PlayBlueprint
MovementCore

Momentum Traversal

Zero-gravity movement where the player builds and spends velocity to cross hazardous space.

Zero-GPhysicsSkill expression

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Player intent

The player wants to cross a room quickly and safely, arriving with enough control to react to what is on the other side.

Role in the core loop

Momentum traversal is the connective verb between every room. It gates pacing and is the primary skill expression of the game.

Usage conditions

  • Player is in a zero-gravity volume.
  • Suit has at least one boost charge available.
  • No active tether lock is in effect.

Parameters

ParameterValue
Base boost impulse6.0 m/s
Boost charges3
Max safe velocity14 m/s
Drag coefficient0.02
Oxygen cost per boost1.5%

Rules & logic

  • Velocity above the max safe threshold converts collisions into instant failure.
  • Boost charges cannot be spent while a tether is locked.
  • Drag is intentionally low so that mistakes carry forward — the player must plan stops.

Scenarios

Clean crossing

Given
The player has 3 boost charges and a clear path.
When
They boost once toward an anchor and ride momentum across.
Then
They arrive under max safe velocity and retain 2 charges for the next room.

Overcommit

Given
The player chains all 3 boosts to outrun the aether tide.
When
They exceed max safe velocity near a wall.
Then
Collision triggers instant failure; the run ends.

Edge cases

  • Boosting at the exact frame oxygen hits zero — oxygen failure takes priority.
  • Tether and boost inputs pressed on the same frame — tether wins.

Dependencies

  • Oxygen system
  • Collision & damage model
  • Suit module loadout

QA notes

  • Verify drag is frame-rate independent across 30/60/120 fps.
  • Confirm boost VFX and audio cue align within 1 frame of impulse application.

Related materials

Related Mechanics

Related UI Specs

Related GDD