Pampanaa is a story-driven sci-fi defense game centered on the last surviving settlement, its Warden and the signal returning from beyond the dead zones.
Campaign
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Mission
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Objective
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Encounter
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Wave
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Simulation
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Outcome
A wave is a gameplay mechanism inside an encounter. It is no longer the authoritative representation of campaign progression.
The campaign is organized into five chapters: The Silence, The Frontier, The Signal, The Truth and Pampanaa.
Narrative events support intro, discovery, dialogue, revelation and outcome states. Campaign state tracks active chapters, completed missions, discoveries and story flags.
The world domain defines regions, factions and threats independently of canvas entities.
Regions: Haven → Deadlands → Frontier → Ruins → Signal Zone
Factions: Haven · Wanderers · Veiled · Architects
Threat roles: Swarm · Assault · Support · Control · Boss
Profile
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Warden Progression
├── Rank
├── Experience
├── Mission history
├── Encounter history
├── Combat statistics
├── Discoveries
├── Achievements
└── Unlocks
Progression is driven by canonical game events. Score remains a run-performance metric rather than the source of campaign truth.
The React frontend is a presentation layer over the application/domain model.
React UI
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Frontend read model
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Application services
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Domain
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Runtime / Persistence
The command interface is organized around Campaign, Missions, Codex, Career, Achievements, Leaderboard, Settings and Credits. The game HUD presents mission/objective context while retaining score, encounter, hull, weapon and threat state.
Gameplay persistence is accessed through an application boundary rather than importing database modules directly into gameplay UI.
- Phase 5 — Runtime architecture: complete
- Phase 6 — Missions & encounters: complete
- Phase 7 — Player & progression: complete
- Phase 8 — World, factions & threats: complete
- Phase 9 — Campaign & narrative: complete
- Phase 10 — UI/UX architecture and frontend reconciliation: complete
See the phase documents under docs/game/ for the individual contracts.
Pampanaa should feel like a coherent story-driven sci-fi game rather than a generic wave-defense dashboard. Campaign context, objectives, discoveries and Warden progression provide the meaning around the existing fast arcade combat.