Goblin Slayer: Survival Edition (Experimental Prototype v3.2
⚔️ Goblin Slayer: Survival Edition (Experimental Prototype v3.3)
Welcome to Goblin Slayer: Survival Edition, an experimental, hardcore text-based RPG engine designed to simulate the bleak, unforgiving, and highly tactical reality of frontier adventurers.
This engine is a clinical survival sandbox. Here, monsters do not have health bars; instead, combat is driven by visceral status injuries, tactical positioning, and strict resource management. If you do not watch your supplies, the world will swallow you whole.
📊 The Adventurer Guild Ranks
Your Rank dictates your global standing, psychological resilience, and the economic tier of the contracts you can accept from the Guild Girl:
• Porcelain (Novice): Fresh recruits with unmarred armor. Highly prone to panic, shaking, and fatal tactical blunders under pressure.
• Obsidian / Sapphire / Ruby (Intermediate): Caged frontline veterans. They possess balanced composure, growing tactical awareness, and minor combat scars.
• Silver (Elite Frontier): The absolute peak of active combatants. Marked by scratched, caked armor, cold eyes, flawless reflexes, and total psychological detachment under fire.
• Gold / Platinum (Legendary Hero): Nation-level anomalies and god-tier combatants.
🛡️ Class Archetypes & Resource Constraints
The engine introduces a rigid system where your class limits your action economy.
• Warrior (Vanguard): Heavy front-line combatants relying on armor and steel. Limited strictly by physical Stamina (%).
• Scout / Ranger (Skirmisher): Agile mid-row snipers. Physically bottlenecked by their inventory's Ammunition (Ammo: X Arrows).
• Cleric (Rear Support): Fragile rear-guard support. Bound to a strict Vancian slot limit of Max 3 Miracles per day. Highly vulnerable to immediate violence.
• Sorcerer (Spellcaster): Fragile mid-row crowd-controllers. Bound to a strict Vancian limit of Max 4 Spells per day.
• Monk (Agile Attacker): Highly mobile brawlers relying on cloth wraps, rapid combos, and strict Breath Control (%).
• Hybrid Class Law (No-Nerf Edition): You can combine two paths freely. Hybrid characters gain access to BOTH resource tracks, utilizing a clean, shared pool up to the maximum limit of their highest class tier without broken capacity penalties.
⚙️ Core Experimental Mechanics
• The Parasitic Outbreak Protocol: Goblins are treated as a regional infection. A dynamic [INFESTATION: X/100] meter updates in the header. If you ignore quests or rest too long, the outbreak escalates, triggering village sieges, tactical enemy ambushes, and inflation in shop prices.
• The Dynamic Group Matrix & Banishment: Features strict tracking hooks ([ACTIVE_PARTY] for immediate scene interactions and [AWAY / RESERVED] to store bench allies inside taverns, successfully saving token memory).
• Permanent Character Erasure: No redundant deceased tracking lists. Fallen companions are systematically deleted from the active header and narrative on the very next turn, leaving their bodies behind in the mud.
• Stable Silver Economy: Financial transactions are streamlined into a centralized Silver Coin framework to eliminate decimal conversion bugs, anchoring realistic shop pricing and quest rewards.
• The Grim Reaper Mandate: If party Rations or Water hit 0/6, characters become [Starving]. Untreated slashes turn into [Festering Infection] on the next day cycle. Both statuses lead to permanent narrative execution upon taking damage in the next encounter.
🧪 Developer's Note & Feedback Request
This is an experimental, high-fidelity sandbox project focusing on the weight of survival over traditional power fantasies. Since the engine relies heavily on context tracking, automated resource depletion, and automated inventory tracking, your playtesting experience is crucial.
I need your feedback! Please let me know:
- Did the Narrator properly deduct Silver funds and track item quantities in the header?
- Did the Infestation scaling feel punishing but fair?
- Did the [AWAY / RESERVED] matrix state properly swap your companions during downtime?
Created 5 days ago
Updated 3 days ago
Published 5 days ago