Mechanics¶
Canonical gameplay behavior, written as the source of truth for how Crimsonland actually plays.
This section avoids rewrite internals and decompiler implementation details where possible.
Subsections¶
- Combat — combat flow and combat systems for player actions.
- Modes — Survival, Rush, Quests, Typ-o-Shooter, Tutorial.
- Systems — gameplay systems like perks and secret weapons.
- Secret weapons — hidden weapons outside normal quest progression.
Related sections¶
- Rewrite — implementation details and contracts.
- Reverse engineering — static/runtime evidence.
- Static reference tables — IDs, tables, and data maps.
- Verification — parity and differential testing links.