III. The Hub Twixt Levels
— a safe quarter, where coin is changed for cunning —
Between rounds the player wakes in the Hub — a small lit place with no monsters in it. Here they spend the spoils of the night past, and prepare for the night to come. Below: a plan of the Hub from above.
The Four Stations
The Forge — Blacksmith
A grim man with sooty hands. Speaks little.
Craft new arms, lights, and gear from materials hauled out of the field. Repair the worn. Upgrade what is dear.
The Apothecary — Stat Vendor
Brews permanent improvements. Bottled, sold by the dram.
The Ledger
A great book on a lectern, kept by no-one in particular.
Your banked coin, your highest run, your fallen names. Coin in the Ledger is safe from death; coin in your purse is not.
The Descent Gate
A torch-lit arch in the south wall.
Steps through to the next round. The night's Quota is shown on the lintel before the gate opens. Cannot be re-entered for the same level.
Hub design notes
Pacing
The Hub is the only place the player can stop. Keep it warm, lit, and quiet — opposite of the field in every register. No timer, no threat dial.
Distance
All four stations should be reachable in ≤ 6 seconds of walking from the wake-up mark. The Hub should never feel like a chore.
NPC voice
Two speaking NPCs only: the Blacksmith (gruff, terse, fond of metaphors about iron) and the Apothecary (chatty, mock-medical). The Ledger has no voice.
Diegetic UI
Shop menus appear on the surface of the stall counter as a parchment "receipt" — not as a screen overlay. Reinforces the medieval frame.