## Hook In the contested strait of Severed Trident, the kill-chain frays at dusk. You command a layered air-defense network whose sensor-to-shooter latency determines whether the track-picture holds or fragments into blizzard. This is not a sim — it's a declassified brief from a war that hasn't happened yet.
## Experience Goal The player feels like a Soviet-era parade commander hunched over a SIM-BOX terminal: every radar sweep is low brass and snare, every intercept order a stenciled cipher. The goal is to sustain track-picture integrity under threat matrix pressure, rewriting kill-chain geometry before the dusk deadline.
## Core Interaction Loop 1. **Radar Sweep** — Scans 360° in wireframe, painting detected contacts onto the C2 ontology. 2. **Threat Matrix Update** — Contacts are classified by altitude, IFF, and behavior; the player ranks them in a declassified brief sidebar. 3. **Intercept Order** — The player draws a kill-chain geometry (intercept arc, weapon type, shoot-to-kill threshold) linking a sensor node to a shooter node. 4. **Damage Assessment** — After the intercept, the track-picture integrity score updates; the loop tightens with each new sweep.
## Scope and Constraints
- 2D top-down wireframe only — no terrain, no 3D geometry.
- One active theater (Severed Trident strait) with up to six simultaneous contacts.
- No unit movement or physics; all interaction is through the C2 ontology and intercept geometry.
- No networking; single-player terminal session.
- All visual and audio assets must fit within a single 800x600 window (ship bar usable).
## Visual Direction Black-paper background with yellow-belt unit stripe along the bottom edge. Colors: yellow, amber, pale green, white. Text in NATO-stencil typeface (e.g., "STENCIL" or "COURIER"). Threat matrix elements look like declassified brief overlays — paper texture, mechanical stamps, taped edges. Contacts are small angular glyphs (no sprites).
## Music and Sound Design Low brass and snare — a sparse, repeating 4/4 Soviet-era parade march. No melody layers; just brass stabs, snare rolls, and room rumble. The music warps slightly when a contact is classified as hostile. Total length: ~16 seconds, loopable.
## Interaction Audio
- **Radar sweep:** A slow analog sawtooth pulse (80ms, 200Hz sub-bass glissando).
- **Contact classify:** Brief high-frequency squawk plus a code-word audio clip (pre-recorded, e.g., "IRON HAND").
- **Intercept order:** Two short metallic pings followed by a single low buzz if the geometry is invalid.
- **Damage assessment:** A single, loud snare hit for kill, one dull clank for miss.
## Ship Bar A working 1987 SIM-BOX terminal: keyboard input is accepted, the ship bar holds the current threat matrix state, and pressing `S` mutes all audio. The bar must display at the viewport bottom with a yellow unit stripe background. Default state: "SYSTEM INITIALIZED - SEVERED TRIDENT THEATRE ACTIVE".