Document GP-DOC-08: Field Operations
The Pool
GP-7, "the Pool," is a volcanic island concession terraformed by Genopool Industries™ into ten climate-containment sectors, each held by climate pylons, plus the Hollow Depths underworld and the Campus Zero hub. The player is a contracted Field Handler working the Recovery Program, sold publicly as a "Participatory Genetic Census." Three of the legal guardrails are diegetic here: the lasso is issued, not sold; the scan is free before a paid cage; sectors open by clearances that are won, never bought.
The world is presented continuous but implemented as a graph of zone-rooms (one room per biome, plus hub and Hollow), transitions dressed as containment portals in under 500 ms. Tile is 32 px. Surface canvas is 1152 × 768 tiles plus the separate Hollow map: roughly 970,000 tiles, ~60% walkable.
Movement is equal for everyone, forever
Locked: overworld movement speed is fixed and identical for every player, permanently. No creature stat and no currency modifies it. A speed that could be bought or stat-boosted would be a paid spawn/positioning advantage, a direct guardrail violation. Pay-to-go-fast lives in the market and the races, never in the walk.
walk 5.5 tiles/s (176 px/s)
sprint 8.0 tiles/s gauge 6 s, recharge 4 s
crouch 2.75 tiles/s (stealth approach)
server anti-cheat : v_max = sprint × 1.25 = 10 tiles/s
-> <= 32 px per 100 ms update, else snapback
The ten sectors
Danger is always deterministic and telegraphed (0% RNG): it punishes reading, never luck. Cold (Borealis) and heat (Caldera / Hollow) are hard gates at the portal, not gauges to manage in play.
| # | Sector | Engine biome | Clearance | Note |
|---|---|---|---|---|
| 01 | Verdant | FLAT / forest | H-A (starter) | Tutorial sector, zero danger. |
| 04 | Littora | TIDAL | H-A | Tide cycle 2 h (even hours = low tide); one-third of the map changes. |
| 10 | Stagnis | WATER / mud | H-A | Mud is 40% speed off the boardwalk: slow by design. |
| 06 | Umbra | ICE / turns proxy | H-B | Mist forest, reduced visibility; webs -40% (deterministic). |
| 05 | Glacius | ICE | H-B | Slide physics; thin-ice pattern re-seeded hourly. |
| 02 | Aridis | FLAT / sand | H-B | Sandstorm corridor rotates hourly; endurance sector. |
| 03 | Borealis | INCLINE | H-C | Cable-car access; river source; underworld roof. |
| 08 | Reliquary | corridors | H-C | Site Alpha ruins: lore terminals open here. |
| 09 | Caldera | PWR / heat | H-D | Prestige sector: rarer spawns, raised tiers. Geothermal vents, cycle 6 s. |
| 07 | Hollow | GAP / dark | H-D | The hexapod spot; endgame shortcut network. Head-lamp radius 8 tiles. |
Sector 00, The Crest, is a sealed, non-terraformed ridge behind a monumental containment door: inert, lore only, a sealed Season 2 teaser. Nothing behind it is live.
Terrain clearances H-A → H-D
Clearances (Habilitations de terrain) are issued by the Containment & Recovery Division, distinct from the C1-C6 piloting license grades (see Ratings & Divisions). Everything is won by playing. No clearance, key, or access equipment is purchasable in any currency: rare-spawn access is a competitive advantage, strictly out of commerce. Each tier is doubled by equivalent field contracts (anti-wall), so no player is stuck behind a race-win condition they cannot land.
| Clearance | Sectors opened | v0 conditions (OR equivalent field contracts) | Equipment issued free |
|---|---|---|---|
| H-A (at signup, ~10 min tutorial) | Hub, Verdant, Littora, Stagnis | - | Lasso Mk.I, Field Scanner |
| H-B temperate | Umbra, Glacius, Aridis | 8 captures + 3 official races finished + 4 H-A landmarks visited | Crampons |
| H-C altitude & classified | Borealis, Reliquary | 20 captures + 10 races finished incl. 3 top-3 + scans of 3 distinct species | Thermal Harness |
| H-D red zone | Hollow, Caldera | 40 captures + 25 races incl. 1 win + 1 lab cross completed | Head-lamp, Thermal Shield |
Issued equipment has no effect on race stats; it is a pure overworld terrain gate.
World events
All timings and targets derive from the on-chain hour/day seeds, so they are announceable and verifiable. The rule of event attribution is: never first-come. First-come rewards movement speed and latency and breeds kill-steal toxicity. Event attribution is always a personal attempt or a best-score contest of skill. (Standard shared spawns use the engagement lock instead, see Wild Spawns: once a Handler engages, nobody can steal or spook the attempt.)
| Event | Cadence | Rule (never first-come) |
|---|---|---|
| Calibration Rush | Every hour, the hour's circuit biome | Spawn cap +50%, interval -33% in that biome (applied before the √n population scaling). Collective benefit: more shared specimens for everyone; attribution stays the engagement lock. |
| Migration | Every 3 h, 12-min window | Each player present ≥ 2 min and having scanned ≥ 1 migrant materializes 1 personal migrant (rare species, Q ≥ Q2, seed account-bound). Parallel captures, zero rivalry. |
| Containment Anomaly | 1/day, 18:00-23:00 UTC | 1 unique Alpha (Q4 + 1 rare allele guaranteed). Attribution by 90 s skill contest: everyone plays the same deterministic pattern, best score wins the capture right, ties broken by first server timestamp. Consolation (score ≥ 80% of best): +1 lasso + 50 SCRIP. |
| Exploration Bounty | Once per landmark | First visit to an undiscovered landmark: +1 lasso + 25 SCRIP. Personal, non-competitive. |
The Alpha contest is the anti-toxicity guardrail: nobody steals the Alpha by arriving first; each Handler plays their own containment fight on an identical plan, talent decides, and the server re-simulates the input trace (anti-cheat for free, see Provably Fair).
Continue to Wild Spawns for how specimens are generated, and to Capture & Caging for the second-by-second loop.