> For the complete documentation index, see [llms.txt](https://faction-os.gitbook.io/faction-os-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://faction-os.gitbook.io/faction-os-docs/docs/game-design/07-content-audio-and-feature-inventory.md).

# Content, Audio, And Feature Inventory

**Project:** FactionOS — The War Effort **Document role:** Content, presentation, and asset brief

## 10. Bosses & Set-Piece Moments

Peak-fun punctuation, all mapped to real milestones:

* **Blight Titan (weekly):** the scanner's oldest/most-severe issue cluster materializes as a titan on its sector. Killing it = actually fixing the old debt. Guaranteed relic.
* **Campaign World Boss:** see §8 — campaign task queue as HP bar.
* **The Siege:** if `task_stalled` escalations pile up, siege engines reach the keep and a horn sounds — a *real* "your orchestration needs attention" alarm dressed as defense gameplay. Repelling it = using the existing recovery/diagnostic paths.
* **The Rumored Fifth:** the lobster unlock (exists) is the template — keep shipping *secrets* (hidden tomes, one-time map events, the Ouroboros legendary) so the community trades rumors.
* **Named Nemeses (fourth pass):** the most frustrating real-world pattern — the bug that keeps coming back — is currently anonymous enemy state. Fix: a **promotion rule**. A camp that survives ≥2 failed linked missions, a test path whose skirmisher respawns ≥3 times within a week, or a wraith stack that hits its cap gets a deterministic name (seeded from its stable key against a Legion name table — "Gorefang the Regressor", "Vex of the Broken Gate") plus a nameplate, a silhouette trim, and a Dawn Report mention ("Gorefang stirs again in apps/server"). A verified kill drops a guaranteed relic and the "Bane of ⟨name⟩" title, and writes the saga's best line. **Rule: nemeses only rename and dress existing enemy state** — no new HP, spawn, or kill logic; verification requirements unchanged. Why it's peak fun-per-engineering: recurring failure converts from ambient guilt into the game's most *anticipated* content, and its death into the game's best story. (Attachment works for enemies too.)

## 11. Juice & Sensory Design (using what's on the shelf)

* **Audio:** 12 music tracks (exist) → dynamic layering: calm exploration mix when idle, adds percussion stem per active hero, war horns on flares/sieges. 25 bark cues being replaced with recorded SFX (`docs/ongoing-projects/synthetic-sound-map.md`) — align the new SFX brief with the events table in §3. Faction voice lines (20 MP3s across all five factions) cover picks/clicks.
* **Visual:** stay inside the 2D DOM/CSS contract. Add: sector tinting, building smoke/level dressings, peon micro-units for subagents, flare/gate/ siege iconography, banner-planting animation, boss standees (one new art gen per boss type via existing media pipeline + provenance gates).
* **Reduced motion:** every juice element needs the static variant (contract already established in `docs/battlefield.md`).
* **Toast → Town Crier:** ToastTray (exists) gets herald framing for game events; keep work-critical toasts visually senior to game toasts. Always.

### Current Runtime Asset Baseline

The shipped media baseline is intentionally narrow:

* Approved 2D battlefield runtime set: one board background and five faction hero standees in `apps/web/public/battlefield/`, mirrored to `public-demo/assets/battlefield/`.
* Faction portraits: five JPG portraits in `apps/web/public/portraits/`, mirrored to `public-demo/assets/portraits/`.
* Background music: twelve full MP3 tracks in `apps/web/public/music/`, also present under `public-demo/assets/music/`.
* Click voice lines: twenty MP3 clips for orc, human, elf, undead, and lobster in `apps/web/public/speech/`, all mapped in `FACTION_CLICK_VOICE_LINES`. Public-demo Lobster `claw-*` clips remain reference-only unless demo parity is explicitly promoted.
* Bark SFX: fifteen MP3 clips under `apps/web/public/sfx/` for orc, undead, and lobster. Orc and undead non-error cues plus all five lobster cues are mapped. Human and elf non-error bark cues are absent; human, elf, orc, and undead error barks currently reuse recorded speech.
* Game-design Phases 1-3 have shipped projection state, scanner camps, live enemy presentation, combat playback, world-cue synth fallbacks, reduced motion parity, and typed Phase 3 generated-asset references. XP, loot, bosses, Dawn Report, dynamic music stems, War Games, and browser-loaded generated game-design PNGs remain future phase scope.

### Remaining Audio Backlog

| Gap                         | Needed to deliver                                                                                                                                                                                                                                                                                                                                                                | Current state                                                                                                                                    | Owning phase                 |
| --------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------ | ---------------------------- |
| Human bark SFX              | `human-idle`, `human-active`, `human-complete`, `human-celebration`; optionally a dedicated `human-error` if speech reuse is retired                                                                                                                                                                                                                                             | No human files are present under `apps/web/public/sfx/`; `sfxAssets.ts` comments mark them unsourced and reuse speech for error                  | Phase 4-5                    |
| Elf bark SFX                | `elf-idle`, `elf-active`, `elf-complete`, `elf-celebration`; optionally a dedicated `elf-error` if speech reuse is retired                                                                                                                                                                                                                                                       | No elf files are present under `apps/web/public/sfx/`; `sfxAssets.ts` comments mark them unsourced and reuse speech for error                    | Phase 4-5                    |
| Bark SFX policy pass        | Decide whether error barks stay speech-backed or become dedicated SFX for all five factions                                                                                                                                                                                                                                                                                      | `orc-error.mp3` and `undead-error.mp3` exist but are not mapped; human and elf dedicated error files are absent; lobster error is file-backed    | Phase 4-5                    |
| Lobster click voice lines   | Four premium unlock click lines in `FACTION_CLICK_VOICE_LINES` and app speech assets                                                                                                                                                                                                                                                                                             | App files and mapping exist; rights, catalog, loudness, credits, and demo-parity evidence are not fully recorded                                 | Phase 4 or 8                 |
| Recorded world cues         | File-backed versions of `camp_hit`, `camp_collapse`, `ram_crash`, `ram_break_triumph`, `skirmisher_red_slash`, and `flare_attention`                                                                                                                                                                                                                                             | Phase 3 shipped typed world cues with synth fallback; `SFX_FILES.world` is intentionally empty until recorded assets are auditioned and promoted | Post-Phase 3 media promotion |
| Full verb ceremony cue pack | Short cues for rally horn, summon/banner raise, flare douse, wax seal, plan scroll tear, portcullis raise/drop, target flag, class flare, contract stamp, tome pickup, salute/banner fold, decree gavel, scouts, report unfurl, missive unfurl, shield block, forge hit, lore glint, summon shimmer, low supply horn, trophy pin, scout report, flag flutter, and inspector seal | Not present as a coherent cue pack                                                                                                               | Phase 4-5                    |
| Dynamic music stems         | Calm/idle base, active-hero percussion layers, siege/flare horn layers, boss intensity layers, report/council/dawn stingers, and victory/kill punctuation                                                                                                                                                                                                                        | Current twelve tracks are full songs, not state-addressable stems or stingers                                                                    | Phase 9                      |
| Class and role barks        | Audio or short SFX identity cues for Bug Hunter, Test Engineer, Operator, Refactor Specialist, Scribe, Quartermaster, Feature Architect, and Wandering Generalist                                                                                                                                                                                                                | Class system exists as data; class barks do not                                                                                                  | Phase 5                      |
| Report and season audio     | Dawn Report underscore, Battle Report close, War Council objective completion, season rollover, saga page, Golden Age, and boss-week stingers                                                                                                                                                                                                                                    | Not present                                                                                                                                      | Phase 6, 9, 11               |

### Presentation Scope Guardrails

The current design does not need a new 3D battlefield runtime, a new base battlefield background for Phases 4-8, new hero standees for the five current factions, fake issue/progress/work media that cannot inspect through to a real source, or low-level admin/diagnostic artwork unless a later design rationale graduates that surface into the game layer.

### Existing Generated Visual Assets

`manifest.md` is the authoritative generated-asset record for IDs, dimensions, source assets, runtime posture, and visible equivalents. Before commissioning new visual production for this content brief, check these already-present production-generated assets:

| Content area                                    | Existing production-generated assets                                                                                                                                                                                                                                                                                                                                                                                          |
| ----------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Live enemies, strikes, and reduced-motion twins | `assets/generated/game-design/phase03/live-enemies/live-enemy-effects-sheet.png`, `assets/generated/game-design/phase03/strike-vocabulary/strike-vocabulary-effects-sheet.png`, `assets/generated/game-design/phase03/reduced-motion/reduced-motion-static-badges-sheet.png`                                                                                                                                                  |
| Verbs and ceremony                              | `assets/generated/game-design/phase04/town-crier/town-crier-toast-chrome-sheet.png`, `assets/generated/game-design/phase04/command-ceremony/command-ceremony-props-sheet.png`, `assets/generated/game-design/phase05/banners-regalia/banners-regalia-sheet.png`, `assets/generated/game-design/phase05/class-icons/class-icons-and-flares-sheet.png`, `assets/generated/game-design/phase08/loot/loot-roll-visuals-sheet.png` |
| Session, return, and onboarding loops           | `assets/generated/game-design/phase06/battle-report/battle-report-frame.png`, `assets/generated/game-design/phase06/war-council/war-council-objective-board.png`, `assets/generated/game-design/phase06/war-tide/war-tide-meter-sheet.png`, `assets/generated/game-design/phase06/dawn-report/dawn-report-recap-backdrop.png`, `assets/generated/game-design/phase06/onboarding/first-ten-minutes-onboarding-sheet.png`       |
| Map, home sector, and siege                     | `assets/generated/game-design/phase07/territory-map/territory-map-base.png`, `assets/generated/game-design/phase07/home-sector/home-sector-building-dressings.png`, `assets/generated/game-design/phase09/siege/siege-set-piece-static.png`                                                                                                                                                                                   |
| Progression, collections, and legends           | `assets/generated/game-design/phase08/hall-of-banners/hall-of-banners-gallery-backdrop.png`, `assets/generated/game-design/phase08/hero-quirks/hero-quirks-palette-sheet.png`, `assets/generated/game-design/phase08/tomes/tome-expansion-art-sheet.png`, `assets/generated/game-design/phase08/relics/relic-set-art-sheet.png`, `assets/generated/game-design/phase08/nemesis/nemesis-presentation-sheet.png`                |
| Bosses and set pieces                           | `assets/generated/game-design/phase09/bosses/blight-titan-standee.png`, `assets/generated/game-design/phase09/bosses/blight-titan-standee-chroma-source.png`, `assets/generated/game-design/phase09/bosses/null-sovereign-world-boss-standee.png`, `assets/generated/game-design/phase09/bosses/null-sovereign-world-boss-standee-chroma-source.png`                                                                          |
| Alliance War, seasons, saga, and War Games      | `assets/generated/game-design/phase10/alliance-war/alliance-war-visuals-sheet.png`, `assets/generated/game-design/phase11/seasons-saga/seasons-saga-visuals-sheet.png`, `assets/generated/game-design/phase12/war-games/war-games-demo-presentation-sheet.png`                                                                                                                                                                |

## 12. What Exists vs. What This Design Adds

| Layer                                                                                                                                                                                    | Status                                                                                         |
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------- |
| Factions, heroes, names, archetypes, barks, standees, board                                                                                                                              | ✅ shipped                                                                                      |
| Missions, tool events, plans, lineage, metrics, complexity, tags, specialization                                                                                                         | ✅ shipped                                                                                      |
| Scrolls (8), achievements (7, tiered, attributed), celebration bursts                                                                                                                    | ✅ shipped                                                                                      |
| Quest Board scanners + accept flow; Notice Board; War Room; campaigns/queues                                                                                                             | ✅ shipped                                                                                      |
| Leaderboard, faction standings, session rollup, replay, heatmap, efficiency, cost                                                                                                        | ✅ shipped                                                                                      |
| Music, voice lines; SFX replacement in flight                                                                                                                                            | ✅ / 🔶 in flight                                                                               |
| **Null Legion** (issue→enemy mapping, wraiths, sieges, dawn patrol)                                                                                                                      | 🆕 this design                                                                                 |
| **Territory map** (sectors=directories, fog, banners, building levels, fronts)                                                                                                           | 🆕 this design                                                                                 |
| **XP/levels/titles/quirks/Hall of Banners**                                                                                                                                              | 🆕 this design                                                                                 |
| **Loot rolls, relics, tome expansion**                                                                                                                                                   | 🆕 this design                                                                                 |
| **World bosses, Blight Titan, Siege set-pieces**                                                                                                                                         | 🆕 this design                                                                                 |
| **Alliance league, shared boss HP**                                                                                                                                                      | 🆕 (reskin of shipped War Room + campaigns)                                                    |
| **Seasons/prestige/saga chronicle**                                                                                                                                                      | 🆕 this design                                                                                 |
| **Battle Report end-of-session screen**                                                                                                                                                  | 🆕 (reskin of shipped SessionRollup)                                                           |
| Live dev-health events (`test_failure`/`test_pass`, `build_error/fix`, `ts_errors`, `lint_error`, `loop_update`)                                                                         | ✅ shipped, **un-exploited** — powers live skirmishers (§3, second pass)                        |
| Client verbs incl. `collect_scroll`, `hero_state_override`, plan/permission/guarded decisions                                                                                            | ✅ shipped — enumerated as the player-verb ceremony layer (§3A)                                 |
| **Combat playback** (mission events rendered as strikes on linked camp)                                                                                                                  | 🆕 second pass (§5A)                                                                           |
| **Essence sinks** (tithe→buildings, cosmetic treasury)                                                                                                                                   | 🆕 second pass (§7A)                                                                           |
| **Dawn Report / Return loop, First Ten Minutes**                                                                                                                                         | 🆕 second pass (§4)                                                                            |
| **`gameProjection.ts`** — single pure reducer, the only new state module                                                                                                                 | 🆕 second pass (§15); state shape + event map + persistence cadence sketched third pass (§15A) |
| **Boredom Audit constraints** (champion mode, map legibility budget, combo strikes, flare ceremony budget, entrenchment, wraith stacking, single-pulse alertFocus, replay honesty guard) | 🆕 third pass (§14)                                                                            |
| **Phase A buildable spec** (DOM layers, CSS-only visuals + static twins, SFX plan, 8 acceptance criteria)                                                                                | 🆕 third pass (§13A)                                                                           |
| **War Council session objectives** (declared stakes → Battle Report ledger)                                                                                                              | 🆕 fourth pass (§4B)                                                                           |
| **Class Advantage** (specialization × quest affinity muster decision)                                                                                                                    | 🆕 fourth pass (§6A)                                                                           |
| **Named Nemeses** (recurring-failure promotion; relic + title on verified kill)                                                                                                          | 🆕 fourth pass (§10)                                                                           |
| **War Tide meter** (single glance topline: advancing/holding/losing)                                                                                                                     | 🆕 fourth pass (§4)                                                                            |
| **Joint assault rendering** (multi-mission camp sieges, shared banner credit)                                                                                                            | 🆕 fourth pass (§5A)                                                                           |
| **Dispatch Scouts verb** (manual scan trigger as scouting ceremony)                                                                                                                      | 🆕 fourth pass (§3A; graduated from hold-out)                                                  |
| **Emissary missives** (inbound channel command arrival + approval ceremony)                                                                                                              | 🆕 fourth pass (§3/§3A; graduated from hold-out)                                               |
| **War Games demo substrate** (mock generator powers the §5B synthetic front, progress-inert)                                                                                             | 🆕 fourth pass (§5B; graduated from hold-out)                                                  |

## 12A. Implemented Audio And Sensory Substrate

Code references: `apps/web/src/lib/backgroundMusic.ts`, `apps/web/src/store/useBackgroundMusic.ts`, `apps/web/src/components/MusicToggleButton.tsx`, `apps/web/src/lib/audioRuntime.ts`, `apps/web/src/store/useAudioRuntimeStore.ts`, `apps/web/src/store/useVoiceBarks.ts`, `apps/web/src/store/useFactionVoiceLine.ts`, `apps/web/src/lib/factionVoiceLines.ts`, `apps/web/src/lib/fileVoiceSynth.ts`, `apps/web/src/lib/sfxAssets.ts`, `apps/web/src/components/SettingsDrawer.tsx`. Focused tests: `apps/web/tests/audioRuntime.test.ts`, `apps/web/tests/SettingsAudio.test.tsx`, `apps/web/tests/FactionVoiceLine.test.tsx`, `apps/web/tests/factionVoiceLines.test.ts`.

* Background music playback is opt-in, uses a 12-track playlist, loops through the playlist, advances when a track ends, skips failed loads, persists resume point, and honors volume settings.
* Recorded hero and faction voice lines already play on click when audio is enabled, with volume setting and cutoff to prevent overlapping click lines.
* Hero state-transition barks cover active, idle, error, completed, and dismissed states, with per-hero bark rate limiting.
* Audio unlock waits for first pointer interaction, and playback failures can surface a toast warning when blocked or unavailable.
* File-backed SFX already have synthesized fallback, duplicate cue guard by cue id, and audio status states for unsupported, locked, unlocked, playing, blocked, failed, muted, and unavailable.
* Design implication: world cues added by Phase A should sit beside this runtime, preserve opt-in behavior, and inherit the existing fallback and rate-limit posture.


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