Split Orchard → Living Sanctuary
At 150 talents, use five independent 30-node boughs with a searchable overview. As people are restored, the interface grows names, leaves, homes, and light around the data-driven geometry.
Fifteen prototypes for deciding how exploration and permanent gem progression should feel—including five systems built for 150 talents.
Each map is playable. Select an available node, read the terms, then clear it or return. Reset freely.
Every version uses the same 150 generated Memory Gems: five mechanical boughs, six tiers, thirty talents each. Only the navigation changes.
The best answer is not one prototype. It is a staged progression from clean structure to living world.
At 150 talents, use five independent 30-node boughs with a searchable overview. As people are restored, the interface grows names, leaves, homes, and light around the data-driven geometry.
Use “Soul Tree” for the place, but “Restoration Sparks” for its spendable energy. Every purchase verb should be restore, awaken, or rekindle—never buy a person.
Use existing Joker-derived gem identities as the branches: hand shapes, retriggers, economy, resources, and rule changes. Avoid dozens of anonymous +2% nodes.
One Spark restores a nearby person. Two restore a bond or deeply sealed person. Three restore a household, found family, guild, or group. Cost never measures human worth.
Restoration unlocks a Memory Gem blueprint. Before a run, the player attunes a limited number into the active discovery pool. This prevents 59 unlocked gems from diluting every shop.
Ship branches, loops, and escalating chains first. Hidden routes and poker locks can reuse those foundations after navigation and backtracking feel effortless.