The intended pace
Hallvik focuses on authored encounters and readable attack windows rather than wave arenas. Retreat routes, cover, reload timing and limited ammunition give individual decisions weight.
Weapon clearance
Development tests address the space in front of the character as well as the camera behind them. A blocked weapon should not shoot through a wall. This is foundation work, not a substitute for complete combat playtesting.
Noise and attention
Basic infected use sight, proximity and sound in the design. Later Listener and Caller roles explore sound and local alarms. Their specialised behaviours are planned content and need their own implementation checks.
Current camera direction
The earlier movement foundation used third person. The more recent native controller and focus-HUD work is first person; complete production-scene integration is still pending.
Hallvik is in development. World and system entries describe the current design unless an implementation result is explicitly stated.
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