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Worthbound Archetype Design Law

Canonical System File
Version: 0.1
Authority Level: System
Depends On:

  • 03-Archetypes/00-Archetype-Overview.md
  • 00-Core/03-Core-Design-Law.md
  • 09-Production/01-MVP-Scope.md

This file defines the laws that govern archetype design in Worthbound.

Archetypes are not just starting profiles.
They are structured financial life paths.

This file exists to ensure that every archetype:

  • feels distinct
  • teaches a different money truth
  • supports a different win story
  • remains readable and viable inside the mobile-first MVP

An archetype in Worthbound must define:

  • income level
  • expense burden
  • dependent pressure
  • lifestyle pressure
  • risk exposure
  • opportunity access
  • insurance sensitivity
  • likely path to passive-income escape

If a so-called archetype does not meaningfully alter these things, it is not a real archetype.


Every archetype must answer these questions:

  1. How does this archetype earn?
  2. What does this archetype owe every cycle?
  3. What kind of disruption hurts this archetype most?
  4. What opportunities appear more naturally for this archetype?
  5. What protection matters most for this archetype?
  6. What trap most often destroys this archetype?
  7. What is this archetype’s most reliable route to escape?
  8. What financial truth does this archetype teach?

These questions are mandatory design filters.


Each archetype must support a different mastery pattern.

Examples:

  • practical compounding
  • stable asset conversion
  • expense-control under high income
  • reserve-based risk play

The player should feel that changing archetypes changes the kind of intelligence the game rewards.

If two archetypes reward the same behavior in the same rhythm, they are too similar.


Each archetype must also have a different failure pattern.

Examples:

  • interruption risk
  • thin-margin exhaustion
  • comfort stagnation
  • lifestyle inflation
  • overextension
  • volatility collapse

An archetype becomes memorable when the player can describe both:

  • how it wins
  • how it fails

Archetypes may begin with different:

  • salary
  • expenses
  • cash
  • debt
  • dependents
  • stability
  • opportunity access

These differences are expected.

The goal is not equal starts.
The goal is viable starts with different stories.

No archetype should feel like:

  • a joke pick
  • a tutorial-only pick
  • a strictly superior choice

In the mobile-first MVP, archetype identity must become legible quickly.

Within the early cycles, the player should begin to feel:

  • what this archetype is good at
  • what this archetype fears
  • what kind of choices this archetype prefers

If the player must play half a run before the archetype feels different, the design is too weak for MVP.


Protection must matter differently by archetype.

Examples:

  • a Skilled Worker may care more about interruption and health protection
  • a Corporate Climber may care more about protecting a high-expense structure
  • an Entrepreneur may care more about income protection and risk buffering

Protection differences help archetypes feel like different lives, not just different paychecks.


Each archetype should have a biased opportunity relationship.

This does not always mean exclusive access.
It may also mean:

  • better odds of seeing certain opportunities
  • stronger synergy with certain assets
  • easier entry into certain paths
  • better payoff from certain decisions

This helps create a lived identity for each archetype.


Higher salary must carry meaningful counterweight.

Possible counterweights include:

  • higher expenses
  • stronger lifestyle pressure
  • more expensive mistakes
  • more tax drag
  • greater dependency on status maintenance

Lower salary must also have some compensating strengths.

Possible strengths include:

  • lower overhead
  • lower inflation pressure
  • earlier practical wins
  • cheaper entry into asset-building

This law protects asymmetric balance.


Every archetype must be explainable with a one-sentence win story.

Examples:

  • Skilled Worker: build steadily from practical cashflow and side income
  • Professional: turn stability into disciplined asset ownership
  • Corporate Climber: convert big income into ownership before lifestyle creep consumes it
  • Entrepreneur: survive volatility, protect downside, and scale when timing is right

If the archetype cannot be summarized this way, it is not yet clean enough.


Every archetype must teach one clear money truth.

Examples:

  • Skilled Worker: interruption can destroy progress unless skill and protection work together
  • Professional: stable income becomes powerful only when redirected into assets
  • Corporate Climber: high income leaks away when spending rises to meet status
  • Entrepreneur: upside is worthless without reserves and discipline

This teaching truth is part of the archetype’s identity.


For the mobile-first MVP, archetypes must remain contained.

This means:

  • no excessive subclassing
  • no large perk trees
  • no heavy narrative backstory requirements
  • no complex progression branches
  • no archetype-specific systems that explode implementation cost

Archetypes should create meaning through system interaction, not content sprawl.


A new or revised archetype is acceptable only if all of the following are true:

  1. It changes how the player experiences the loop.
  2. It changes the player’s main pressure pattern.
  3. It changes the player’s likely win route.
  4. It changes the player’s likely failure route.
  5. It changes how protection is valued.
  6. It is readable on mobile.
  7. It does not dominate the rest of the archetype roster.

If these are not true, the archetype needs redesign.


An archetype in Worthbound is a playable financial life pattern.

It must shape:

  • what the player earns
  • what the player owes
  • what the player fears
  • what the player notices
  • what the player protects
  • how the player escapes

That is the law.