BLESSED WIKI

Core Loop

The loop

  1. Fight a wave — enemies spawn in escalating numbers and strength.
  2. Collect Zingthons — currency drops from kills; a magnet radius pulls pickups.
  3. Card phase — between waves, each player picks from 3 suggested cards (perks, weapons, upgrades). See Perks & the Card Phase.
  4. Repeat with a harder wave. Clear all waves to finish the planet, vote on what’s next, and carry your build forward.

Death sends the run to Purgatory — the end-of-run results flow handled by the Reaper.

Game states

The session state machine (server-authoritative, synced to all clients):

StateMeaning
SetUpLoading/preparing the wave
WaveActive combat
ClearUpWave over — sweep remaining pickups, reconcile Zingthon counts
BreakBetween waves — card phase runs here
PlanetClearedAll waves done; permanent difficulty +1
VotingPlayers vote on the next step
Finish / GameOverRun conclusion paths

Scene flow

MainMenu (shop, character select) → Lobby (Steam matchmaking) → GameplayCardSystem (between waves) → Purgatory (death / results). A PersistentManagers scene stays loaded throughout and hosts the singleton managers.

Pacing

🚧 TBD — target wave duration, break duration, waves per planet, intended run length. (These live in the timer config; document the tuned values once locked.)