TERROR FROM BELOW — DEVELOPMENT BUILD 0.7.1
Hospital Descent / St. Brigid Medical

PLAY
Linux executable: extract the release, allow the program to execute,
then double-click Terror from Below. A desktop session and Vulkan-capable
GPU/driver are required. No engine installation is needed.

Fafnir game package (Windows, Linux, macOS):
  fafnir run <path-to-this-game>
From an existing Fafnir engine checkout:
  cargo run --locked -p fafnir-app-fafnir --features windowed -- run <path-to-this-game>
No standalone Windows or macOS executable is included in this release.

Select New descent in the menu. Enter activates the selected item.
WASD move, mouse aim, left click fire, R reload, E activate nearby relay.
Shift sprint, Space jump, 1 rifle, 2 shotgun, F medkit, Escape pause.
Options include sensitivity, master/music volume, field of view and fullscreen.
Choose Survivor or Nightmare before starting a new descent.

THE MISSION
Fight down three connected hospital floors. Each security relay attracts
a swarm. Clear it to release the stairwell shutter. The final beacon
starts a twenty-second holdout; clear the last insects and exit.
Vale and Reyes provide AI covering fire. Crawlers rush, brutes absorb
more damage, and spitters fire visible acid projectiles. Tiny scatter bugs
die from one rifle hit. Larger ants have six targetable legs and two
severable mandibles. Rifle fire removes a crawler limb in one hit and a
brute limb in two; shotgun pellets can sever limbs too. Leg loss slows
them. Losing three legs, or all legs on one side, collapses a living ant.
It stays on the floor writhing until killed. A collapsed ant still counts
toward clearing the ward. Removing both jaws prevents melee attacks. Hospital beds
and cabinets are solid. Rifle and shotgun have separate ammunition.
Floor landings replenish supplies and save a checkpoint. Continue
checkpoint restarts at the beginning of the saved ward. Completing the
mission clears the checkpoint. Options remain saved between sessions.

This is an actively developed game, not a finished commercial release.
Current mode is solo with two invulnerable AI support characters. The
mission uses three compact wards. Online co-op, a longer campaign,
revivable squadmates, more varied encounter AI, and standalone Windows
and macOS releases are not implemented. Quality currently defaults to
high; lower [window] quality in fafnir.toml if the GPU needs it.

DEVELOPMENT
All game modules and tests are authored in typed Teal (.tl). Fafnir checks
and compiles Teal for its Lua runtime; generated Lua is not source code.
  fafnir check .
  fafnir test .
  TFB_DEMO=1 fafnir run . --seed=7
PowerShell: $env:TFB_DEMO="1"; fafnir run . --seed=7

Capture the 48-second engine-rendered trailer with ffmpeg installed:
  TFB_TRAILER=1 fafnir run . --seed=7 --no-reload --record=trailer.mp4,to=1440,fps=30,audio=keep_wav
PowerShell: set $env:TFB_TRAILER="1" before running the command. Clear it
afterward to return to normal play. The camera director stages encounters
using the game's actual simulation, weapons, AI and renderer. Gameplay
captures never use the website's concept art.

CREDITS
Original game code, procedural geometry, textures and synthesized audio.
See PROCEDURAL-ART-AND-AUDIO.txt for the art and score construction.
Sign lettering uses DejaVu Sans; its license is included in assets.
Website concept key art is generated promotional artwork, not a game screenshot.

BUILD 0.7.1 / HORROR CREATURES, TEAL AND LIGHTING
The camera flashlight sits behind the eye plane to prevent bright glare
points in the trailer. Bloom is restrained. Shared state, assets, audio
banks and module interfaces are typed; no Lua implementation files remain.

WEIGHT AND SURFACE PASS
Movement accelerates and brakes; weapons use damped recoil, staged reloads
and a committed pump stroke. Insects telegraph their melee before lunging.
Fatal hits carry bodies into one grounded impact, with settling camera cues.
Materials include recessed tile grout, uneven wetness, chipped paint,
shell pitting, woven fabric, and damaged ward fixtures. The horror wordmark
uses Metal Mania, licensed under the bundled SIL Open Font License.

CREATURE ART AND DISMEMBERMENT
Larger leg spans, raised thoracic armor, hooked tibial spurs, long
antennae, compound eyes, and serrated blade-like mandibles replace the
earlier compact silhouette. Detached limbs retain their shape, tumble,
and settle. Wounds and ichor accompany layered shell-breaking sounds.
The renderer and bullet tests share the same posed limb geometry.

For quick shot review, set TFB_SHOT=18 alongside TFB_TRAILER=1 to start
at the dismemberment shot (4 for the first creature reveal, 36 for the
brute reveal). Leave TFB_SHOT unset for the complete trailer.

ORGANIC SHAPES / 0.7.1
Fuller rounded gasters and thoraxes retain the ant silhouette. Leg shafts
swell gently between narrow articulations. Brow, cheek, thoracic and leg
growths follow the cuticle normal before curling back into tapered hooks.
Mouth teeth use the same curved growth language.
