anchor

Use when

You want management with moral weight — survival vs. what you become to survive.

What it is. A city-builder wrapped around a dying generator: you keep a frozen society alive by rationing heat, food, and hope, and you pass laws that buy survival at the price of what the city becomes. The map is a resource puzzle; the law book is a moral one.

Player fantasy / why it’s fun. You are the one adult in a freezing room full of children, and every warm answer costs something. The pull is the vise — the storm forces a decision, the decision forces a law, the law forces you to look at who you’ve become. You don’t win the map; you survive it and then live with the ledger.

Design DNA

Load-bearing structures

StructureWhy it works
Coupled physical + social metersYou can’t spend hope like coal, so the two loops demand different play; the tension lives in the gap between them. system-resource-loops
One-way law treeIrreversible choices make the metagame a record of you, not a build to reroll. Removes take-backs, so every node is a pattern-meaningful-choice. system-tech-tree
The ramping storm clockA fixed escalation curve means the map is never “solved” — stability is temporary by construction. pattern-pacing-and-tension, system-difficulty-and-dda
Efficiency = cruelty overlapThe cheapest path is the ugliest one, so optimizing is the moral test. Defeats antipattern-boring-optimal by making the optimal line cost you something real. pattern-risk-reward
Hope/discontent as fail statesTwo soft-fail bars (abandonment, overthrow) sit under the hard-fail (freezing), so you lose to your people before you lose to the cold. system-progression
The final judgment beatAn end card asks “was it worth it?” and names the lines you crossed. The payoff is reflection, not a score. pattern-escalation-and-payoff, world-narrative-delivery

What to steal

What’s just theme (drop it)

Composes into

Twist seams

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.