



Original item artwork. Illustrative equipment-family images are not a claim about a final in-game model.
A world that responds
Power, lamps, machinery, gates and route markers make completed work visible. A repair should have one authoritative outcome that the world, map and quest display all recognise.
An opening stays open
The design requires completed repairs to survive a return visit and a save/load cycle. Repeat interactions should acknowledge completed work instead of consuming another set of components.
Optional work matters
The district pump is an optional shortcut. Medical, workshop and supply tasks create useful reasons to revisit the shelter without holding the entire campaign hostage.
Hallvik is in development. World and system entries describe the current design unless an implementation result is explicitly stated.
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