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Kosmograd / field record

Quest System Planning

Dec 13, 2025 · 3 min read · Mischa (with Claude)

Planned comprehensive quest system to solve core engagement issues and transform gameplay from passive waiting into goal-driven progression.

The Problem
  • Players had "nothing to do while waiting for resources"
  • Building system felt "too free" - could build anything anywhere
  • No sense of progression or accomplishment
Design Philosophy

Inspired by Terrafactor (quest-gated unlocks), Factorio (production milestones), and Stronghold (mission objectives), the quest system will provide clear objectives and unlock buildings as rewards.

Quest Progression
  1. First Light: Build 2 Solar Panels → unlocks Battery
  2. Through the Night: Survive until Day 2 → unlocks Food Fabricator
  3. Colony Nutrition: Produce 30 Food → unlocks Comms Center
  4. Earth Contact: Order supply drop → unlocks Pressure Dome
  5. Lunar Permanence: Survive 7 days with 3+ colonists → Victory!
Technical Architecture
  • QuestManager: Tracks quest status, progress, and triggers unlocks
  • Quest Panel UI: Side panel showing active objective and rewards
  • Comms Center: New building for ordering supply drops from Earth
  • Building locks: Only starter buildings available, rest unlocked via quests

Target: 7-day implementation sprint. This system is critical for establishing a clear gameplay loop and sense of accomplishment.