Ship Shit Games — Canon Index
One universe. Every title is an entry in it. DOOM’s gore, Blizzard’s cohesion. Start here, follow the links, open the graph view.
CANON — the locked contract. The load-bearing facts everything else must obey.
Universe
- Premise — the one-page pitch (draft)
- Cosmology — the Rot, the breaches, the lanes
- Timeline — the chronology
- Style-Bible — visual + tonal canon (feeds the asset pipeline)
- Survivors-Loop — shared run / draft / upgrade loop
- War-for-the-Lanes — persistent war map + strategy-lite campaign layer
- Maps — the cross-game map registry (canon geography ↔ each game’s maps)
- Vault-Conventions — writing conventions for vault entries (active)
Art Direction
- Design Locks — per-foe, per-character, and per-location visual source of truth before game adaptation (active)
- Scourge Foe Art Masters — attached master/reference images and lock status for Scourge enemies (active)
- Comic Book Master Atlas v01 — exploratory comic-book master boards for missing lore illustration families (exploratory)
- Character Art Masters — attached master/reference images and lock status for playable/faction characters (active)
- Comic Style Exploration v01 — XIII-informed comic/cel-shaded game art and UI exploration (active)
- Combat Wallpapers v05 — gritty realistic combat wallpaper rule; keep warzone grit, reject speckled Scourge glow (active)
- Character-Sprite-Direction — faction language + sprite production rules (superseded — see Style-Bible)
- Character-Prompt-Library — reusable generation prompts (superseded — see Style-Bible)
- Variation-Matrix — batch planning + selection criteria (draft)
- Generation-History — generated asset ledger (active)
- Style-Bakeoff — house-look validation · outcome locked 2026-06-04 (active)
- Style Lock Audit 2026-06-05 — asset/style lock follow-up audit (active)
- Character-Asset-Status — visual asset review board with sprite/portrait previews, source paths, and lock status (active)
- Locked Style References — pinned per-game style-reference files (active)
- 2026-06-03 Gallery Thumbnails and Menu UI — historical web/menu prompt batch
- 2026-06-03 Scourge Host Family Concepts — historical Scourge host-family exploration
- 2026-06-04 Key Art Placeholders — historical/off-canon placeholder batch
- 2026-06-04 Website Portrait Placeholders — historical/off-canon portrait batch
- 2026-06-04 Game Previs Prompts — saved prompts for per-game key-art pre-viz (active)
- Scourge Survivors FPS HUD Previs — Doom-pixel HUD overlay direction (active)
- 2026-06-05 Game OG Cards — deterministic social-card composition batch
- 2026-06-05 Scourge Animation Pack — first-pass Scourge animation sheet prompts
Active Design Locks
- Swarm Ripper Design Lock
- Swarm Spitter Design Lock
- Breach-Boss Design Lock
- Graft Breacher Design Lock
- Orbital Breach Carrier Design Lock
- Scourge Fighter Design Lock
- Ashgate Design Lock
- The Hollow Lanes Design Lock
Factions
- Scourge — the enemy horde (zerg-like; swarm / elites / breach-bosses)
- Scourge-Host-Families — conquered-world host families + default parasite grammar
- The-Pyre — offense; burn the source → Scourge Survivors
- The-Wardens — defense; hold the line → Deadlane
- The-Listeners — heresy; understand the Choir (concept)
- The-Quiet-Rooms — Listener black-room practice; keep severed Choir nodes alive to study
- The-Dead-Air-Liturgy — Pact dead-air drill; clear carriers after the cut
- The-Brace-Ledger — Warden wall sheet; hold target, reserve threshold, and Pact gate promise
- The-Pact — field compact; Pyre/Warden rivalry stops the instant a breach opens
- The-Last-Manifest — Pyre run sheet; target, fuel ledger, and Pact handoff
Canon Anchors
- Zero-Day — the night we lost the sky (first-contact last stand; now the Starblight prologue / memory mode)
Games (entries in the canon)
- Scourge-Survivors — survive the swarm (first-person horde-survivors shooter) — playable prototype
- Deadlane — hold the lane (3D tower defense) — playable prototype
- Pactfall — test the Pact (Pyre vs Wardens MOBA) — playable prototype; Bloodlane is the one-lane v1 design doc
- Brawl — survive the pocket (trench brawler / Duel + Arena Brawl) — playable prototype
- Starblight — burn the orbital infection (arcade pilot shooter; includes Zero-Day as the first-contact last stand) — playable prototype
- Redline — outrun the Choir (high-speed courier platformer) — playable prototype
- Rothulk — burn it from the inside (infiltration platformer) — playable prototype
- Warline — manage the front (strategy-lite campaign layer) — playable prototype
First Roster
- Pyre / Scourge Survivors: Ranger, Bulwark, Vector, Patch
- Wardens / Deadlane: Field-Engineer, Lane-Gunner, Wallwright
- Pactfall: Pyre-Duelist, Pyre-Cauterizer, Warden-Bastion, Warden-Artillerist, Trucebreaker
- Brawl: Pyre-Duelist, Warden-Bastion, Render, Trucebreaker
- Starblight: Pyre-Interceptor-Pilot, Warden-Defense-Pilot, Scourge-Fighter, Spore-Casket, Orbital-Breach-Carrier
- Redline: Pyre-Courier, Warden-Courier
- Rothulk: Pyre-Saboteur
- Core Scourge: Swarm-Ripper, Swarm-Spitter, Wound-Hound, Spore-Lung, Render, Rot-Engine, Graft-Breacher, Cairn, Sower, Gristle-Vat, Chorister, Cantor, Descant, Bourdon, Aeolian, Carillon, Quaver, Breach-Boss
- Scourge support: Braid-Worm
Tech
- Cautery-Cleaver — Pyre breach-side melee weapon; always-carried no-ammo fallback in Scourge Survivors
- Dead-Air-Beacon — temporary isolation field kit; holds a severed Choir path in dead air after a Fork finds it and a Nail cuts it
- Blackout-Nail — sacrificial severance spike; physically cuts a repeater path after a Fork finds it
- Tuning-Fork — passive Choir-listening rig; ranges repeaters so a node can be severed (draft)
Compendium
Characters · Locations (Ashgate, The-Cinder-Wells, The-Hush, The-Spire, The-Spire-Causeway, The-Pyre-Gate, Ash-Reach, Rustmarch, The-Hollow-Lanes, The-Switchback, Holdout Nine, The-Skyhook, The-Maw, Cinder-Flats (incl. The-Rothulk), Perdition) · Bestiary · Tech — scaffold new entries from Templates/.