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
| Parameter | Value | Type | Notes |
|---|---|---|---|
| Base boost impulse | 6.0 m/s | float | Per charge |
| Boost charges | 3 | int | Regenerates over 4s |
| Max safe velocity | 14 m/s | float | Above this, collision is lethal |
| Drag coefficient | 0.02 | float | Applied per physics tick |
| Oxygen cost per boost | 1.5% | percent | — |
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.