recipe

Use when

You want a survival/management game whose entire play is one master resource, with a deferred-consequence spine.

Waterline

What it is. A stepwell town in a drying age. Water is the only resource that matters — food, people, shelter, and defense are all just water in another shape. You draw from a finite aquifer to expand, but every draw lowers the water table, and a lower table means slower recharge, deeper wells, and a harder next year. The game is the long tension between growing now and having water later, punctuated by dune-storms and raiders who come because you have the well.

Player fantasy / why it’s fun. Not “manage resources” but “I am living on borrowed water, and every field I plant today is a well I can’t dig tomorrow.” The dread is the waterline — a gauge always on screen, always dropping a little faster than you’d like, and the knowledge that the choice keeping you alive this season is the one that dooms you three seasons out.

The brief

Frostpunk but the generator is an aquifer you’re draining — one master resource, except spending it degrades the source, so the pressure compounds.

The spine

Water is the single currency under everything, and drawing it to grow now is exactly what dries the table you’ll need later.

PartThis game
ObjectiveSustain the town through the dry years (or dominate the basin)
SuperpowerDraw water → fields, people, walls, cisterns — grow anything
ScarcityThe aquifer: a finite, slowly-recharging table. Drawing lowers it; a lower table recharges slower and costs more to reach
ObstacleDune-storms that bury infrastructure + raiders drawn to the well — plus the deferred obstacle of your own drawdown
RenewalMaps differ primarily by water-table depth & recharge rate; survival mode escalates dry-season sieges

Resonance

Every element traces to the spine — the coherence proof (see process-the-spine). Note that death-handling here is the opposite of recipe-emberfall‘s, and that’s correct: the spine derives it.

ElementArrow back to the spine
Verb: draw water to growThe single agency; everything you build is water reshaped
Power creates the problemEvery draw lowers the table you depend on → growing is the drought engine; greed now is death later (passes the gate)
Scarcity: the aquifer degrades as you spendMakes each draw a deferred trade, not a flat cost — the spine’s signature
Renewal: maps vary by table depth/rechargeThe one variable that matters is the variable that changes — like anchor-frostpunk‘s cold, one axis owns the difficulty
Death-handling: a run can collapse to drought, and loss stingsSpine is survival under scarcity; a cheap respawn would be dissonant (antipattern-dissonance) — the loss must land
Setting: a stepwell town in a drying ageThe objective made physical; the well is the town’s life, dug deeper each year
Theme: living beyond your means on borrowed water (civilizational drawdown)The mechanic (spend the source to survive) is the metaphor (a society outrunning its aquifer)
Raiders come because of the wellThe obstacle is caused by your success — pressure scales with the thing you’re protecting
Feel: the ever-present waterline gauge, droppingMakes the deferred scarcity legible and dreadful every second (pattern-readability)

No decoration; no dissonance. The gate holds: the only way to survive this season is to make next season harder.

The twist applied — mechanic-swap (deferred consequence)

The bend that found the spine (via process-the-twist, the sub-tool of process-the-spine): take a single-master-resource survival game and make spending the resource degrade its own source. Frostpunk’s heat is a flat drain; water here is a drawdown — the cost is paid in the future’s scarcity. That one swap turns steady-state management into a slow-motion tragedy you author yourself.

The three pillars

Fall out of the spine — see process-pillars.

  1. One resource, everything. Food, people, defense are all water. If a system can be paid for without water, it’s off the spine — guard antipattern-feature-soup.
  2. The trade is deferred, and legible. The player must see the table dropping and understand today’s draw as tomorrow’s drought, or it’s antipattern-fake-choice dressed as tragedy. Surface it: system-telegraphs, pattern-readability.
  3. Scarcity, not grind. Difficulty comes from the drawdown curve, never from busywork hauling buckets. Guard antipattern-grind-wall.

Scope & first playable

Ruthlessly minimal. One well, one dry-season cycle, a visible table.

LayerFirst playableDeliberately deferred
Resourceone aquifer with a level + recharge ratemultiple wells, aquifer geology
Verbdraw water → build field / house / cistern (each a water cost)trade, research, cistern chains
Drawdownevery draw lowers the table; lower table = slower rechargesalinization, collapse zones
Obstacleone dry-season siege of raiders; storms deferreddune-storms, faction politics
Renewal3 maps differing only in table depth/rechargesystem-procgen-design basin generator
Showthe waterline gauge, always visible, droppingfull weather VFX, portraits

The beat the first playable must earn: the season the player realizes the draw that saved them is what’s killing them — the tragic turn. If that recognition doesn’t land in one dry cycle with one well, more systems won’t add it. Avoid antipattern-content-desert: prove the drawdown tragedy, then widen the basin.

Determinism is the hard constraint. Aquifer recharge, storm timing, and raid composition all roll through the world’s deterministic RNG so a seed replays the same collapse — a survival tragedy is only fair if the run is reproducible. The waterline gauge is state (it’s in world.hash()); its rendering is cosmetic. See system-resource-loops for the draw/recharge model and system-weather-and-time for the dry-season clock.

Handoff

A design isn’t done until it names its proofs.

Then design your own deferred-scarcity spine from the mechanic — don’t reskin this one. See process-refine-and-handoff.

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