Format: Game franchise concept; primary framing is a "lost 90s PS1 demo disc" World: Shares the GUNS setting with No Guns No Bosses Status: Demo 1 scenario (Rhonda / Beast Balloon incident) is the most fleshed out; Demo 2 and 3 are rougher; RAMP is a parallel game concept in the same world
HOLLOWROUND is a game brand set in the GUNS world. The specific current concept is presenting it as a mock "lost PS1 demo disc" from the 90s — three demos on one disc. Tone target for the brand: playful and lightly horny, comedy/satire with occasional dark elements, ultimately hopeful (awful people get the worst of it; normal people have bad times but also good ones).
Bubblerap Phantasy's dungeon crawl format was partly motivated by giving HOLLOWROUND a more tractable structure.
The most developed scenario. See "GUNS World" section in CLAUDE.md for shared lore.
Plot summary: Rhonda Rubberbreaker leads the Beast Balloon R&D team at a DAC facility. A hacktivist (Kira, green-themed, anti-popper, anti-DAC) discovers Rhonda's lax cloud security via her adult content profile and tampers with project parameters — tainted Beast Balloons escape into public infrastructure. Within hours: power lines, roads, air quality affected; people missing. Communications locked down. Rhonda flees toward Caliber Island to escape DAC retaliation.
Key scene: A meeting with politicians, DAC underground, and possibly a Festive Faction / Candy Council representative. One politician is dismissive of the BB crisis happening right outside their windows. They flick a lit cigarette at a Beast Balloon. It swells and explodes. Very few in the room survive. The KN section ends there — stakes set for subsequent gameplay.
Team:
Beast Balloon behavior: Not truly intelligent; autonomous; emergent behavior via CI; loosely modeled on livestock behavior (Vassal's expertise); consume CI they find, becoming more capable.
Metal Bubble Dragon / Bubbles: Emergency project; humanoid dragon-like with claws and breath specifically good for dealing with BBs; can be enhanced with Confetti-Intelli. "She's Mega Man."
Not yet developed. Format: similar KN/VN setups. The puzzle/tactics game may be shown but not playable, or exists as a separate challenge-scenarios demo.
(Source: source-conversations.md → Revel Romp files)
New DAC leadership lore not in the main design doc:
source-conversations.md).(Source: ramp_2025_design_doc.md, narrative_content_outline.md)
A separate but related game set in GUNS during a Beast Balloon crisis event. Turn-based tactical with story focus. Engine: GZDoom (prototype in Godot).
Protagonist: Percival Dreamsight Lapinrose — a rabbit from a "pocket hell"; Sautillant Buster weapon; can't enter the church (holy discrimination; invisible wall)
Supporting cast:
Thematic arc: Percival helps everyone, builds community of allies, but is excluded from the church by holy discrimination. Invisible wall = systemic barrier symbol. Resolution: determination to keep helping, community formed with those who recognize her worth.
RAMP meta-reference: David and Penny are explicitly RAMP organizers; there's a meta-layer about the crisis having convenient timing (Penny notices it feels "on schedule").
"Fallout: Equestria is close to matching the intended tone, though average violence in FoE is far more explicit than anything I intend to depict."
VN formatting reference: Soul Nomad / Soul Cradle. Textboxes for talking/actions; bigger window for description. Between plot beats: node-based room/character navigation menu.
overview.md — this filelost media hollowround demo disc rhonda bubble menace thingy.txt — Demo 1 scenario design notes + character detailsramp_2025_design_doc.md — RAMP game design doc (GZDoom/Godot, Beast Balloon crisis, Percival)narrative_content_outline.md — "Tension Break" dialogue/narrative outline for RAMP locations and characters