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Worthbound Project Stages

Project Control File
Version: 0.2
Authority Level: Core
Purpose: Defines the 12-stage project maturation ladder from idea to mobile-first MVP


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
  • keep the project aligned with the mobile-first MVP scope

This file governs the project HUD stage count.


Define what Worthbound is, what it is not, and why it exists.

  • What is the game?
  • What is the player fantasy?
  • What is the product not trying to be?
  • Why does this project deserve to exist?
  • Design Constitution
  • Game Identity
  • title / naming lock
  • high-level genre framing

The game can be described clearly in one sentence, one paragraph, and one page without contradiction.


Create the external memory structure of the project.

  • What folders and files exist?
  • What belongs where?
  • Which files carry authority?
  • How will future chats and tools resume continuity?
  • Master Ledger folder structure
  • file map
  • canonical naming structure
  • authority hierarchy

The project has a durable wiki/canon structure that can survive chat limits and tool restarts.


Define the non-negotiable laws that govern future design.

  • What principles cannot be violated?
  • What makes Worthbound distinct?
  • What rules govern balance, protection, clarity, and progression?
  • Design Pillars
  • Core Design Law
  • balance law
  • asymmetry law
  • one-board rule
  • protection law

Future mechanics can be judged against a clear governing standard.


Define the repeatable player loop that makes the game function.

  • What happens each cycle?
  • What keeps the player engaged?
  • What is the main progress threshold?
  • What makes one more turn compelling?
  • Player Experience Loop
  • Cycle Structure
  • win / loss framing
  • mobile loop structure
  • passive-income escape principle

A full cycle can be described in exact order and linked to player motivation.


Define the life-path structure of the game.

  • What archetypes exist in canon?
  • Which are MVP-playable?
  • What stats define an archetype?
  • How does each archetype teach a different financial truth?
  • Archetype Overview
  • Archetype Design Law
  • Archetype Stat Schema
  • MVP / reserve split
  • first archetype balance model

All six archetypes exist in canon, and the four MVP archetypes are structurally ready for system design.


Define how money moves through the game.

  • How does salary work?
  • How do expenses scale?
  • How does passive income work?
  • How do debt, cash reserves, and opportunity access interact?
  • Economic Model
  • Income Model
  • Expense Model
  • Opportunity Access Model
  • Risk / Return Framework

The economy can support balancing, events, assets, and archetypes coherently.


Define the systems that make Worthbound distinct.

  • What kinds of risk matter?
  • How does insurance work?
  • How does protection change decisions?
  • How does the player reduce collapse risk?
  • Risk Taxonomy
  • Insurance System
  • simplified continuity rules if needed
  • catastrophe rules for MVP

Protection is mechanically meaningful and integrated into progression rather than treated as flavor.


Define the content pools that feed the systems.

  • What jobs exist?
  • What opportunities appear?
  • What assets and liabilities matter?
  • What events test the player?
  • Jobs
  • Opportunities
  • Assets
  • Liabilities
  • Events
  • Traits and Perks
  • Insurance Products

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 on mobile.

  • What is the board model?
  • What does the player see first?
  • How do systems stay legible without becoming spreadsheet-like?
  • What is the first visual concept of the game?
  • UX Principles
  • Board Presentation Model
  • HUD and Information Hierarchy
  • Reward and Feedback Design
  • first mobile visual/interface concept direction

The project has its first real product-shaped view.


Build the first coherent playable slice.

  • 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?
  • first playable mobile loop
  • placeholder UI
  • 1–2 archetypes implemented enough for testing
  • basic events / opportunities / assets
  • first proof-of-fun slice

A playable slice exists that demonstrates the game’s identity, not just its rules.


Expand the vertical slice into the minimum complete product.

  • 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 on mobile?
  • 4 MVP archetypes integrated
  • core economy tuned
  • protection systems live
  • event / opportunity pools sufficient for MVP
  • first serious balancing pass

The game is feature-complete at MVP scope, even if not polished.


Polish, simplify, cut, and prepare for actual shipping.

  • What must be removed?
  • What must be simplified?
  • Is onboarding clear?
  • Is the experience balanced enough to release?
  • final MVP scope lock
  • onboarding and readability pass
  • balance cleanup
  • cut list
  • post-MVP roadmap
  • production readiness review

Worthbound is shippable as a mobile-first MVP.


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]

  • 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.


Worthbound has two important “first view” thresholds.

Usually appears during Stage 9.

This is the first strong visual or structural presentation of:

  • board model
  • HUD
  • main screens
  • information hierarchy
  • cycle presentation

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.


At the time of this writing, the recommended short-path sequence is:

  1. Constitution
  2. Game Identity
  3. Design Pillars
  4. Core Design Law
  5. Player Experience Loop
  6. Mobile-First MVP Rescope
  7. MVP Scope
  8. Archetype Framework
  9. Economy Framework
  10. Risk / Protection Framework
  11. UX / Board model
  12. First conceptual view
  13. Vertical slice
  14. MVP integration

This sequence is directional, not literal stage numbering.


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.