Earned group and raider Floor1 journey
Test the coordination burden from preparation to a shared recorded conclusion.
Prerequisites: a consenting stable playtest group with distinct accounts. Pick a leader, combat participants, a supply maker and a courier where useful; one person may fill multiple roles, but record who actually did each activity. The engine supports up to eight expedition participants.
Step by step
Tick a step after observing the expected result. Saved on this device only.
01Establish each participant’s baseline
Each tester completes the empty opening and records current earned equipment and preparation. Identify differences in available real play time and client platform.
No participant is silently enrolled, supplied or granted progression by the test facilitator.
02Run the supply chain
Produce or trade rations, maintenance kits, tools, packed consumables and suitable gear through actual work. Use commissions and delivery where the group intends to depend on them.
Supply ownership, regional pickup and funded fees are visible to the people coordinating the raid.
03Rehearse a shared early fight
Run Sentinel party and one deliberate missing-declaration round. Record how participants understand intent, targets, policy fallback and the 30-second cadence.
The group can recover from a late participant without confusing duplicated commands, stale rounds and intentional policy actions.
04Explore a dungeon together
Join at the actual entrance, follow leader navigation, assign one investigator per committed hazard, then have every member explicitly join or leave the boss encounter.
Shared movement, ownership, return routes and encounter enrollment work under the group’s real coordination pattern.
05Earn the campaign requirements
Follow each member’s discovered journal tasks and collectively fund an available repair approach. Track actual makers and contributors as well as fighters.
The group understands prerequisites and shared history; resource contribution is distinct from a fighter’s consent to launch.
06Attempt and recover
Attempt the qualified final encounter through the dungeon route. Record wins, failed attempts, withdrawals, repair burden, logistics and recovery between attempts.
The group can explain why an attempt ended and what legitimately changes the next preparation.
07Review the lasting outcome
Inspect the shared resolution, member-specific receipts, attributed support work and continued local goals. Bring in a newly arriving tester to inspect the existing history.
The first shared history persists. Report the actual reached endpoint and outstanding usability/pacing issues without treating a simulator win as a human raid.