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Chained Descent

Manually descend into claustrophobic horror in an ancient diving bell with scarce oxygen.

⛓️ Chained Descent — Game Wiki

Genre: Lovecraftian survival-horror descent (prisoner in a diving bell)
Engine: Phaser 3 + React/Vite (TypeScript)
Platform: Web (Steam/itch.io planned)
Target Session: Slice is short; full fantasy is multi-chasm campaign
Status: Vertical slice exists — soul/intent must be restored (see )
Wiki Standard: Golden template for Metal Games gamejam wikis


Honest status (read this first)

What exists todayWhat does not exist yet / was lost
Playable vertical slice (one trench)Multi-chasm overworld + progression as playable code
Steam MVP scaffoldingStep 3 build against CURRENT carve only (do not inflate)
Step 1 accepted + Step 2 carved (2026-07-11)Studio process lock (metalgames-site#16)
Track B Step 0 scrapes (IGN/GameFAQs Dredge, Jaws, Limbo)FAQ numeric TBD rows (design debt)

Creative north star (locked 2026-07-10): — Lovecraftian prisoner in the bell, at Navigator’s mercy; wake up inside the bell; overworld to different chasms with Dredge-style return-deeper progression; story. Do not ship copy or walkthroughs that gut this.

Process: CD was built slice-first (cautionary). Track B: https://github.com/LukeLit/chained-descent/issues/5 — Step 1 accepted · Step 2 carved 2026-07-11. Next: Step 3 build CURRENT only. Do not inflate Steam MVP as the game.

Pages

PageWhat's In It
Soul SSOT — Lovecraftian prisoner / Navigator mercy / wake-in-bell / multi-chasm
IGN-style hub — Step 1 ACCEPTED · Step 2 carved; jump to chapter pages
One page per chapter (Ch00–Ch09) with Next/Prev — not a mega dump
GameFAQs-shaped Q&A — accepted with WT; numeric TBD debt
CURRENT extract only — Alpha 0→2400 from accepted master
Single-page archive / print form of the accepted master
Superseded archive — do not use; opens Walkthrough hub
Core systems: bell motion, navigator commands, resources, hazards, salvage, failure states
Game-wiki reference catalog: vehicles, controls, resources, hazards, salvage, regions, unlocks
Object health, segmented ledges, and bell/chain object physics (Phase 1)
Stats, items, and the between-run surface hub (Phase 2)
Data-driven narrative beat catalog and trigger contract
Reusable image placeholder convention, gamejam wiki pipeline, agent anti-patterns
Plan Alignment Review 2026-07-07Tech design review comparing the current plan against the local implementation
Visual language, SVG-first pipeline, atmosphere philosophy
Comparable titles + Step 0 min1/rec3
Index into references/ Step 0 archives
Proof-game progress, shippable milestones, next-jam hardening
Steam MVPSlice -> Steam roadmap (map, story beat system, meta v2, packaging)
Agent cheat/harness contract; real-path death→hub gate (no F2 as proof)
Screenshot gate before UI redesign
GameJam Refresh 2026-07-06Ready-to-paste listing copy + screenshot capture checklist
Decision history, what changed and why, playtest results

The Pitch (30 seconds)

You pilot a fragile vintage diving bell suspended from a chain into a vertical underwater shaft. The chain makes movement momentum-based — sometimes delicate, sometimes a wrecking ball. Oxygen ticks down. Your lamp burns fuel. Every meter deeper is a bet: grab the salvage and burn O₂, or keep dropping and hope you have enough to surface. The ones before you didn't come back. Their notes are still down there.

Closest comp: Iron Lung meets Limbo. Solo dev submarine horror with 2D atmospheric platformer DNA.

Two hands on the descent: A surface Navigator owns the chain — vertical motion (stop, reel up, ascend, descend) is requested through timed hold commands that fill a circular meter — while the Pilot in the bell steers left/right and nudges descent speed. Two roles, one lifeline.

Beyond one run: Salvage feeds an emerging meta layer — spend recovered scrap at a surface hub on hull, fuel, gear, and descent upgrades between dives, so each run starts a little stronger than the last.

Current Vertical Slice At A Glance

AreaCURRENT Behavior
Session3-5 minute successful run target
RouteOne shaft — seven segments from depth 0 to terminal depth 2400 ( bands, not campaign chapters)
LoopHub → Map → Descent → extraction floor → ascent → surface return
ControlsMomentum steering, brake/suspend/reel, accelerate, tap-toggle lamp, hold-to-salvage
ResourcesOxygen, fuel, integrity, pilot health
SalvageFour authored nodes: supply crate, ruined bell, collapsed locker, navigator's cache
HazardsCave walls, ledges, mines, rocks/pipes, wreckage fork dividers, flooding
GEARFuel / Bomb / Harpoon / Grappling Hook usable in-run (keys 1–4); feel/tuning still operator-owned
Future GuardMulti-region shafts, creature AI, bell fleet, illustrated death cinematics are labeled future unless scoped

Reusable Gamejam Wiki Pattern

Chained Descent defines the standard for the remaining Metal Games gamejam entries:

  1. Start with the implemented build as CURRENT.
  2. Add a player-readable walkthrough plus a systems-readable mechanics page.
  3. Catalog entities in a wiki-style reference page.
  4. Add image placeholders before final screenshots/art exist.
  5. Keep full-game/future material labeled and separated from shipped-slice behavior.
  6. Prefer full-game-before-slice for new titles (Step 0 → 1 → 2 → 3). CD is the cautionary slice-first case — do not copy that process failure.

See for the repeatable page set, placeholder format, screenshot/export pipeline, and agent anti-patterns.

Proof-game tracking + next-jam hardening: (milestones, lessons learned, bootstrap checklist).
Steam track: Steam MVP with sprint + tasks docs at docs/plans/steam-mvp-sprint.md and docs/plans/steam-mvp-tasks.md.
Store pack (stubs): docs/steam/README.md — capsules/screenshots still TODO.
Pipeline backlog (blocked work): docs/process/cd-pipeline-backlog.md.

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