# Season 7 End-State Design (Principle-Level) *Phase 1 deliverable per PIPE-05 + CONTEXT D-08. Principle-level only — treatment text is authored in Phase 7.* This document answers the question that ends ROADMAP.md Phase 7's success criterion #4: > *"the finite Roothold ceiling from Phase 4 has held the line, and the game has ended > the way A Dark Room and Universal Paperclips ended."* Per .planning/research/PITFALLS.md #1, "the story ends but the idle loop doesn't" is the single most dangerous structural pitfall for this project. This document is the canonical answer the project has *before* any economy code lands in Phase 2. Per CONTEXT D-08: this is **principle-level**, not treatment-level. It defines the contract Phase 7's authoring obeys, not the text of any final scene. ## What does *rest state* mean? The rest state is the post-credits configuration the player can return to indefinitely without grinding. Concretely: - **No new fragments are added to the pool.** All authored content has been delivered. Harvests after the final binary choice yield re-readable previously-collected fragments — nothing new. - **No new currency tiers unlock.** Roothold has reached its finite ceiling (see below) and stays there. There is no "Season 8" hidden behind a number. - **The garden continues to render and respond to clicks.** Plants can still be planted. Seasons (now in Return register) continue to crossfade. The world is not frozen — it is *finished*. - **The Pale has receded.** The Heartsoil expands beyond the garden walls. Lura's arc has resolved. The Archivist's question has been answered (in the player's Season 7 binary choice — STRY-08). - **The cello and ambient layers continue.** The audio is *quiet*, *finite*, *understood* — never crescendos again, never hard-cuts. This is not "endgame content." It is **rest**. Lineage: *A Dark Room* fades to its ending screen and the player returns to it for the same reason they return to a finished album — not because there is more, but because there was *enough*. ## What is the finite Roothold ceiling tied to? Roothold's ceiling is anchored in the **count of authored fragments and the count of Seasons** — not in an arbitrary number, not in a designer's intuition. The principle: > *One cannot accumulate more Roothold than the player has actually understood, > and what the player can understand is bounded by what the writer has actually written.* Concrete tie: - Roothold gain per Season is gated to a hard cap proportional to the fragment count of that Season + a small contribution from Roothold-relevant story beats (Lura conversations, the Nameless Man's arc, the Archivist's question, etc.). - Total Roothold ceiling = Σ(per-Season caps). - **Phase 4 enforces this cap** when it implements `migrate_v1_to_v2` and the prestige state machine (SEAS-04). Phase 7 verifies the ceiling holds through full play. - When Roothold reaches the ceiling, the UI displays "Roothold (full)" — never a hidden multiplier or "go again to overflow." Implication for designers: when adding fragments in Phase 5+, the Roothold ceiling *moves* — adding 5 new Season-3 fragments adds proportional headroom. This is intentional. Roothold is bounded by content; content is bounded by the writer. ## What tonal register does the coda live in? - **Warm**, not pyrrhic. The garden persists *because* you tended it; this is earned redemption, not survival. Lineage: the closing minutes of *Spiritfarer*, not the closing minutes of *A Dark Room* (which earned its bitterness; we earn our warmth). - **Quiet**, not climactic. The cello does not crescendo at the binary choice. It rests. The chosen ending paragraph displays softly; "The garden persists." lands without underscore. - **Specific**, not abstract. The final visible state is a *real* garden — the one this player built, with their actual planted ecosystems, their actual Roothold value, their actual collected fragments — viewed in soft dawn-silver light per AEST-06's Season-7 palette anchor. - **Final**, not infinite. There is no Season 8. There is no New Game+. The Pale receded **here**, in **this** garden. Future patches may add cosmetic items or additional fragments per CONT-01 (post-launch additive content), but they slot *between* authored beats; they never extend the arc. ## What this document is NOT This document defines principles. It does **not** define: - The text of the Season 7 binary-choice scene — *authored Phase 7*. - The text of either ending paragraph (`"They help us remember"` / `"They help us grow"`) — *authored Phase 7*. - The exact line "The garden persists." appears in both endings, but its surrounding paragraph and Lura's final line are *authored Phase 7*, not Phase 1. - The credits / coda screen visual treatment — *designed Phase 7*. - The exact tonal register or shape of individual final-Season fragments — *authored Phase 7*. - The numeric value of the Roothold ceiling — *computed Phase 4* from the content count at that point + ROADMAP-locked principle. This document is **the principle the economy obeys, the writer obeys, and the Phase 7 designer obeys** — not the implementation of any of those. ## Source Documents This doctrine consolidates constraints already locked in: - **PROJECT.md** § "Core Value" — "every idle mechanic must function as a metaphor"; "what survives is what you understood" - **REQUIREMENTS.md** SEAS-04 (finite Roothold ceiling), SEAS-09 (Season 7 late-game shape), SEAS-10 (rest state, not infinite prestige tiers), STRY-08 (binary choice + "The garden persists.") - **ROADMAP.md** § "Phase 7: Season 7 (Return) & Final Choice" — the 4 success criteria - **.planning/research/PITFALLS.md** § "Pitfall 1: The Story Ends but the Idle Loop Doesn't" — the rationale this document directly addresses --- *Authored: Phase 1 deliverable. Phase 4 enforces the Roothold ceiling. Phase 7 authors the treatment-level final scenes against the principles above.*