The same v2 deck, two reading orders. Pick the variant that matches the question your publisher lead opens with.
Download the mechanics-first variant: neoterrus-publisher-deck-mechanics-first.pdf
Read the deck in mechanics-first order. We lead with the Anthem-class moment budget, ladder the L4D-class chaos compromise and looter-class depth budget as the trade space.
Read the deck in date-strict order. We lead with the announce, vertical-slice, beta, and launch windows -- then back the calendar with scope, team capacity, and committed milestones.
Deep links supported — append #mechanics or #date to this URL.
A Post-Collapse Single-Player Action RPG
Anthem-class moment budget. Sustained flight combat, vertical traversal, multi-axis open world -- achievable by a tiny team. The frame is the pitch.
Variant - Mechanics-First - Rev v2
Three reference frames every publisher recognizes, used here as the design and budget arguments in one.
Sustained-flight, vertical-traversal open world. The verbs are flight, suite engineering, exploration. The budget is small-team.
AI director style chaos that stays coherent. A compromise between scripted arcs and emergent pressure -- readable on a developer stream.
Long-tail depth without live-service risk. Suits, mods, recovered tech -- the world grants depth, not a vendor.
The two frames below ladder the design space. One sits on the chaos axis, one on the depth axis. The studio commits to both at the program level.
Chaos without surprise-party scripting. Director-driven pressure, predictable enough for QA, emergent enough for streamers to read -- the ask is a coherence budget.
Depth without live-service risk. Recovered tech, suit tiers, mods -- world-granted progression, no battle pass, no festival loom. The ask is a depth budget per biome.
Verbatim signals from narrative-shy publisher outreach. Mechanics-first houses want the frame in mechanic terms on page one.
The build order maps to the three frames. Each window proves one of the moment-class frames at scale.
Internal vertical slice proving flight plus open world on one biome. Anthem-class proof at small budget.
Coherence builds on three biomes. L4D-class proof at full biome scale.
Recovered tech and tier trees propagate across biomes. Looter-class proof at depth.
All three frames press-tested in one run. The deck ships with this build.
Replies within 48 hours on business days. NDA flow attached on request.
A Post-Collapse Single-Player Action RPG
Hard dates back the entire program. Announce Q1 2026 · Vertical Slice Q3 2026 · Closed Beta Q2 2027 · Launch Q4 2027. The mechanics pack is attached under Mechanics-First; this variant leads with the calendar.
Variant · Date-Strict · Rev v2
The same five pillars stop traffic in either reading order — the difference is which one you lead the conversation with.
A suit you assemble, not a suit you are handed. Powered flight is the central verb.
Nuclear, Graviton, Spectral, Chaos, Quantum — each engine changes how the same fight feels.
Floating islands, warped gravity, surface worlds stacked above surface worlds.
Five Mk-I → Mk-V tiers push your abilities, weapons, and traversal outward as you explore.
The world rewards exploration with power. Forgotten labs hold the next upgrade, not a quest marker.
Every milestone in the eighteen-month calendar is anchored to a named, de-risked system. The systems were the proof; the dates are the commit.
Trailer, key art, store page live Q1 2026. Marketing handoff to publisher at the same gate.
Thirty-minute playable Q3 2026. Suit assembly + two class engines + two biomes.
Five class engines, full suit tier tree, full biomes Q2 2027.
Beat embargo + pre-order live one quarter ahead of launch. Press kits pre-staged.
Day-one patch, accessibility audit, certifying platform TRC requirements Q4 2027.
DLC roadmap, like-for-like cadence, three-month announcement cadence locked.
Five program-level commitments that put the calendar on the same footing as a contract line.
Four hard windows. Each ties to a named gate on the producer checklist, and each is the cheapest place to negotiate.
Trailer, key art, store page live. Marketing handoff to publisher.
Thirty-minute playable. Suit assembly, two class engines, two biomes.
Five class engines, full suit tier tree, full biomes 1-5.
Full release across PC + console. Day-one patch and DLC roadmap live.
Replies within 48 hours on business days. NDA flow attached on request.