound_Reward_Card_Clarity_and_Command_Cache_UI]] - [[Frontend_Mastery/2026-04-26-Skybound_Skill_Slot_Limit_Weapon5_Passive5|2026-04-26-Skybound_Skill_Slot_Limit_Weapon5_Passive5]] - [[Frontend_Mastery/2026-04-26-Skybound_Skip_Upgrade_and_Weapon_Transform_Reconfiguration|2026-04-26-Skybound_Skip_Upgrade_and_Weapon_Transform_Reconfiguration]] - [[Frontend_Mastery/2026-04-26-Skybound_Stage1_to_3_Playtest_Balance_Bomb_and_Visual_Diversity_Pass|2026-04-26-Skybound_Stage1_to_3_Playtest_Balance_Bomb_and_Visual_Diversity_Pass]] - [[Frontend_Mastery/2026-04-26-Skybound_Stage_Miniboss_Pattern_Differentiation|2026-04-26-Skybound_Stage_Miniboss_Pattern_Differentiation]] - [[Skybound/05_Project_Issues/2026-04-21-Engine-Stability-and-Optimization|2026-04-21-Engine-Stability-and-Optimization]] - [[Skybound/05_Project_Issues/2026-04-21-Implementation-and-Architecture-Report|2026-04-21-Implementation-and-Architecture-Report]] - [[Skybound/05_Project_Issues/2026-04-21-Project-Report-V11.5-Combat-and-UI-Recovery|2026-04-21-Project-Report-V11.5-Combat-and-UI-Recovery]] - [[Skybound/05_Project_Issues/2026-04-21-UX-Dopamine-Feedback-Upgrade|2026-04-21-UX-Dopamine-Feedback-Upgrade]] - [[Skybound/05_Project_Issues/2026-04-22_Engine_Logic_Optimization_Report|2026-04-22_Engine_Logic_Optimization_Report]] - [[Skybound/05_Project_Issues/2026-04-22_Engine_Stability_Audit|2026-04-22_Engine_Stability_Audit]] - [[Skybound/2026-04-24-Skybound_Code_Structure_Audit_and_Stabilization_Plan|2026-04-24-Skybound_Code_Structure_Audit_and_Stabilization_Plan]] - [[Skybound/2026-04-24-Skybound_Final_Stylized_Casual_Magitech_Redirection|2026-04-24-Skybound_Final_Stylized_Casual_Magitech_Redirection]] - [[Skybound/2026-04-24-Skybound_HUD_and_TAC_LevelUp_Stylized_Casual_Magitech_Fix|2026-04-24-Skybound_HUD_and_TAC_LevelUp_Stylized_Casual_Magitech_Fix]] - [[Skybound/2026-04-24-Skybound_Nova_Burst_Icon_and_Effect_Fix|2026-04-24-Skybound_Nova_Burst_Icon_and_Effect_Fix]] - [[Skybound/2026-04-24-Skybound_Particle_and_Supply_Readability_Fix|2026-04-24-Skybound_Particle_and_Supply_Readability_Fix]] - [[Skybound/2026-04-24-Skybound_Semirealistic_Magitech_Fantasy_Redirection|2026-04-24-Skybound_Semirealistic_Magitech_Fantasy_Redirection]] - [[Skybound/2026-04-24-Skybound_Stylized_Casual_Magitech_Art_Pack|2026-04-24-Skybound_Stylized_Casual_Magitech_Art_Pack]] - [[Skybound/2026-04-24-Skybound_Stylized_Casual_Magitech_Ingame_Asset_Fix|2026-04-24-Skybound_Stylized_Casual_Magitech_Ingame_Asset_Fix]] - [[Skybound/2026-04-24-Skybound_Survivor_Like_Balance_Curve_Pass|2026-04-24-Skybound_Survivor_Like_Balance_Curve_Pass]] - [[Skybound/2026-04-25-Skybound_Core_Gameplay_Rebalance_and_Purpose_Reset|2026-04-25-Skybound_Core_Gameplay_Rebalance_and_Purpose_Reset]] - [[Skybound/2026-04-25-Skybound_Player_Airframe_and_8Stage_Boss_Continuity_Rework|2026-04-25-Skybound_Player_Airframe_and_8Stage_Boss_Continuity_Rework]] - [[Skybound/2026-04-25-Skybound_Skill_Concept_and_Hangar_Layout_Overlap_Fix|2026-04-25-Skybound_Skill_Concept_and_Hangar_Layout_Overlap_Fix]] - [[Skybound/2026-04-25-Skybound_TacExp_DirectKill_and_UI_Productization_Pass|2026-04-25-Skybound_TacExp_DirectKill_and_UI_Productization_Pass]] - [[Skybound/2026-04-25-Skybound_Vampire_Survivors_Loop_and_Stage_Curve_Preparation|2026-04-25-Skybound_Vampire_Survivors_Loop_and_Stage_Curve_Preparation]] - [[Skybound/2026-04-26-Skybound_Enemy_Motion_Damage_Pressure_and_Projectile_Visual_Pass|2026-04-26-Skybound_Enemy_Motion_Damage_Pressure_and_Projectile_Visual_Pass]] - [[Skybound/2026-04-26-Skybound_HP_Scarcity_and_Module_Cache_Rewards|2026-04-26-Skybound_HP_Scarcity_and_Module_Cache_Rewards]] - [[Skybound/2026-04-26-Skybound_Invasion_Response_Stage_Difficulty_Curve|2026-04-26-Skybound_Invasion_Response_Stage_Difficulty_Curve]] - [[Skybound/2026-04-26-Skybound_Low_Level_First_Upgrade_Offer_Balance|2026-04-26-Skybound_Low_Level_First_Upgrade_Offer_Balance]] - [[Skybound/2026-04-26-Skybound_Miniboss_Treasure_Cache_Reward_Loop|2026-04-26-Skybound_Miniboss_Treasure_Cache_Reward_Loop]] - [[Skybound/2026-04-26-Skybound_Player_Sprite_Path_Warning_Fix|2026-04-26-Skybound_Player_Sprite_Path_Warning_Fix]] - [[Skybound/2026-04-26-Skybound_Reward_Card_Clarity_and_Command_Cache_UI|2026-04-26-Skybound_Reward_Card_Clarity_and_Command_Cache_UI]] - [[Skybound/2026-04-26-Skybound_Skill_Slot_Limit_Weapon5_Passive5|2026-04-26-Skybound_Skill_Slot_Limit_Weapon5_Passive5]] - [[Skybound/2026-04-26-Skybound_Skip_Upgrade_and_Weapon_Transform_Reconfiguration|2026-04-26-Skybound_Skip_Upgrade_and_Weapon_Transform_Reconfiguration]] - [[Skybound/2026-04-26-Skybound_Stage1_to_3_Playtest_Balance_Bomb_and_Visual_Diversity_Pass|2026-04-26-Skybound_Stage1_to_3_Playtest_Balance_Bomb_and_Visual_Diversity_Pass]] - [[Skybound/2026-04-26-Skybound_Stage_Miniboss_Pattern_Differentiation|2026-04-26-Skybound_Stage_Miniboss_Pattern_Differentiation]]