Decisions about the GAME, not the series. Right now: the CASINO mode.
Every card is a question from the build plan with my recommendation marked on the button.
A verdict is written to this site's own verdict store and then read back — a
card only turns green when the store hands it back. Nothing here says "sent".
Open questions are at the top; what you have already decided sits at the bottom.
Read the full plan · back to the series
0 / 38 answered
NOTHING WAITING ON YOU
ALL CAUGHT UP
Every game decision has a ruling. Your answers are listed below and
any of them can be changed by pressing a different button.
9. ALREADY DECIDED - press a different button to change one
D1. Age rating: a slot machine with a house edge changes who can buy DEFLEKT
NOT ANSWERED
The casino as briefed is a reel-based slot machine with a house edge, paid in DANERRENS. No real money anywhere - that part is locked. But the RATING side is not code and it is yours.
From web research this session (not from the repo): Steam permits simulated gambling with fictional currency. PEGI rates ANY game containing simulated gambling 18 automatically, since 2020, in-game currency included, and it is not retroactive - so the CASINO patch is the moment DEFLEKT becomes PEGI 18 in PEGI territories. ESRB adds a 'Simulated Gambling' descriptor (often Teen). Ratings are mandatory only in Germany and Indonesia; since November 2024 Steam hides unrated games from German customers and derives the German rating from your Content Survey answers. The repo documents no rating step at all.
Open Steamworks -> DEFLEKT -> Content Survey, read the gambling question, then come back here. If you do not want the 18, the honest alternative is a skill-flavoured arcade floor (timing machines, no reels, no house edge) - a different game, and I re-plan.
My recommendation: WAIT - I will read the Content Survey question first
D3. What CASINO is to the code: a flag on Solo, or a new mode value
NOT ANSWERED
The mode list is append-only because its number is frozen into every Steam leaderboard row ever posted. Appending a fifth value is safe for the leaderboards - but the audit found about eighteen places that treat 'not Versus, not Invasion' as the CAMPAIGN (run-end payouts, campaign boards, best-score records, volcanoes, the tornado palette) and six places that would treat it as TWO-PLAYER, so a solo CASINO could never launch. The title-to-mode conversion is also clamped to the four existing values, so a fifth is unreachable from the menu anyway.
The TUTORIAL already solved this: it runs as Solo with one flag, and that flag is checked at five sites that keep it off the boards, out of the economy and away from the wave machine. Casino would add its flag beside the tutorial's at each. The INVASION 2 plan already states the law 'do not add mode enumerators'.
Option B (a real new mode value) only pays off if the casino ever needs its own leaderboard or death statistics, and it posts to no board in v1.
My recommendation: A - Solo + a casino flag (the tutorial pattern)
D4. Single player only?
NOT ANSWERED
Nothing in the brief has a second pilot in the casino. With the Solo+flag design this is free: the second-controller join on the music picker and the ghost seat on the loadout never fire, and I add a guard so co-op can never reach the casino by accident.
Letting a second pilot into the flyover means a second ship on the district and a rule for whose machine is heard indoors; it is real work and the brief did not ask for it.
My recommendation: YES - solo only
D9. The package is 9.88 GB and 7.7 GB of it is dead weight - trim first?
NOT ANSWERED
Two vendor packs ship in full and the code never references them: CastleofEternalMist (4.97 GB, one sky-sphere mesh used) and STF LandscapePro (3.1 GB, zero references). The casino needs room for its own content.
TRIM means: exclude both from the cook (keeping the one sky mesh), move the mannequin bodies the casino will prototype with into a folder we own, cook, verify, and do a near-full re-upload of the Windows depot. It also shrinks the 7.65 GB Mac archive.
STACK means leave it alone and add the casino on top; the download grows past 10 GB for a $4.99 game.
My recommendation: TRIM - never-cook the dead weight first
D5. Your 'every spend asks first' law meets a slot machine
NOT ANSWERED
On 2026-08-02 you ruled that every DANERRENS spend stages a YES/NO dialog that defaults to NO. A slot machine cannot ask that on every pull and stay playable, and ignoring the law breaks a rule you set. So it needs your ruling.
A: you spend DANERRENS directly, as briefed. ONE confirm when you sit down at a machine ('PLAY THE GOLDEN MANTA? Bets 5-50 DANERRENS. The house keeps 8 %.'), none per spin - the SPIN press is the explicit act. Raising the bet above 25 asks once more. The existing NOT ENOUGH dialog fires whenever the bet exceeds your balance.
B: buy CHIPS once per visit at a cashier (one confirm, one debit), play with chips, cash the chips back to DANERRENS when you leave (one credit). The house edge never touches your pilot fund mid-session and the law is honoured at exactly one point.
C: a confirm on every spin. Honours the law literally; the mode is unplayable.
My recommendation: A - direct DANERRENS, one confirm at sit-down, none per spin
D6. Do casino wins count toward your Mastery Rank?
NOT ANSWERED
Every existing way of earning DANERRENS also adds to LifetimeDanerrens, the career total that drives the RANK badge on the title screen (LEGEND at 20,000). If casino wins did the same, a lucky night would buy a rank that today can only be flown for.
My recommendation is that wins land in the spendable balance only and the badge stays earned. The casino would be the one deliberate exception.
My recommendation: YES - wallet only, rank untouched
The bet ladder and the top prize, sized against the real economy
NOT ANSWERED
Measured income: a HARD campaign run pays about +218 DANERRENS, an Invasion run 45-88 (capped at 300). The whole shop costs about 18,900.
Proposed: bets 5 / 10 / 25 / 50. Top prize no more than 100x the bet = 5,000 DANERRENS, about 25 runs of income - a great night, not the catalogue. A 500x jackpot on a 100 bet would pay 50,000 and buy every pilot at once; that is the number the ladder exists to prevent. Return-to-player 90-95 % per machine, about 92 % overall, so the casino is a net sink on average and the shop's pacing survives.
Eight machines run low to high volatility: FLIGHT CREW (95 %, 20x) up to THE ANTIPODE (90 %, 100x). Every paytable is derived, then proven by a 100,000-spin headless harness before it ships. Change any number in the note.
My recommendation: APPROVE the ladder
Can a player gamble their pilot fund to zero?
NOT ANSWERED
A house edge on a soft currency means the casino DRAINS savings; a player who loses a 3,000 pilot fund may blame the game. The alternative is a reserve: you cannot bet below N DANERRENS.
I recommend no floor, with the first-entry card saying plainly 'Fictional currency. No real money. The house keeps X %.' If you want a floor, put N in the note.
My recommendation: NO FLOOR - losing is the point; the first-entry card states the house edge
RE-ASKED: is any part of your DANERRENS protected from betting?
NOT ANSWERED
My earlier 'floor' card was badly worded, and your note said so. Plain version:
Either way the balance can NEVER go below zero - the game refuses any bet bigger than what you have, and when you are out of DANERRENS you cannot spin. That part is not a choice.
The only question is whether some of your DANERRENS are PROTECTED from the casino. Example: a reserve of 500 means you can never bet your last 500, so you always keep enough for a cheap pilot recruit no matter how badly a night goes.
BET DOWN TO ZERO: no protection; losing everything is possible and is the point. The first-entry card states the house edge plainly.
PROTECT A RESERVE: put the number in the note (I would suggest 500).
My recommendation: BET DOWN TO ZERO - nothing is protected
RE-RULED: Synty refused on look ("it doesn't look that good"). Which art route instead?
NOT ANSWERED
You looked at the Synty store page and said it does not look good. Agreed and recorded: the low-poly, flat-shaded look IS that pack, and neon glow would light it up without hiding the blockiness. The free pack test is cancelled; nothing was bought.
A - MATCH THE GAME. The casino looks like DEFLEKT already looks: the same Foundry -> Tripo -> Unreal pipeline that built all fifteen arena dioramas and every boss makes the casino facades, the interior shell pieces, the eight slot cabinets and the neon signs, each glow-mapped like the existing kit. You approve every piece from a photograph before it is imported, as always. Only what that pipeline cannot make gets bought: rigged bodies for the pilot and the crowd (realistic sci-fi characters on the UE5 skeleton, e.g. https://www.fab.com/listings/0da771d2-b2a4-4ca5-8e9d-dddc48d26788 ), the seated and idle animations, and possibly a realistic casino props pack for tables and chairs ( https://www.unrealengine.com/marketplace/en-US/product/casino-props-pack ). Cost: more of my time per piece, roughly a week extra across the phases; every piece is ours and coherent.
C - SHOW ME FIRST. I photograph one Tripo-made casino facade and one bought-pack facade in the district and you pick from the pictures. Costs a few days before Phase 4 can start.
Whatever you pick, the district skyline behind the casinos is the sci-fi kit we already own and ship (the one on THE WILD), re-lit in casino colours. If you want that replaced too, say so in the note.
My recommendation: A - MATCH THE GAME: our own Tripo pipeline for casino pieces, realistic packs only for props and bodies
LOOK PICK: two casino facades photographed in the district. Which one builds the casinos?
NOT ANSWERED
You ruled SHOW ME FIRST. Here is the picture: one frame from the Development build at 1080p, the real -70 flyover camera, both candidates on their lots ahead of the ship with the district skyline behind them. Same light, same moment, no retouching. Nothing has been bought.
A - OURS (left). A casino facade generated from one concept image through the same pipeline that made every arena diorama and boss (Higgsfield image -> Tripo image-to-3D -> Unreal), then glow-mapped with the kit material so its painted neon trim and gold emblem light themselves. Roughly half an hour from concept to imported mesh, 2048-pixel textures. Every casino piece would be made this way, and you would approve each one from a photograph before it is imported, as always.
B - THE KIT (right). Kit-bashed from the sci-fi skyscraper pack we already ship on THE WILD: one hero module as the hall, neon roof bars and a gold roof disc added in code, a plaza slab and four lamp posts. It stands in for the buy-a-pack route without buying anything, because any realistic pack arrives the same way: grey shells that code has to dress in neon. Faster per building, but the pack's hero modules have one material slot and no glow of their own (its background towers do carry lit windows, which is why the skyline glows), so every casino needs its light added by hand, and the casinos end up built from the same pieces as the skyline behind them.
Both candidates sit on a black strip on purpose. The ground, the haze and the traffic come in Phase 3 proper once the route is picked, and the skyline towers are the owned pack either way.
Pick A and Phase 3 continues with our pipeline for the six facades, the interior shell, the eight cabinets and the signs; the shopping list keeps only rigged bodies, animations and possibly a props pack. Pick B and I put together the realistic exterior pack links for you to buy before Phase 4. NEITHER means both miss, and the note tells me what you wanted to see instead.
My recommendation: A - OURS: build the casinos through our own pipeline
D2. Art direction: one vendor, proven for $0 before you buy anything
NOT ANSWERED
The only exterior kit we own is the PizzaBuildings skyline, which you rejected as a flown-over city on the planet. The only furniture we own is Elvish fantasy. The only humanoids are grey mannequins. Built from what we own, the casino is three vendors in one room - the exact failure the INVASION 2 art strategy warns about.
Synty POLYGON is the one vendor with a casino interior, a cyberpunk city and a character set in a single consistent low-poly style; it needs no Nanite or Lumen (our DX11 cook cannot use either), it is cheap on your handheld, and it publishes a FREE Starter Pack. Phase 3 imports the free pack, applies the DEFLEKT neon glow-map, and photographs it in the district. You approve or refuse the look before a dollar is spent. Then Cyber City ($199.99) and Casino ($149.99).
FAB means the stylised-realistic route instead: PizzaBuildings plus bought neon signs and a casino props pack. Realistic 4K packs have failed our vetting seven times out of eight.
My recommendation: GO - Synty route, free Starter Pack photographed in the district first
D7. 'Walk as your pilot': one body tinted per pilot now, or nine bespoke bodies
NOT ANSWERED
Pilots have no 3D form - nine painted portraits and a colour each. Our Tripo pipeline has only ever produced static meshes; nine rigged, animated, canon-accurate humanoids are weeks of a pipeline this project does not have.
A: one body in the chosen art style, tinted with each pilot's colour, helmet and visor, the pilot's name over their head, their portrait on the HUD chip. Nine bespoke bodies go to the backlog.
B: nine bespoke bodies now. Adds weeks and a new asset pipeline to the critical path.
My recommendation: A - one body, tinted per pilot, name tag, portrait on the HUD (v1)
D7b. What walks when the seat says NO PILOT?
NOT ANSWERED
A fresh save has SelectedPilot = 0, the EMPTY SEAT, and the loadout lets you launch with it. In the casino somebody has to walk.
FORCE: the casino loadout refuses to launch until a real pilot is picked (the first one, DARREN, costs 300 and a first-time player may not own one yet - so this also means the casino is not open to a brand-new save).
ANONYMOUS: an unnamed grey-visored body walks for NO PILOT.
My recommendation: FORCE a real pilot pick before entering the casino
D8. Do patrons SIT at machines, or are the cabinets stand-up?
NOT ANSWERED
No sit-down, seated or stand-up animation exists anywhere on this machine. Sitting means buying an animation pack on the UE5 mannequin skeleton (MC Seated, 250+ motion-captured clips), retargeting it once in the editor onto the character skeleton, and authoring a seat position per machine. About three days plus the purchase.
Stand-up cabinets make that whole pipeline disappear: patrons walk up and stand, like an arcade. It is the first thing on my WHAT I WOULD CUT list, and the brief says 'sit at'.
My recommendation: BUY the seated animations - patrons sit, as briefed
Scope: the full 17 phases, the kiosk, or foundations only
NOT ANSWERED
Honest effort for the full brief is about 82 working days across your 17 phases - four months of patches, not a weekend. The INVASION 2 sub-mode plan was 8-11 days. This is the biggest thing since launch.
KIOSK: fly the district, press Y at a casino, the slot screen opens over the flyover, play, leave. No interior, no walking, no NPCs. The whole economy loop and the district are real; the interior becomes the next patch. About 35 days.
PHASE 2 ONLY: the foundations patch - fixes a live title-row bug, gives the wallet an API, unifies three copies of the modal dialog. Nothing a player can see. About 4 days.
My recommendation: FULL - all 17 phases (~82 working days)
A sixth pill on the title's mode row?
NOT ANSWERED
The mode row holds five pills (INVASION 2, SOLO, CO-OP, VERSUS, INVASION) and its pitch was tightened for five. A sixth changes the title screen's 1080p pixels, which is otherwise a frozen regression reference, so it gets logged as an intentional change and re-checked on the 720p and ultrawide contact sheets.
The alternative puts CASINO in the option column with SOUND / VIDEO / UPGRADES, which keeps the reference intact but files a game mode among the settings.
My recommendation: YES - a sixth pill on the mode row
Which pill wears the badge?
NOT ANSWERED
Today the 'NEW - IN BETA TEST' badge is hard-wired to INVASION 2. I would make the badge a small table so any pill can carry one.
My recommendation: BOTH - CASINO gets NEW, INVASION 2 keeps IN BETA TEST
What plays in the casino
NOT ANSWERED
The brief keeps the existing music picker in the flow, which implies the set you pick is what you hear. Today that would loop ONE level track for the whole visit; I would rotate to the next track each time you enter a casino, and duck the music under a jackpot.
A dedicated casino soundtrack is 32 tracks, 0.5-1 GB on the download, and six places in the code where the set count is hard-coded. Backlog material.
My recommendation: KEEP the player's chosen soundtrack, one track per casino entered
The DIFFICULTY stop on the loadout means nothing in a casino
NOT ANSWERED
The loadout has four stops: SHIP, PILOT, DIFFICULTY, LAUNCH. Difficulty changes lives and hazards, none of which exist in the casino.
My recommendation: HIDE it in the casino loadout
Which pilot rule applies in the casino?
NOT ANSWERED
The loadout has two behaviours. In the campaign a pilot you have not recruited cannot launch. On THE WILD every pilot is a free look (skins). The brief says 'existing pilot select' without saying which.
My recommendation: CAMPAIGN ownership - an unrecruited pilot cannot enter
Six casino names, all ours, all fictional
NOT ANSWERED
THE GOLDEN MANTA, SLIPGATE PALACE, THE DEFLECTOR ROOM, HOLLY JO'S, GRID CITY GRAND, THE ANTIPODE CLUB. Version one opens ONE interior (THE GOLDEN MANTA); the other five are facades with a COMING SOON marquee. Nothing here names or resembles a real casino, building or brand.
Machines: FLIGHT CREW, MANTA REELS, DEFLECT LINE, SLIPGATE SPINNER, BOSS BOUNTY, TORNADO TWISTER, VOLCANIC VAULT, THE ANTIPODE - no sevens, bars, cherries or bells, only DEFLEKT symbols. Rename anything in the note.
My recommendation: APPROVE the six names
SLIPGATE PALACE: which facade gets built?
NOT ANSWERED
Two concepts for SLIPGATE PALACE, made with the same prompt template as THE GOLDEN MANTA you approved: a portal gate lying on its back as the roof, a second ring standing over the entrance, violet and electric blue. Three-quarter aerial view on a plain backdrop so the mesh scanner has nothing to guess, and the roof carries the identity because the flyover camera looks down at it. Original and fictional: no real casino, building or brand, and no lettering anywhere.
Pick A or B and it goes through the manta's pipeline (Tripo image-to-3D, glow-map import), then it is photographed on its own lot on THE NEON STRIP for one more look before it is kept. NEITHER sends it back: put what is wrong, or what you want instead, in the note and I regenerate.
The small rooftop boxes and the tiny markings on some trim are scan noise the mesh would carry too; if any of them bother you, say so in the note and I paint them out first.
My recommendation: A - build this one
THE DEFLECTOR ROOM: which facade gets built?
NOT ANSWERED
Two concepts for THE DEFLECTOR ROOM, made with the same prompt template as THE GOLDEN MANTA you approved: a faceted hexagonal dome like a hardened shield, cyan seams, a shield-and-spark emblem on the crown. Three-quarter aerial view on a plain backdrop so the mesh scanner has nothing to guess, and the roof carries the identity because the flyover camera looks down at it. Original and fictional: no real casino, building or brand, and no lettering anywhere.
Pick A or B and it goes through the manta's pipeline (Tripo image-to-3D, glow-map import), then it is photographed on its own lot on THE NEON STRIP for one more look before it is kept. NEITHER sends it back: put what is wrong, or what you want instead, in the note and I regenerate.
The small rooftop boxes and the tiny markings on some trim are scan noise the mesh would carry too; if any of them bother you, say so in the note and I paint them out first.
My recommendation: A - build this one
HOLLY JO'S: which facade gets built?
NOT ANSWERED
Two concepts for HOLLY JO'S, made with the same prompt template as THE GOLDEN MANTA you approved: rounded and friendly, a cream-and-charcoal roof with one hot-pink stripe, a cyan shield edged in pink piping (her shield, her colours). Three-quarter aerial view on a plain backdrop so the mesh scanner has nothing to guess, and the roof carries the identity because the flyover camera looks down at it. Original and fictional: no real casino, building or brand, and no lettering anywhere.
Pick A or B and it goes through the manta's pipeline (Tripo image-to-3D, glow-map import), then it is photographed on its own lot on THE NEON STRIP for one more look before it is kept. NEITHER sends it back: put what is wrong, or what you want instead, in the note and I regenerate.
The small rooftop boxes and the tiny markings on some trim are scan noise the mesh would carry too; if any of them bother you, say so in the note and I paint them out first.
My recommendation: A - build this one
GRID CITY GRAND: which facade gets built?
NOT ANSWERED
Two concepts for GRID CITY GRAND, made with the same prompt template as THE GOLDEN MANTA you approved: a grand stepped block whose roof is a lit green-and-cyan grid like THE GRID, gold cornices, a square spire. Three-quarter aerial view on a plain backdrop so the mesh scanner has nothing to guess, and the roof carries the identity because the flyover camera looks down at it. Original and fictional: no real casino, building or brand, and no lettering anywhere.
Pick A or B and it goes through the manta's pipeline (Tripo image-to-3D, glow-map import), then it is photographed on its own lot on THE NEON STRIP for one more look before it is kept. NEITHER sends it back: put what is wrong, or what you want instead, in the note and I regenerate.
The small rooftop boxes and the tiny markings on some trim are scan noise the mesh would carry too; if any of them bother you, say so in the note and I paint them out first.
My recommendation: A - build this one
THE ANTIPODE CLUB: which facade gets built?
NOT ANSWERED
Two concepts for THE ANTIPODE CLUB, made with the same prompt template as THE GOLDEN MANTA you approved: a dark half-globe dome with a tilted ring around it, deep orange and ice blue, a ringed-planet emblem. Three-quarter aerial view on a plain backdrop so the mesh scanner has nothing to guess, and the roof carries the identity because the flyover camera looks down at it. Original and fictional: no real casino, building or brand, and no lettering anywhere.
Pick A or B and it goes through the manta's pipeline (Tripo image-to-3D, glow-map import), then it is photographed on its own lot on THE NEON STRIP for one more look before it is kept. NEITHER sends it back: put what is wrong, or what you want instead, in the note and I regenerate.
The small rooftop boxes and the tiny markings on some trim are scan noise the mesh would carry too; if any of them bother you, say so in the note and I paint them out first.
My recommendation: A - build this one
THE NEON STRIP is built. Approve the district skeleton?
NOT ANSWERED
Phase 3 exists and these are its first two photographs, from the Development build at 1080p, the real flyover camera, now FOLLOWING the ship (same fixed -70 bearing, it just travels with you, because the strip is twice the size of the arena and the fixed frame covered half of it).
Picture one is the spawn: you start on the boulevard between the two cyan kerb lines. Ahead-left on its lot is THE GOLDEN MANTA, the one casino that opens in version one, with its plaza disc at the door. The other five casinos are lit footprints in their own colours -- SLIPGATE PALACE violet, HOLLY JO'S pink, GRID CITY GRAND green, THE DEFLECTOR ROOM cyan, THE ANTIPODE CLUB orange -- and each facade you approve on the cards above drops onto its footprint. Low city blocks fill the ground either side, cross streets run out from every lot, and a wall of taller towers stands just past the edge so you always stop against something. Your DANERRENS balance is the chip top-right.
Picture two is the manta's door up close (taken a few minutes before the city fill went in): the ship stops against the lot instead of flying through it, and the casino names itself under the ship while you are near. That name tag is where the ENTER prompt appears in Phase 7; unopened casinos say COMING SOON there.
APPROVE and Phase 4 puts the approved facades on their lots and Phase 5 starts the interior. If the ground, the colours, the spacing or the camera feel wrong, say so in the note and I change it before anything is built on top of it.
My recommendation: APPROVE - build on this
THE NEON STRIP, second pass: all six casinos on their lots, twice the size. Approve?
NOT ANSWERED
Your note on the first pass, in order: buildings way bigger, a smaller road that looks like a road you can land on, a landing pad, and the little buildings need another look. Here is the second pass.
All six casinos now stand on their lots -- the five you picked went through the manta's pipeline (Tripo, glow-map import) and dropped straight in. Every building is twice the width it was (5200 units of frontage against a 600-unit ship), so the ship flies AROUND a casino now instead of over it, and each one has a landing pad at its door on the edge of the road: a lit gold ring for THE GOLDEN MANTA, the one that opens in version one, and a dim grey ring for the five that say COMING SOON. The road is narrower, has a surface and a dashed centre line, and every lot has a cross street beside it.
The little buildings: I have lined them up into regular blocks behind the casinos rather than scattering them, but this is a first answer, not the last one. Picture one is the spawn, picture two is down the strip by THE GOLDEN MANTA's pad, picture three is the far end.
APPROVE and Phase 4 closes (the buildings are done) and Phase 5, the interior, starts. CHANGE with a note and I adjust before anything is built on top of it.
My recommendation: APPROVE - build on this
THE NEON STRIP, third pass: the landing pads now sit clear of every building. Approve?
NOT ANSWERED
Your note on the second pass: almost perfect, but on some buildings the landing pad was too close and the building covered it. Cause found: the pads were placed from an assumed building depth, and two of your picks (HOLLY JO'S and THE ANTIPODE CLUB) are nearly square, so their fronts stood past that line and over the pad. Every pad, outline and no-fly circle now comes from the building that is actually standing there, and the lots moved out a little to make the room.
Picture one is the spawn. Picture two is the ship parked on HOLLY JO'S pad, the one that was covered before, with the whole ring clear of the building and its COMING SOON tag up.
APPROVE and the buildings phase closes and the interior starts. CHANGE with a note and I adjust first.
My recommendation: APPROVE - build on this
D1 changed to WAIT in the same sitting. Did you mean it?
NOT ANSWERED
At 00:46 the D1 age-rating card flipped from GO to WAIT, with your original note still attached ('Do whatever is needed. I believe everyone who bought the game is over 18 anyway.'). The note says GO and the button says WAIT, so I am asking rather than guessing.
Nothing in the district, the buildings or the interior depends on this: the reels and the house edge are several phases away, and the Steamworks Content Survey is your step at ship time either way. It only decides whether I plan for reels (GO) or hold that design until you have read the survey question (WAIT).
My recommendation: GO stands - the WAIT press was a slip
The people: which body pack, plus the small sitting pack ($16.99)
NOT ANSWERED
You asked for more options for the sci-fi people. I searched Fab four ways and read every listing that came back against the rules (Unreal 5, Mac listed, no Nanite or Lumen dependency, an asset package, rigged to the UE5 Manny skeleton so bought animations play without retargeting). Three survive. Look at each on Fab before you pick; the look is yours.
B. Sci-fi Modular Military by Slayver, $59.99 (same maker, same style family). 14 ready-made characters plus 6 modular ones and 132 swappable parts with 8-12 skins each: helmets, visors, armour, jumpsuits, several body types. UE5 Manny, UE 5.0-5.6, Windows, Mac, Android and iOS listed, asset package, rated 5.0. For a casino crowd this is the one: nobody on the floor has to look like anybody else. https://www.fab.com/listings/94b43bfc-4f89-4424-bb12-844d6e4c4642
C. SciFi Character PILOT MALE PACK Vol.1 by DMD Hangar, $99.99. Three sleek white-and-grey spacesuit pilots, modular, UE5 skeleton, UE 5.0-5.8, Mac listed, rated 5.0. The most on-theme for a game about pilots, but two costs: it ships as a complete project (I migrate the meshes out, half a day) and its textures are 4K, which I downsize to 2K for the handheld. A six-pilot version with three women exists at $189.99. https://www.fab.com/listings/cb8e2caa-d356-4c8e-8950-a19e8093ffd1
Looked at and rejected: Cyberpunk Crowd Characters ($99.99) are posed statues, not rigged; Sci-FI Troopers Collection ($59.99, rated 4.7 by 54) and Sci-Fi Characters Pack ($62.99) do not say which skeleton they are on, and a UE4 skeleton means a retarget step for every animation; the Idle Animation Pack is rated 1.5.
Prices are Fab's Personal tier before tax, which covers a company under $100k revenue in the last twelve months. Checkout is yours, under the business account. Nothing is blocked until Phase 6.
My recommendation: MODULAR MILITARY + sitting pack ($76.98) - 14 characters, most variety per dollar
Phase 5: THE GOLDEN MANTA's floor exists. Approve the empty room to build on?
NOT ANSWERED
Inside THE GOLDEN MANTA now: a hall 26 by 32 metres of clear floor, 7 metres high, thirty slot machines in three double-sided banks with 8.5 metre aisles between them, lit by one warm key light from the ceiling and cyan and magenta fills hanging at head height in the aisles, with the room's edges drawn in neon (cyan at the floor, gold at the ceiling) and the manta emblem on the floor where you will land. The room is built at the same time as the strip, behind the same loading bar, and stands far outside the flying box so it can never be seen by accident; the dive into it later is a camera move, nothing loads.
Everything you see is a placeholder shape at the RIGHT SIZE: the cabinets are the proportions of a real upright slot machine against a 1.8 metre person, their screens sit at a seated player's eye line, and each one already wears its theme's colour on the cap. The eight real cabinets come through the manta's pipeline in Phase 10, and the reels go on the screens in Phase 9. The two pictures are from a standing eye height, one from the entrance aisle and one from the far corner looking back; that is the height you will walk at in Phase 6.
APPROVE means the room's size, layout and lighting are right to build the walking, the machines and the people into. CHANGE with a note if the room should be bigger or smaller, brighter or darker, or laid out differently, and I adjust before Phase 6 starts.
My recommendation: APPROVE - build on this
Phase 5b: the three things you asked for on the floor. Landed, or keep going?
NOT ANSWERED
Your note on the room was: refine the slot machines, chandeliers or lights from the ceiling, and make the floor look like casino carpet. All three are in the two pictures.
THE CARPET is ours, made the same way the six buildings were: a pattern generated to our own palette, imported as a texture, laid over the floor and repeated every metre and a half. The third picture is the tile itself. Nothing was bought and nothing traces to anyone else's artwork.
THE CHANDELIERS are six hanging fixtures, one over each aisle, in the alternating cyan and magenta the strip uses. Each one carries the aisle's light, so the colour on the floor now comes from something you can see making it. The warm light from the ceiling stayed, and the machines and pillars now throw shadows onto the carpet.
THE MACHINES are no longer a box with a screen. Each one has a foot it stands on, an angled button deck at the height a hand rests, a dark frame around the screen and a lit name plate above it, in the machine's own theme colour. This is still the placeholder: the eight real cabinets come through the same pipeline in Phase 10, and the reels go on the screens in Phase 9. This is about whether the room reads right while those are made.
APPROVE and I leave the look alone and start Phase 6, the walking pilot, on the pack you just bought. CHANGE with a note if the carpet is too loud or too quiet, the chandeliers are wrong, or the machines still need work.
My recommendation: APPROVE - this is the look
F1. What does the house pay out in?
NOT ANSWERED
Here is the problem with paying in DANERRENS only. You earn about 200 a HARD run, the house keeps 8 %, so every spin is a slightly bad trade against money you can already make by flying. Worse, the top prize is 5,000 -- and the player most likely to ever hit it is the one who has already bought everything in the shop, so it lands on him as nothing. A bigger pile of a currency you can always earn is not a prize.
The fix every designer reached for is the Borderlands move: its slot machines did not pay money, they paid GUNS. The house has to pay in things the shop cannot sell. That costs the economy nothing, because these are awarded on events rather than payouts -- what the player FEELS he is getting climbs well above 100 % while the money coming back stays exactly 92 %.
COSMETICS AND CASINOS means: casino-only ship liveries and cabinet colourways, a plaque in the lobby with your pilot's name on it, and the other five casinos on the strip opening up as you play. None of it changes how the game plays, none of it touches the shop, and the door stays open to add more later.
GO BIGGER adds real power on the two hardest machines: a pilot's signature SPECIAL, and a HANGAR EPIC for INVASION 2, once each per save, printed on the paytable so you know they are there to hunt. It is the strongest hook in the whole design and I am not recommending it, for one reason: it reaches into INVASION 2's upgrade curve and the shop's 85-95-run pacing from the one direction the fairness harness structurally cannot measure. If the mode proves itself, this is the obvious first patch.
My recommendation: GO - cosmetics and casinos, no power
F2. Is your deflect allowed to change what a spin pays?
NOT ANSWERED
The most on-brand idea anyone produced: put DEFLEKT's one button inside the reels. A bolt comes at the screen, you get a window, you press DEFLECT. Same timing, same press, the one the game spent forty hours teaching you. It is the thing a player would describe to someone else, and it is the only answer to 'why would someone who bought this for the arena sit at a slot machine'.
YES means it really counts -- on DEFLECT LINE only, one machine out of eight, where the payout is solved around AVERAGE play. Deflect better than average and you genuinely beat the house on that machine; deflect badly and you genuinely do worse. One machine keeps the risk boxed in and keeps the other seven honest slot machines.
The usual objection is that a player good enough to beat your bosses will beat the house inside an hour. That is a real-casino fear and it does not apply here -- there is no real money in this, so a skilled player earning more is just a game rewarding skill, which is what the rest of DEFLEKT does.
FLAVOUR ONLY means the deflect still appears -- a double-or-nothing on your win after a spin, a fair coin flip dressed as parrying a bolt -- but your timing does not actually change the odds. It still feels great and it is cheaper. NO means no button on the reel screen at all, and the casino is a slot machine wearing DEFLEKT's art.
My recommendation: YES - on one machine, and it really counts
F3. A bar that fills every spin and remembers you forever. Yes, and what kind? (This one has a deadline.)
NOT ANSWERED
Four of the five designers invented this independently, under four different names, which is the strongest agreement in the whole exercise. A bar on the machine that fills ONE NOTCH PER SPIN no matter what you bet, is saved forever, and when it fills you are GUARANTEED that machine's bonus round.
Why it matters more than it sounds: it means a losing session still visibly produced something. It means walking the floor is a real decision, because you can see from across the room which machines are nearly full -- which is the reason the walking pilot exists at all. And it is the honest version of what a 'buy the bonus' button promises: the bonus is paid for in time, not money, so a bigger bet can never rush it.
PER MACHINE TYPE, not per cabinet. The designer wanted each of the thirty cabinets to remember you separately, and it is a lovely idea, but the floor gets re-laid every time we change the machine mix, and there is no way to migrate a saved bar when cabinet number 17 quietly becomes a different machine. Per type survives any re-lay and reads the same to you.
I am recommending NO second currency -- no chips, no cashier, no separate wallet. A meter that unlocks cosmetics does the same job with one saved number instead of a wallet, a screen and a save block, and anything shaped like buying chips is exactly what someone hunting for gambling mechanics in a $4.99 game will photograph.
THE DEADLINE IS REAL. Phase 11 locks the save file's new layout. A field decided before that costs about ten minutes. The same field decided after costs a save migration, and the way this save file fails is silent -- a missed load site gets wiped by the first write, taking whatever was in it.
My recommendation: YES - one meter per machine type, no second currency
F4. The things this casino will never do. Make it law?
NOT ANSWERED
All three reviewers agreed on a list of things not to build, for the same reason each time: they are the tricks that make real slot machines a problem, and this mode gains nothing from any of them. I want them written down as law rather than as my opinion, because the moment that bites is six months from now when a machine tests flat in playtest and the easy fix is to quietly add one.
NO BUY-THE-BONUS button, in any form. Every mechanic here exists to build tension toward the bonus; a button that skips to it deletes the actual game, and players would press only that.
NO AUTO-SPIN. The whole product is the two seconds between the press and the last reel stopping. Automate it and there is no game, just a number changing colour. A slam-the-reels-to-stop button covers real impatience.
NO FAKE NEAR-MISSES and no rigged reels -- no arranging the strips so the jackpot symbol lands just above the line more often than it could really hit. This is the most predatory trick in the industry and it would make every payout table we publish a lie. If a machine feels flat, the honest fix is to make it pay small wins more often.
NO HIDDEN 'you're due' timers. The bar in F3 does the same job out in the open with the number printed on the machine, which is better design anyway.
NO DAILY LOGIN WHEELS, streaks or timers. This is a $4.99 game you own, not a service -- there is no metric to feed, and anyone can change their clock. Anything that refreshes, refreshes when you walk into the casino or when you finish an arena run.
NO CHIPS YOU BUY WITH DANERRENS, no cashier, and nothing shaped like a loot box even when nothing is purchasable. NO casino results on a Steam leaderboard and no effect on your Mastery Rank -- that is D6 and it stays. And no regret messages like 'you would have won 2,000 at a higher bet'.
APPROVE and this goes in the economy document and an architecture record with its reasons, where it outlives me forgetting. CHANGE with a note if you want one of them available.
My recommendation: APPROVE - these are the house rules