MonsterCare_XP_Dependency_Map
MonsterCare - XP & Beat Dependency Map (3 demo guests)
Companion to Core Design v0.3, §8. Working draft, June 18 2026 · Revised June 22 2026: basic yoga now Tier 0; Vibe split into Color and Style.
Purpose: show the actual beat→ability→XP structure for Kruggle, Murmur, and Zizz, with real numbers, and prove a player can never get stranded.
Authored vs. proposed: Kruggle and Murmur use your existing content (closet story, Noah backstory, preference sheets). Zizz's deeper beats are placeholders - his data sheet is nearly empty, so Beats 4–5 below are my best-guess-consistent-with-the-archetype and should be treated as TO-AUTHOR, not canon.
Memory framing: each beat is a stage of a guest remembering who they were - their memories are hazy on arrival, and care brings them back (Core Design §6–§7). The fiction changed; the gating math below did not. Read every "Trigger" as a memory surfacing.
This is a structural proof, not the demo script. It maps the full five-beat arc of all three guests, because that's the case that most stresses the XP economy. The demo itself (see the Vertical Slice) is Kruggle-centric - he runs his whole arc, Beats 1–2 played live and Beats 3–4 inside the time-skip montage, with Murmur reaching Beat 3 and Zizz not completing an arc on screen. If the fully-parallel run below can't lock, the lighter demo flow certainly can't.
Time-structure alignment (§11): the "happy-hour beat" in each Beat 5 is the paused evening lounge; the gating activities (spa, movement, performance) run as the scheduled midday event inside the real-time daytime. The phase structure doesn't change any of the logic here.
The demo's numbers (tune later, structure is the point)
Beats grant increasing XP (per the iteration doc):
| Beat | 1 | 2 | 3 | 4 | 5 | Guest total |
|---|---|---|---|---|---|---|
| XP | 1 | 2 | 3 | 4 | 5 | 15 |
Three guests → 45 XP total across a full run.
Abilities (demo set of three, 2 XP each → 6 XP total):
| Ability | Cost | Opens activity | Primarily serves |
|---|---|---|---|
| A1 - Spa & Massage | 2 | Spa / calm treatments | Murmur (likes spa/sauna; dislikes yoga, so no Tier-0 shortcut) |
| A2 - Movement | 2 | Gym / dance / exercise | Kruggle (loves a workout), Zizz (high-energy) |
| A3 - Performance | 2 | Concerts / talent shows | Kruggle (ham), Zizz (charismatic) |
Tier 0 (free from the start): basic cooking, furniture placement, tidying, gardening, and basic yoga and meditation (the demo's already-owned example activity; book club is another low-key Tier-0 activity).
The two load-bearing totals:
- XP available from ability-free beats only (everyone's Beats 1–2):
(1+2) × 3 = 9 - Total ability cost:
6 - → 9 > 6, with 3 XP of slack, before any gated content is touched.
Per-guest beats
Kruggle - Open Book (guardian for Erica, afraid of the dark)
| Beat | Trigger (memory surfacing) | Requires | XP |
|---|---|---|---|
| 1 - Guarded Intro | Arrives joking; the first thing to come back is a taste for spice | Tier 0: cook spicy eggs + habitable, warm room | 1 |
| 2 - First Vulnerability | Half-remembers "keeping watch all night"; uneasy sleeping | Tier 0 + provide warmth/comfy bed (Comfort match) | 2 |
| 3 - Deepening Bond | Wants to show off / be active again | A2 or A3 + run the activity ("Holy burrito, what a workout!") | 3 |
| 4 - Emotional Core | Remembers guarding Erica from the closet and the dark | Room decorated to his Vibe (Palette: warm; Texture: soft; Motif: guardians and forts) + prior beats | 4 |
| 5 - Acceptance & Farewell | The Great Closet Incident returns in full; accepts Erica outgrew needing a protector | Cumulative + the evening (happy-hour) beat | 5 |
Keepsake: worn flashlight, opens nighttime ambiance and exploration (expressive, off critical path).
Murmur - Guarded (listened to Noah's whispered fears)
| Beat | Trigger (memory surfacing) | Requires | XP |
|---|---|---|---|
| 1 - Guarded Intro | Gloomy, trailing off; the fog yields only "it's too quiet" | Tier 0: any food (eats anything) + a room | 1 |
| 2 - First Vulnerability | Remembers Noah was noisy at night, talked in his sleep | Tier 0 + quiet/dim room + sound (order a frog / white-noise item) | 2 |
| 3 - Deepening Bond | In a calm space, a memory loosens | A1 required - he dislikes yoga, so Tier-0 activity can't reach him | 3 |
| 4 - Emotional Core | Remembers the silence after Noah stopped | Room to his Vibe (Palette: cool grey-blue; Texture: soft, natural; Motif: water and night) + dim lighting (Comfort) + frog companion | 4 |
| 5 - Acceptance & Farewell | Remembers fully; accepts his gift was listening, and that Noah simply grew quieter | Cumulative + the evening (happy-hour) beat | 5 |
Keepsake: a quiet, nighttime-themed memento.
Why Murmur matters structurally: he's the proof that Tier 0 isn't always a shortcut. His Beat 3 genuinely requires A1, which forces the player into the XP economy - but the XP to buy A1 is fully available from ability-free beats, so it never strands. (This is the beat the Vertical Slice demonstrates live.)
Zizz - Chaotic (Riley's frantic idea-monster) - deeper beats are placeholders
| Beat | Trigger (memory surfacing) | Requires | XP |
|---|---|---|---|
| 1 - Guarded Intro | Manic; the only thing surfacing is a craving for something fizzy/fruity | Tier 0: fruit dish + read his shifting Flavor | 1 |
| 2 - First Vulnerability | A flicker under the chaos (TO-AUTHOR) | Tier 0 + match his current (shifting) pref | 2 |
| 3 - Deepening Bond | High-energy activity (tigernoceros) | A2 or A3 + run the activity | 3 |
| 4 - Emotional Core (placeholder) | The sadness under the mania surfaces, Riley's imagination found other outlets? | Decoration to his Vibe (Palette: vivid; Texture: mixed, scrappy; Motif: machines and rockets) + prior | 4 |
| 5 - Acceptance & Farewell (placeholder) | Remembers and accepts Riley grew into new ways of dreaming | Cumulative + the evening (happy-hour) beat | 5 |
Keepsake: something inventive/whimsical.
Chaotic puzzle note: Zizz's recovered memories surface out of order, so his preferences seem to shift - "read the guest" for him means re-checking, not reading once. That's his archetype's whole gameplay texture; bake it in deliberately. (In the demo, Zizz is the breadth layer and doesn't complete his arc on screen.)
Worked progression trace (proves no lock)
A fully-parallel run - every guest advanced together, the worst case for XP demand. Running XP in brackets.
- Reach Beat 1 for each (Tier 0 breakfast + habitable room):
+1 ×3→ [3] - Reach Beat 2 for each (Tier 0 + comfort + first memories):
+2 ×3→ [9]- ✅ All Beats 1–2 done with zero abilities purchased. You're holding 9 XP.
- Buy A1 (−2 → [7]); run spa → Murmur B3 (+3 → [10])
- Buy A2 (−2 → [8]); run gym → Kruggle B3 (+3 → [11])
- Run movement/performance → Zizz B3 (+3 → [14])
- Buy A3 (−2 → [12]) for Beat 4–5 variety
- Beats 4–5 across all three:
+(4+5) ×3 = 27→ [39] net
Total earned 45, total spent on abilities 6, surplus 39. At no point is a required ability un-affordable, because the XP that pays for it comes from Tier-0 beats that need no ability.
Dependency diagram
flowchart TD
T0["TIER 0 - free from start
cooking · furniture · tidying · yoga · gardening"]
subgraph FREE["Ability-free zone - Beats 1-2, all guests = 9 XP"]
K12["Kruggle B1-B2
spicy food · warm comfy room"]
M12["Murmur B1-B2
any food · quiet+dim · frog sound"]
Z12["Zizz B1-B2
fruity food · read shifting prefs"]
end
T0 --> K12 & M12 & Z12
XP{{"XP pool
Beats 1-2 alone = 9, exceeds ability cost 6"}}
K12 & M12 & Z12 --> XP
A1["A1 Spa - 2 XP"]
A2["A2 Movement - 2 XP"]
A3["A3 Performance - 2 XP"]
XP --> A1 & A2 & A3
M3["Murmur B3
needs A1 - no Tier-0 shortcut"]
K3["Kruggle B3
needs A2 or A3"]
Z3["Zizz B3
needs A2 or A3"]
A1 --> M3
A2 --> K3 & Z3
A3 --> K3 & Z3
LATE["Beats 4-5, all guests
decoration milestones + cumulative = +27 XP"]
M3 & K3 & Z3 --> LATE
LATE --> END(["Farewells to keepsakes to Sparky's memories"])Note the absence of any arrow from a gated beat back into the XP that funds its own gate - that's the property that makes stranding impossible.
Rules check (against Core Design §8)
- Tier 0 reaches Beats 1–2 of everyone. ✅ Every Beat 1–2 above lists Tier-0-only requirements.
- Beats 1–2 are ability-free. ✅ No ability appears before Beat 3 for any guest.
- Gated beats funded by anyone's early beats. ✅ 9 ability-free XP covers all 6 XP of abilities, with slack.
- No circular single-source dependency. ✅ No ability is required to earn the XP that buys it; the diagram has no back-edge into its own funding.
To finalize: lock Zizz's Beats 2/4/5, confirm whether Kruggle's B3 uses A2 or A3 (or either), and re-run the trace if you change any XP value. The structure holds for any numbers where ability-free XP ≥ total ability cost.