Design a hardcore roguelike inspired by classic simulation-heavy systems.
Core:
- Turn-based, grid-based, fully deterministic per seed
- Deep systemic interactions between items, environment, and enemies
Systems:
- Items interact with terrain, status, and each other
- Many solutions per problem, most undocumented
- Failure is expected and instructive
Design goal:
- Emergent gameplay over explicit rules
- Mastery through system understanding, not optimization