Design Branch - Lost Hours
Scope
This is the canonical gameplay-design owner for the Lost Hours branch
attached to ../quest-threads/gd-quest-thread-act-0-survive.md.
It records branch entry shape, consequence space, and open gameplay questions
without turning the branch into story-layer truth.
Identity
- Parent Quest Thread: ../quest-threads/gd-quest-thread-act-0-survive.md
- Branch role:
Failure-Forward - Entry knowledge state:
Unknown -> Hinted
Entry Contract
- Preferred entry pattern: the player is searching for water or food when an unsafe choice, exhaustion, or pressure near the damaged anchor chain causes a missing-time event.
- The branch should be semi-avoidable if the player inspects or tests carefully.
- If pacing forces the branch, it must be foreshadowed through taste, dizziness, wrong silence, a pressure shift, or another grounded warning.
Committed Consequence Set
- lost daylight
- a dead fire
- sickness or shaking
- tracks near camp
- ash closer than expected
- old stones more visible
- a dream fragment
- one displaced item
- a Journal gap
The branch returns Act 0 to survival and investigation pressure in a rougher state rather than dead-ending the act.
Unresolved By Design
- the exact blackout cause
- the exact blackout length
- the exact world changes while the MC is unconscious
Story Boundary
- If a later artifact records this blackout in prose, the story-layer workflow in ../story/README.md and ../lore/adr/ad-0003-story-content-layer-and-agent-audit.md owns reveal gating, branch ledgering, and canon-delta handling.