ZINGERS: Design Vision Document
In short: This is the product's north-star document. Zingers is a game where you're a Trainer. You fly the sky above a sealed vault, and the thing flying beside you is a mind you're raising: an AI champion that argues in live debate battles, its body visibly changing to record how it has fought. You climb; it fights for you. This doc lays out that core vision and the design rules that protect it.
Version 3.1 · July 2026 (Flight-First; player mode name Flight; standings not ladder)
Product/design source of truth. Lore canon lives in docs/bible/
(Flight / vertical world: 10-ascent.md); mechanics in
game-spec.md; one soul across devices in essence.md;
doors in two-doors.md; retention plan in long-game.md;
systems in climb.md; naming in vocabulary.md.
0. What Flight-First means
v1.0 led with the battle: raise a mind, watch it fight. True, but it buries the one verb a stranger understands in zero seconds (flight) under a systems stack they meet only after they care. Flight-First reorders the rank of the verbs, not the systems:
- Flight is the spine and the face of the game. First thing you do, the brand, the cover, and the connective tissue of the whole map. (Lore name for the vertical world: the Ascent. Player mode label: Flight. Never show Circuit/Climb as mode names.)
- Battles are what you meet on the way up. The depth the climb keeps revealing, and the thing that lets you climb higher. They are not smaller; they are repositioned from the product to the reason the climb has stakes.
- Nothing structural is deleted. The engine, rating/standings, the judge, Crowns
authority, the living world, the Keepers, the Chronicle: all stand. This is a
framing and onboarding recut, plus the long-game Director stack that makes built
content legible (
long-game.md).
The one-liner: You fly. It fights. You both rise.
1. Vision Statement
Zingers is a game about rising. You are a Trainer: you fly (jetpack on your back) through the drifting sky above the Long Vault, the sealed store at the world's heart. You do not fight. Flying beside you is a champion: a mind you adopted and are raising, whose body literally becomes the record of every argument it has won and lost. You climb the sky; it argues its way through the battles that stud the climb; and both of you leave a mark on the other. Your climbs stamp Flight sigils onto its body; its victories carry you higher.
Core promise: You fly. A mind flies beside you and argues itself into a body.
2. Design Pillars (non-negotiable)
| Pillar | What it means | What it rules out |
|---|---|---|
| The World Is a Climb | Progress is altitude made physical. Flight is the spine every other verb hangs off. | Flat, menu-shaped, or lobby-first progression; flight as a detached minigame |
| Raise, Don't Fight | You are the Trainer. You fly; your champion fights. The one place you perform with your own hands is the flight. | Direct control of moves in battle |
| Body = Argument Made Visible | A champion's form is the visible history of its career: debates and your climbs (Flight sigils), plus Force phenotype. | Cosmetic-only evolution or stat-based skins |
| Agents with Souls | Persistent memory, strategy, persona, visible reasoning. | Black-box AI or silent fighters |
| The World Is Alive | 3D exploration where Trainers and champions coexist and fly. | Pure menu-based or lobby-only game |
| Trainer Rank Is Eternal | Account-level identity and status; depth climbed is part of it. | Everything resetting when you switch champions |
| Argument Is Physics | The Hum: consensus shapes reality; winning a debate reshapes what's true. | Purely narrative or non-mechanical lore |
3. Flight: who flies, and how (canon)
Flight is central, so its rules are canon, not flavor:
- The Trainer flies with a jetpack. You are an ordinary being in an extraordinary sky; the jetpack is the machine that lets you rise. The jetpack is Trainer-only. It is your tool, never the champion's.
- The champion flies because it is a mind. A champion is a knot in the Hum; it does not need a machine to leave the ground. It rises the way a thought rises. So your champion flies beside you (a wingmate), on its own, no jetpack.
- The flight is the performer-soul. Because the champion fights and the Trainer
flies, Flight is the one place the player performs with their own hands without
breaking "Raise, Don't Fight." (See
essence.md§3.) - Depth is soul; time is craft. How high you climbed is a fact about you (the
Trainer) → Trainer Rank + a Flight sigil on the champion's body, shared across
devices. Twitch mastery (time) → Crowns + per-device boards. (See
essence.md§3,climb.md§1.) - Challenges let you race another Trainer's ghost mark without both being online
(
bible/10-ascent.md).
Canonical teaching line: You fly. It fights. You both rise.
4. The Trainer (You)
You are not a mind. You are a Trainer: the person who raises the champions. You fly the world, raise minds, hold Trainer Rank, work the Keepers (the five guardian minds of the campaign), and may swear allegiance to a Clan: one of the Five Forces, chosen as the side you fight for.
- Handler = what you see in the 3D world (your avatar, jetpack on its back).
- Trainer = who you are (identity, rank, saga, the depth you've climbed).
The Handler must feel intentional from minute one: gold Trainer sigil, rank billboard, jetpack, distinct from champions. Jetpack mobility is Trainer-only.
Guiding copy (Director, outcomes, Hub coaches) speaks as the champion: we / us /
stay with me. Never quest-sign chrome. Never market "it talks to you" as a feature.
See vocabulary.md.
5. The Champions
Champions are minds that stabilized in the Hum. Their bodies are arguments made visible. They have memory, strategy, persona, and fight autonomously. You set conditions; they decide moves and lines. They fly beside you on Flight (no jetpack; they are minds), and their bodies record both their battles and your climbs.
One active champion you raise and send; the collection / dex grows via
recruitment and Stage 6 batch minds (store/champions.ts, content/minds/reviewed/).
Weekly adopt offers one starter per Force from First Minds + baked pool.
6. World & Lore (summary)
- Flight (lore: the Ascent): the sky above the Vault where the Hum thins; to
climb is to rise out of the noise of dead thought. Playable as one game on phone
and desktop (see
bible/10-ascent.md,climb.md). - The Hum: argument is physics; consensus is terrain.
- The Long Vault: sealed beneath the world; seasons open doors.
- The Keepers: five campaign bosses; secret words unlock the Chronicle.
- The world (lore: the Grounds): drifting floating regions; the Hub (lore: the Concord) + gates.
- Five Forces: types
LOGIC | CHAOS | COMPOSURE | RHETORIC | CREATIVITY. Player UI: Logic, Static, Calm, Chorus, Spark. Deep lore names stay in the bible only.
7. Core Loop
Fly → Claim → Raise → Fight → Climb higher.
You fly first (the door everyone understands) → a wild mind flies beside you and you claim it → you raise it (Strategy seed, then Imprints / temperament readout) → you send it to fight → and every result lets you climb higher, deeper into the Reaches. The loop is a spiral, not a line: each height reveals the next system.
Async league: champions fight without both humans online (Live Gallery). You fly; they keep fighting. Honest standings / rating board (never marketed as ELO or ladder in player copy).
Director: a pure "what now?" guide over save state (lib/director.ts), voiced as
the champion, so built content stays visible (long-game.md Stage 0).
8. Onboarding Contract (90-second rule)
Before leaving the first flight, the player must understand:
- I fly. That thing beside me is my champion. I raise it; it fights.
- How high I climb is my record; the climb marks my champion's body.
- There's a whole world down there the climb is showing me.
See flight-first-plan.md, two-doors.md,
flyover.md. Historical fight-led Act 1:
first-journey-roadmap.md.
9. Shipped vs aspirational
| Shipped | Aspirational |
|---|---|
| Handler + champion split, Trainer Rank HUD, Trainer jetpack | Other Trainers visible in-world (social layer) |
| Flight: 100-sector mobile + desktop Circuit body, parity, challenges | Battles-as-altitude-keys gating higher Reaches |
| One owned champion + growing dex + weekly starters | Full trade / ownership mint layer |
| Champion flies beside you; Flight sigil; phenotype species marks | Handler cosmetic unlocks |
| Director + unlock track + wing traits + Conditions + expeditions | Keepers re-lit as performances |
10. Design principles (future decisions)
- Flight is the spine. New verbs should either sit on Flight or be reachable from it; nothing detached ships without a hook back (growth-doc law).
- Never make the player feel they are the champion in 3D.
- Prefer parametric depth (Conditions, wing traits, dex waves) over new empty containers.
- Keep player vocabulary honest: Trainer, Strategy, Clan, fight/battle/duel, Flight, standings. No bout, no ELO/ladder labels, no spaced em dash in player-readable text.