Build a rave from light, lasers and video; merge the rig, shape the atmosphere and keep favorite nights with the Festly cast in the world.
Design only. Naming remains open: Show Merge is an internal working title. No playable build, start date or release position. Estimates are excluded from committed totals.
THE PROPOSED GAME
Build a look. Run a set. Keep a favorite.
Merge equipment at the workbench, then shape your warehouse rave. You own the rig, creative choices and progress. Choose a saved Auto Show or cue it yourself. The same show earns the same rewards in either mode, including with sound muted or reduced effects.
01Choose a small creative goal
02Merge matching equipment
03Arrange and preview the rig
04Run Auto Show or cue it yourself
05Settle once; save a favorite
06Leave with your progress saved
Workbench
Two unequipped items of the same family and tier become one item of the next tier in one inventory cell. Different installed families combine as a show without being consumed.
Each item occupies one cell of a 4×4 board. Invalid or cancelled moves change nothing. Characters are never merge ingredients.
Stage & power
Install owned lights, lasers and video in compatible slots. Preview a small, visible power budget. Swaps are atomic; an item cannot be in two places.
A non-sellable starter rig and recovery shelf keep a basic show available at zero coins. Starter gear cannot satisfy ownership missions.
Save & recovery
A show freezes its rig, look, mission and rules revision. Reward, wallet and mission changes settle together once per show. Reloads, duplicate tabs and repeated results must not duplicate earnings.
Undo ends at an economic transaction. Abandoning a show gives no payout and loses no purchased gear.
YOUR PLACE IN THE WORLD
Your rig. Your show. Your progress.
The player designs and operates the rave directly. Stikman can offer a short tip from workshop help; no named cast member is a mandatory player identity. Active play keeps the stage, HUD, controls and Pause/Exit clear of persistent guide dialogue.
Your own avatar may appear at the controls later. Avatar editing and profile integration are separate, unestimated proposals. Changing appearance must preserve the player’s gear, coins, missions and album; canonical cast IDs never own the player’s progress.
NINE FAMILIAR CHARACTERS
The whole crew belongs here.
You run the show. Froggy stays the star mascot, and all nine canonical characters participate in the world. Stikman’s guidance is optional and dismissible; skipping it never blocks progress or rewards. Approved static or cel appearances are proposed for the MVP, without nine newly animated avatars.
Stikman
Supporting world character; brief, optional workshop guidance when requested.
Reference: floorbreakers-0.6.9
Froggy
Star mascot, welcoming fans and celebrating each room.
Reference: floorbreakers-0.6.9
Nosay
DJ at the raised booth and rotating set participant.
Reference: floorbreakers-0.6.9
Disko Klown
Dance-floor personality and colorful-look collaborator.
Reference: floorbreakers-0.6.9
Tinkfu
DJ and creative-brief collaborator.
Reference: floorbreakers-0.6.9
Mr. WildFire
Set participant and bold-visual collaborator.
Reference: floorbreakers-0.6.9
Longshot
Robot stage technician beside the rig.
Reference: floorbreakers-0.6.13
Mellowseedz
Live visual artist with palette and brush.
Reference: floorbreakers-0.6.13
Ray Ray
House grooves and the dance circle.
Reference: floorbreakers-0.6.13
These are proposed game roles, not recording credits or claims about real people’s work. Keep Stikman’s approved identity and Froggy’s golden Colorado River toad markings and raised texture. New concept poses require review; this page does not assign or approve character files.
FIRST CHAPTER · THE EMPTY ROOM
Eight small accomplishments.
The MVP proposes eight missions. The full first game adds rooftop and desert chapters for 24 missions total. Definitions and rewards are design material; the evaluator and solution fixtures are not implemented.
01
A Little Brighter
Make one legal light merge to tier 2 or above.
Discover the twin wash and rig placement.
02
Everything Has a Place
Install light, laser and video within the room’s power budget.
Unlock preview and the starter show preset.
03
First Applause
Finish and settle one Auto or manual show.
Open the show album and gentle look.
04
Your Signature
Save a valid look with a changed parameter.
Keep a named preset and album marker.
05
Warm Welcome
Finish a show with warm wash and horizon video tags.
Add warm-room decor.
06
Quiet Power
Meet the gentle brief within its power budget; Auto qualifies.
Discover a slow sweep pattern.
07
Room for Friends
Serve 90 attendees across unique settled shows.
Add seating and a venue story beat.
08
Opening Night
Finish the chapter with quality 70 or above; a free preset must meet it.
Keep the warehouse chapter stamp and replay choices.
No mission requires daily attendance, sound on, reduced motion off, a purchase or manual play. The MVP finale offers replay, not a button to an unbuilt venue.
Mission integrity and later chapters
Every active mission has available content and a demonstrated legal solution
Original-gear starter fallback is excluded from ownership/discovery missions
Same Auto/manual show satisfies same predicates
Unique show and mission instance IDs settle once
No payment, daily attendance, sound-on or effects-on requirement
Mission migration preserves earned unlocks
Later chapter ideas include skyline staging, warm/cool contrasts, a saved rooftop favorite, sunset palettes, geometric skies and a three-look set. Their completion predicates still need authoring and validation.
ECONOMY EXPERIMENT
Equal shows, equal rewards.
One spendable currency: fictional show coins. Quality combines coverage (40%), brief fit (30%) and phrase completion (30%). Auto can satisfy every phrase; precision tapping adds no economic multiplier.
Manual cues
54 coins
30 attendees · quality 80/100
Auto Show
54 coins
30 attendees · quality 80/100
Example wallet: 40 starting + 54 show income − 20 equipment purchase = 74 coins. These are design arithmetic, not measured balance.
Idle settlement and long-term play
Experiment with 6 coins per eligible hour, capped at 24 hours: at most 144 on return. Never pay idle income during active foreground play or a paused foreground show. Store one interval and settle it once; clock rollback pays nothing and large forward changes are capped.
A finite five-tier gear ladder cannot promise months of play. Proposed longevity comes from three venue chapters, favorite looks, a local album, feasible optional commissions and retained theme packs. No streak loss, absence penalty, mandatory prestige wipe or expiring reward track.
Cloud saves, public sharing and music-portal onboarding require later scope. Enjoyment and voluntary return matter more than simply extending sessions.
UNCOMMITTED DEVELOPMENT ENVELOPE
Prove the loop before expanding.
Mission MVP
14–22 days
One warehouse · eight missions
Full first game
44–70 days
Includes MVP · three venues
Developer working days, provisional. Complexity 4/5. No release date, sprint allocation or committed-total contribution.
P0 · Prove pleasant loop2–3 additional days
P1 · One complete rave with approved cast6–9 additional days
P2 · Mission-based MVP6–10 additional days
P3 · Reusable long-term systems12–20 additional days
P4 · Three-venue content8–13 additional days
P5 · Public-release hardening10–15 additional days
One experienced developer, part-time art/audio, available shared systems. New cast poses and service/approval/device wait time additional. Re-estimate after P0. Not additive to v0.1 baseline.
Scope and estimate history
MVP
One warehouse rave owned and operated by the player; all nine canonical cast appearances; optional workshop guidance; 4x4 workbench; 3 families x 3 tiers; 3 stage slots; Auto/manual show parity; 8 missions; local album/save, recovery and bounded idle settlement. Player avatar editor/profile integration later and separately estimated.
Full first game
Three fictional rave venues, 24 authored missions, 5 tiers per family, 6 looks, feasible commissions, personal album, accessible controls and release checks. Includes MVP. No cloud, UGC sharing or portal onboarding committed.
v0.1 estimated 10–16 MVP days and 30–50 full days. Those ranges are historical, superseded by mission/recovery/content scope; do not add them to v0.2.
After launch, one retained theme pack could take 6–10 developer days plus art/audio. A compatible music/artist-portal slice could take 15–25 additional days after the shared APIs and rights records exist. Neither is part of the launch commitment.
BEFORE A KICKOFF
Review the rules, cast and phone experience.
Phone & controls
Separate workbench and live-show views; entire stage, safe areas, touch or tap-select/tap-target, keyboard and accessible Pause; immediate gesture fullscreen request, harmless refusal, input cleanup, interruption pause and explicit Resume; per-game manifest/icons/install help.
During a show: stage, small HUD, three cue pads and Pause/Exit. Installation help, display settings and music links stay on title/pause/results.
Sound & visuals
Original/local electronic rave loop with build/drop/outro cues; music, effects and crowd levels; equal rewards muted; later authorized master music/artist portal integration.
Use bounded layered effects, a representative crowd and capped character reactions. No rapid flashing. Keep cues readable when muted or using reduced effects.
Proof before scale
Paper-play two sessions, check legal inventory ownership and Auto/manual parity, demonstrate affordable mission solutions, and test recovery after interruption. Re-estimate after the first loop and phone-rendering experiment.
Physical iPhone/Android, native safe areas, installation and listening remain required before release. No runtime verification is claimed for this proposal.
The v0.1 anonymous equipment studies and v2 Stikman-centered cast composition are historical. The oversized Stikman and runs-the-rave title do not represent the current player-led direction. No replacement image or final name is approved. These are mood studies, not character assets or implemented screenshots; merge results still occupy one inventory cell.
Historical v0.1 equipment study — anonymous cast supersededHistorical v0.1 equipment study — anonymous cast supersededHistorical v2 cast composition — oversized Stikman and title superseded