Worthbound Project Stages
Worthbound Project Stages
Section titled “Worthbound Project Stages”Status
Section titled “Status”Project Control File
Version: 0.1
Authority Level: Core
Purpose: Defines the 12-stage project maturation ladder from idea to MVP
1. Purpose
Section titled “1. Purpose”This file defines the official project progression ladder for Worthbound.
It exists to:
- keep the project oriented across long development cycles
- preserve continuity across chat resets and tool restarts
- make progress measurable
- clarify what “done” means at each layer
- separate architecture work from implementation work
This file governs the project HUD stage count.
2. The 12 Stages
Section titled “2. The 12 Stages”Stage 1 — Vision Lock
Section titled “Stage 1 — Vision Lock”Define what Worthbound is, what it is not, and why it exists.
Core Questions
Section titled “Core Questions”- What is the game?
- What is the player fantasy?
- What is the product not trying to be?
- Why does this project deserve to exist?
Typical Outputs
Section titled “Typical Outputs”- Design Constitution
- Game Identity
- title / naming lock
- high-level genre framing
Exit Condition
Section titled “Exit Condition”The game can be described clearly in one sentence, one paragraph, and one page without contradiction.
Stage 2 — Canon Skeleton
Section titled “Stage 2 — Canon Skeleton”Create the external memory structure of the project.
Core Questions
Section titled “Core Questions”- What folders and files exist?
- What belongs where?
- Which files carry authority?
- How will future chats and tools resume continuity?
Typical Outputs
Section titled “Typical Outputs”- Master Ledger folder structure
- file map
- canonical naming structure
- authority hierarchy
Exit Condition
Section titled “Exit Condition”The project has a durable wiki/canon structure that can survive chat limits and tool restarts.
Stage 3 — Design Law Lock
Section titled “Stage 3 — Design Law Lock”Define the non-negotiable laws that govern future design.
Core Questions
Section titled “Core Questions”- What principles cannot be violated?
- What makes Worthbound distinct?
- What rules govern balance, protection, continuity, and readability?
Typical Outputs
Section titled “Typical Outputs”- Design Pillars
- Core Design Law
- balance law
- asymmetry law
- protection / continuity law
Exit Condition
Section titled “Exit Condition”Future mechanics can be judged against a clear governing standard.
Stage 4 — Core Loop Lock
Section titled “Stage 4 — Core Loop Lock”Define the repeatable player loop that makes the game function.
Core Questions
Section titled “Core Questions”- What happens each cycle?
- What keeps the player engaged?
- What is the main progress threshold?
- What makes one more turn compelling?
Typical Outputs
Section titled “Typical Outputs”- Player Experience Loop
- Cycle Structure
- win / loss framing
- rat-race escape structure
- next-layer transition principle
Exit Condition
Section titled “Exit Condition”A full cycle can be described in exact order and linked to player motivation.
Stage 5 — Archetype Framework
Section titled “Stage 5 — Archetype Framework”Define the life-path structure of the game.
Core Questions
Section titled “Core Questions”- What archetypes exist in canon?
- Which are MVP-playable?
- What stats define an archetype?
- How does each archetype teach a different financial truth?
Typical Outputs
Section titled “Typical Outputs”- Archetype Overview
- Archetype Design Law
- Archetype Stat Schema
- MVP / reserve split
- first archetype balance model
Exit Condition
Section titled “Exit Condition”All six archetypes exist in canon, and the four MVP archetypes are structurally ready for system design.
Stage 6 — Economy Framework
Section titled “Stage 6 — Economy Framework”Define how money moves through the game.
Core Questions
Section titled “Core Questions”- How does salary work?
- How do expenses scale?
- How does passive income work?
- How do debt, cash reserves, and opportunity access interact?
Typical Outputs
Section titled “Typical Outputs”- Economic Model
- Income Model
- Expense Model
- Opportunity Access Model
- Risk / Return Framework
Exit Condition
Section titled “Exit Condition”The economy can support balancing, events, assets, and archetypes coherently.
Stage 7 — Risk / Protection / Legacy Framework
Section titled “Stage 7 — Risk / Protection / Legacy Framework”Define the systems that make Worthbound unique.
Core Questions
Section titled “Core Questions”- What kinds of risk matter?
- How does insurance work?
- What do beneficiaries do?
- How is continuity preserved after severe events?
Typical Outputs
Section titled “Typical Outputs”- Risk Taxonomy
- Insurance System
- Beneficiary System
- Continuity and Legacy System
- catastrophe rules
Exit Condition
Section titled “Exit Condition”Protection is mechanically meaningful and integrated into progression rather than treated as flavor.
Stage 8 — Content Framework
Section titled “Stage 8 — Content Framework”Define the content pools that feed the systems.
Core Questions
Section titled “Core Questions”- What jobs exist?
- What opportunities appear?
- What assets and liabilities matter?
- What events test the player?
Typical Outputs
Section titled “Typical Outputs”- Jobs
- Opportunities
- Assets
- Liabilities
- Events
- Traits and Perks
- Insurance Products
Exit Condition
Section titled “Exit Condition”There is enough structured content to support prototype scenarios and balancing logic.
Stage 9 — UX / Board / Presentation Model
Section titled “Stage 9 — UX / Board / Presentation Model”Define how the game looks, feels, and communicates.
Core Questions
Section titled “Core Questions”- What is the main board or navigation metaphor?
- What does the player see first?
- How do systems stay legible without becoming spreadsheet-like?
- What is the first visual concept of the game?
Typical Outputs
Section titled “Typical Outputs”- UX Principles
- Board Presentation Model
- HUD and Information Hierarchy
- Reward and Feedback Design
- first visual / interface concept direction
Exit Condition
Section titled “Exit Condition”The project has its first real product-shaped view.
Stage 10 — Vertical Slice Design
Section titled “Stage 10 — Vertical Slice Design”Build the first coherent playable slice.
Core Questions
Section titled “Core Questions”- Can one playable loop be implemented?
- Is the game fun in motion?
- Do the core systems interact correctly?
- Does the identity survive contact with implementation?
Typical Outputs
Section titled “Typical Outputs”- first playable loop
- placeholder UI
- 1–2 archetypes implemented enough for testing
- basic events / opportunities / assets
- first proof-of-fun slice
Exit Condition
Section titled “Exit Condition”A playable slice exists that demonstrates the game’s identity, not just its rules.
Stage 11 — MVP System Integration
Section titled “Stage 11 — MVP System Integration”Expand the vertical slice into the minimum complete product.
Core Questions
Section titled “Core Questions”- Can the four MVP archetypes coexist cleanly?
- Do the economy and protection systems hold together?
- Is there enough content for repeated runs?
- Is the game readable and replayable?
Typical Outputs
Section titled “Typical Outputs”- 4 MVP archetypes integrated
- core economy tuned
- protection systems live
- event / opportunity pools sufficient for MVP
- first serious balancing pass
Exit Condition
Section titled “Exit Condition”The game is feature-complete at MVP scope, even if not polished.
Stage 12 — MVP Readiness
Section titled “Stage 12 — MVP Readiness”Polish, simplify, cut, and prepare for actual shipping.
Core Questions
Section titled “Core Questions”- What must be removed?
- What must be simplified?
- Is onboarding clear?
- Is the experience balanced enough to release?
Typical Outputs
Section titled “Typical Outputs”- final MVP scope lock
- onboarding and readability pass
- balance cleanup
- cut list
- post-MVP roadmap
- production readiness review
Exit Condition
Section titled “Exit Condition”Worthbound is shippable as an MVP.
3. HUD Usage Rule
Section titled “3. HUD Usage Rule”The Worthbound HUD should track progress using these stage definitions.
Recommended HUD format:
HUD: Stage X/12 | Canon ~Y% | MVP ~Z% | Current Slice: [current work] | Next: [next work]
HUD Meaning
Section titled “HUD Meaning”- Stage = the current maturation layer of the project
- Canon % = estimated completion of foundational design documentation
- MVP % = estimated completion toward a playable MVP
- Current Slice = what is actively being worked on
- Next = the immediate next deliverable
HUD percentages are directional project controls, not false precision metrics.
4. First View Rule
Section titled “4. First View Rule”Worthbound has two important “first view” thresholds.
First Conceptual View
Section titled “First Conceptual View”Usually appears during Stage 9.
This is the first strong visual or structural presentation of:
- board model
- HUD
- main screens
- information hierarchy
- cycle presentation
First Playable View
Section titled “First Playable View”Usually appears during Stage 10.
This is the first time the player can interact with:
- one playable cycle
- placeholder UI
- basic systems in motion
- one or more test archetypes
The project should not confuse a visual concept with a playable slice.
5. Current Recommended Sequence
Section titled “5. Current Recommended Sequence”At the time of this writing, the recommended short-path sequence is:
- Constitution
- Game Identity
- Design Pillars
- Core Design Law
- Player Experience Loop
- Archetype Framework
- Economy Framework
- Risk / Protection / Legacy Framework
- UX / Board model
- First conceptual view
- Vertical slice
- MVP integration
6. Governance Rule
Section titled “6. Governance Rule”If future planning becomes chaotic, return to this file and identify:
- the current stage
- the missing outputs for that stage
- the exit condition not yet met
This file exists to prevent premature implementation, content sprawl, and architectural drift.