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ashen-realms/docs/playable-slices/Ashen_Realms_Playable_Slice_0.12_Aschenfelder_Complete.md
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Ashen Realms Playable Slice 0.12: Aschenfelder Complete

Status: Final integration slice for the first region
Prerequisite: Playable Slices 0.10.11
Scope: Integration, balancing, content completion and polish for the Aschenfelder
Primary Goal: Complete the first genuinely playable regional progression loop.

1. Goal

Playable Slice 0.12 does not introduce a large new system.

It integrates, verifies, balances, and polishes everything built so far into one coherent first region.

The full intended flow is:

Graufurt
↓
Südtor
↓
Verbrannte Straße
↓
first hunts
↓
first combat
↓
first loot
↓
first upgrades
↓
Verlassener Wachtposten
↓
NPC / Quest
↓
stronger enemies
↓
first Elite
↓
Grenzmarken
↓
targeted upgrades
↓
Aschengrube
↓
regional Boss
↓
guaranteed boss loot
↓
path toward Dämmerwald discovered

2. Complete locations

The Aschenfelder progression contains:

Südtor von Graufurt
Verbrannte Straße
Verlassener Wachtposten
Aschengrube

Each location must have a clear purpose and correct travel connections.

3. Complete Tier-1 enemy set

The relevant first-region pool should now include the established enemies:

Aschenratte
Verwilderter Straßenhund
Straßenräuber
Plünderer-Späher
Plünderer-Veteran
Verkohlter Plünderer
Aschenwühler
Verbrannter Jagdhund
Plündererhauptmann / Elite
Hauptmann der Aschenbande / Boss

If final naming differs in existing project content, preserve the existing finalized names rather than creating duplicates.

4. Complete Tier-1 item set

The relevant Tier-1 pool should now include:

Abgenutztes Kurzschwert
Räuberklinge
Aschenklinge
Räuberhaube
Verstärkte Lederjacke
Plündererhandschuhe
Wachmannsbeinkleid
Aschenstiefel
Zeichen der Grenzwacht
Anhänger des verbrannten Hauptmanns

Not every item must be required for progression.

Prestige/special drops remain optional.

5. Combat duration targets

During the balancing pass, verify:

Normal enemies

48 rounds

Elite

610 rounds

Boss

814 rounds

These are balancing targets rather than hard rules.

6. Power progression targets

Use the established Combat Power progression as a reference:

Start

approximately 47 CP

After first upgrades

approximately 6070 CP

Wachtposten progression

approximately 8090 CP

Aschengrube / boss-ready range

approximately 100110 CP

Combat Power is an internal balancing tool, not a hard access gate.

7. Progression pacing

A typical player should need roughly:

1218 normal combats
+
quests
+
boss

to progress meaningfully through the first region.

The intended experience must not require 50+ normal combats for basic progression.

8. First upgrade pacing

Verify that within approximately the first:

35 combats

the player is very likely to see a meaningful equipment upgrade.

If this does not happen reliably enough, tune only the smallest necessary variables:

drop rate
quest reward
starter equipment

Do not add unnecessary new reward systems.

9. Boss readiness

The regional boss should become reasonably beatable at approximately:

7080% of maximum realistically obtainable regional power

Best-in-slot equipment should provide comfort and completionist value, not be mandatory.

10. Soft-gate validation

The player should not be blocked primarily by arbitrary level errors.

Where possible:

actual world danger

should communicate that the player is too weak.

A player may attempt difficult content early, but the game should make the risk clear.

11. Full UI consistency pass

Review all implemented screens together:

World
Hunt
Combat
Loot
Inventory
Quests
Merchant

Verify consistency of:

Topbar
SideNavigation
Footer
Context Panel
Panel frames
Buttons
DangerBadges
Item icons
Combat actions
Typography
Spacing
Design tokens

No screen should feel like a separate web application.

12. Loading and error-state pass

All core player actions need intentional UI states:

loading
success
domain error
network error
retry

Review at minimum:

Travel
Hunt
Combat Action
Reward
Equip
Quest
Purchase

Do not use browser alerts.

13. Refresh and recovery pass

The following states must survive browser refresh through authoritative backend state:

active travel
current hunt
active combat
finished combat/reward
inventory
equipment
active quest
Grenzmarken
boss completion

No critical gameplay state may exist only in Angular memory.

14. Full integration test

Where practical, automate the first complete progression flow:

character starts at Südtor
↓
travel to Verbrannte Straße
↓
hunt
↓
combat
↓
win
↓
receive loot
↓
equip upgrade
↓
travel to Wachtposten
↓
accept quest
↓
defeat relevant enemies
↓
progress quest
↓
earn Grenzmarken
↓
buy targeted item
↓
equip item
↓
travel to Aschengrube
↓
defeat boss
↓
receive guaranteed boss reward
↓
region completion persists

15. Manual playtest average RNG

Perform at least one normal playthrough and measure:

combat duration
loot frequency
upgrade frequency
number of hunts
travel flow
quest pacing
Grenzmarken income
boss readiness
total region time

16. Manual playtest bad RNG

Test a deliberately unlucky run.

Verify:

Grenzmarken still provide progress
progression does not hard-block
boss readiness remains achievable
player does not require extreme grind

17. Manual playtest good RNG

Test a deliberately lucky run.

Verify:

region does not become instantly trivial
progression cannot be skipped too aggressively
boss remains meaningful

18. Data/content validation

Verify:

  • all locations use persisted content
  • all encounter pools use persisted relationships
  • all loot is data-driven
  • all shop offers are data-driven
  • quest definitions are persisted/data-driven
  • no core gameplay path depends on hardcoded Angular content
  • no server domain service contains unnecessary location-specific special cases

19. Server-authority validation

Confirm that the backend remains authoritative for:

travel
hunt availability
encounter generation
danger rating
combat
loot
XP
Silver
Grenzmarken
inventory ownership
equipment
effective stats
quest progress
shop purchases
boss completion

20. Performance / technical cleanup

Review the accumulated implementation for:

  • duplicate API calls
  • duplicated frontend state
  • duplicated domain validation
  • unused temporary placeholder logic
  • obsolete Slice 0.10.5 shortcuts
  • hardcoded demo combat stats that should now use CharacterStatsService
  • temporary combat placeholder routes
  • duplicated item definitions
  • migration quality
  • seed idempotency

Do not perform unrelated architectural rewrites.

21. Definition of Done

Playable Slice 0.12 / Aschenfelder Complete is complete when a fresh character can, without developer intervention:

start
↓
travel
↓
hunt
↓
fight
↓
receive loot
↓
improve equipment
↓
meet NPC
↓
complete quest
↓
fight Elite
↓
earn Grenzmarken
↓
buy targeted item
↓
reach Aschengrube
↓
defeat regional Boss
↓
receive guaranteed progression reward
↓
discover path toward Dämmerwald

22. Final product test

The most important qualitative result is:

After completing the Aschenfelder, the player should want to see what waits in the Dämmerwald.

If the loop is technically correct but does not create that motivation, the region still needs iteration.

23. After Slice 0.12

Do not immediately expand into the full Dämmerwald.

First:

playtest
measure
balance
fix friction
validate reward pacing
validate combat decisions
validate boss readiness

Only after the first region loop works well should the same systems be expanded into the Dämmerwald and later the Vergessene Ruinen.