Player Death / Defeat

The key words MUST, MUST NOT, MAY, and REQUIRED below are used as in RFC 2119.

Defeat is the failure exit of a field session. It is the mirror of the success exit (clear the objectives, ride the end telepipe home): the player goes down, and the run ends with a cost instead of a reward. There is no permadeath — defeat is a setback, not a game-over.

Trigger

Damage immunity during the defeat window

The defeat screen

Consequences of returning (the "Yes" path)

Persistence

The defeat screen is transient UI and MUST NOT persist. The only durable effects of a defeat are the meseta deduction and the session ending; both are in-memory game state, saved with the normal save flow.

Conformance scenario

  1. Accept a quest and enter its field carrying 100 meseta (with, say, 500 in storage).
  2. Take lethal damage so HP hits 0 → the avatar drops into the knockdown loop, the red overlay fades in below the HUD, and the "You were defeated" prompt appears asking to return to the city.
  3. Choose No → the prompt stays up (no exit, no movement).
  4. Choose Yes50 meseta is deducted (carried 100 → 50; storage stays 500), the player is revived at full HP, and arrives in the city at the telepipe-arrival spot. No telepipe was used or spawned.
  5. The quest session is over: the guild counter offers the quest fresh again (re-accept to retry), not a resume.

Implemented by