vh 4ae0876e34 feat: salvage-pickup loop — kill-fed charges, scrap drops, salvage-gated card levels
Per canon decisions 2026-08-07 (advisor CONCEPT.md f12cb15, falsifier
response): charges now generate on kills (kills_per_charge, chemistry
chain kills feed the hand; per-hit generation removed). Kills drop
scrap as physical pickups (amber diamond, magnet radius 70, drift to
mech, 20s fade; grunt 1 / burster 3) — collection is the positioning
reward gradient. Cumulative collected scrap gates card levels 1-3
(thresholds 12/30; per-level radius x1.25/x1.5 and power x1.15/x1.5 —
HEAT L3 hits one-cast detonation threshold). HUD: level notches under
slots + scrap counter. Salvage spawn is call_deferred: death can fire
inside a physics signal flush where Area2D setup is blocked.

Smoke gate: charge accrual now kill-fed, salvage drop + collection +
level gating phases added, heat-target selection made retry-tolerant.
4/4 green on nh3-dev headless 4.7.1.
2026-08-07 12:46:59 -07:00

U R M03

Science-fiction rogue-lite: a strategy-forward mech auto-battler with a light action layer and a nurturing base-builder meta. You restore the last of the gentle giants; he goes out so nobody else has to.

Godot 4.7.1 (pinned). Design canon lives in the game-design advisor repo (concept/mechatronics/); this repo is the implementation. Current phase: greybox falsifier — see ROADMAP.md.

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