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:


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.

  1. Reach Beat 1 for each (Tier 0 breakfast + habitable room): +1 ×3[3]
  2. 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.
  3. Buy A1 (−2 → [7]); run spa → Murmur B3 (+3 → [10])
  4. Buy A2 (−2 → [8]); run gym → Kruggle B3 (+3 → [11])
  5. Run movement/performance → Zizz B3 (+3 → [14])
  6. Buy A3 (−2 → [12]) for Beat 4–5 variety
  7. 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)

  1. Tier 0 reaches Beats 1–2 of everyone. ✅ Every Beat 1–2 above lists Tier-0-only requirements.
  2. Beats 1–2 are ability-free. ✅ No ability appears before Beat 3 for any guest.
  3. Gated beats funded by anyone's early beats. ✅ 9 ability-free XP covers all 6 XP of abilities, with slack.
  4. 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.