Metalworks, Workzones, and Flow Issues
Status Update Our current priority is stability for v19a. We’re addressing a large number of bugs before pushing further gameplay changes or new content. We’re also reviewing broader progression and feedback loops tied to gameplay systems, with exploration happening in parallel.
Metalworks / Work Zone Investigation
Current Issue
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Resource flow (metal) can be easily disrupted by Cortex
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Players are forced into repeated conflict while working
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Interactions currently lack counterplay
Result
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Progression slows down
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Gameplay feels frustrating rather than intentional
Why It Matters
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Players avoid metalworks entirely
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New or uncoordinated players struggle to engage with systems
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Creates imbalance in job usage and weakens overall cooperation
Current Direction
*Marked Work Zones
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Visually indicated with yellow caution tape (yellow lines in image)
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Intended to protect resource flow in key areas
Potential Benefits
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Reduces disruption in core work areas
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Allows players to engage with systems more consistently
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Creates clearer structure around where conflict happens
Risks We’re Considering
Work Zone Abuse
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Players retreating into zones during combat
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Baiting others into restricted areas
Over-restriction
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Removing too much interaction reduces tension
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Systems may feel artificial instead of emergent
Rule Clarity
- Potential confusion around where and how rules apply
Next Steps
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Test small-scale implementations after v19a
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Evaluate impact on gameplay flow
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Continue gathering feedback
Note Everything here is still in progress and subject to change.
If you want to follow this more closely, we’ll be starting to share raw notes and ongoing discussion in our Discord.
discord.gg/vellocet
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