GAME DESIGN / THE SHIFT LOOP

Build it, power it,
hold it.

A resource-management game with a siege at the end of every round. You are not commanding an army. You are running a mine that has to survive the night it paid for.

GENRE

Base-building and lane defence, in the family of the build-then-survive games — plant your line during the calm, watch it get tested during the rush.

SESSION

One shift is roughly twenty-five minutes. A campaign is a chain of shifts across six territories, each with a different reason you are short of power.

THE HOOK

One allocation bar feeds extraction, refining, compute and defence. Everything good you can do with it makes something else go dark.

STATUS

Pre-production. No playable build. No date announced. What is written here is the design, not a description of a build you can download.

  • 01EXTRACTDrills, belts, the haul road
  • 02POWEROne allocation, every building
  • 03REFINEMetal keeps · compute evaporates
  • 04DEFENDWhatever you left powered
THE LOOP

Four moves.
Forever.

Extraction feeds refining. Refining pays for defence. Defence keeps extraction alive. Power sits in the middle and refuses to be in more than one place at a time.

  1. 00:00Survey

    The seam is read, the terrace is bare, the allocation for the shift is posted.

  2. 00:04Build

    Drills and belts go down. You overbuild. You always overbuild.

  3. 00:11Squeeze

    The Stacks bid for power. Take the money and run the shift thin, or refuse and stay warm.

  4. 00:18Rush

    Headlights on the haul road. Whatever you did not power is now decoration.

  5. 00:24Dawn

    What survived is banked. What you learned is the actual progression.

THE THREE PHASES

What you are actually doing.

01

Set the line

Place the rigs. Cut the haul road. Decide what this settlement is for.

A shift starts empty. You lay drills against the seam, drop crushers behind them, and run belts back to the refinery. Every metre of belt is a metre you have to power, and a metre something can reach.

Placement
Grid-snapped, on terraces that already exist
Cost
Metal you already refined, spent up front
Mistake you will make
Building wide before building fed
02

Feed the grid

Power is the real currency. Everything on the map is bidding for it.

Drills, leach cascades, cooling and compute all draw from one allocation. Sell a block to the Stacks and you are rich this shift and dark the next. The dispatch board is the game's hardest screen and it is deliberately one wall of grease-pencil lines.

Meter
One allocation bar, shared by every building
Trade
Metal is slow and keeps · compute is fast and evaporates
Failure state
Brownout — production halts, defences go cold
03

Hold the rush

At the end of every shift, something comes down the haul road.

Claim-jumpers, a Union audit crew, a thermal runaway in the tailings pond, a draw spike out of the Stacks that tries to eat your whole allocation. You defend with what you built: floodlights, arc fences, a pumped-water curtain, a crew you paid on time.

Shape
Lanes down the haul road, waves on a timer
Defences
Powered — they compete with production for the same grid
Win condition
The line still runs at dawn
WHAT YOU PLACE

The build list.

StructureRoleWhat it costs you
Drill headEXTRACTIONCheap, loud, useless without a belt behind it
Crusher lineEXTRACTIONDoubles throughput, triples draw
Leach cascadeREFININGTurns pit mud into rare-earth concentrate. Runs hot, runs slow
Refinery furnaceREFININGGold and silver. The only output that survives a bad season
Compute hallYIELDSells electricity back as hash. Pays instantly. Owns your grid
Arc fenceDEFENCEStops claim-jumpers. Goes dark the second the grid dips
Water curtainDEFENCEThe only thing that answers a thermal runaway
Dispatch boardCONTROLLets you move allocation mid-shift. One per settlement
WHAT COMES FOR IT

The rush.

ThreatTypeWhat it teaches
Claim-jumpersLANE RUSHFast, cheap, constant. Teaches you to power your fences
Audit crewTIMED PRESSUREUnion inspectors halt an unpermitted line until you pay or argue
Thermal runawayAREA DENIALThe tailings pond turns on you. Water, or lose the terrace
Draw spikeECONOMICThe Stacks pull hard. Your whole map browns out unless you shed load
Deep winterATTRITIONEverything costs more power for eight shifts. No enemy required

None of the above is a screenshot, a tuned number or a shipped feature. It is the design as it stands during pre-production.