Idea Scope Brief — Omega War: Vittles

Skill: idea-scope-brief vittles · Tier: document · Page: alignment/idea-scope-brief-vittles.html · created 2026-06-14

alignment_status: review — pre-approval. No canonical files are written until you return compiled YAML with approval_status: ready-for-agent-review.

What this approves: the scoped idea brief for Omega War: Vittles, the second title in the Omega War anthology. On approval I write research/vittles/idea-brief.md and research/vittles/idea-brief-interview.md, and touch the vittles entry in research/.progress.yaml. This is pre-customer-discovery: it clarifies concept, hypotheses, constraints, non-goals, and unknowns — it does not validate a target segment, analyze competitors, or define UX/UI.
Provenance. Vittles was forked from the flat Omega War research on 2026-06-14 (fork-idea-branch — confirmed). Its ground-truth inputs live in research/vittles/_working/fork-seed.md (concept + three confirmed interview decisions). The interview was completed in-conversation during the fork; this page resumes the idea-scope-brief flow from that seed rather than re-interviewing from scratch. Everything below is a hypothesis to re-validate downstream, not settled findings.
Market Structure Handoff: none apparent. Vittles is a single-player game (single-sided — developer builds, players play). No marketplace / platform / B2B2C / multi-sided structure to hand off.

1. Idea Assumptions Manifest

What I think Vittles is, before deep questioning. Source tags: [prompt] = the original idea, [interview] = a confirmed in-conversation decision, [repo] = from existing research, [inferred] = my assumption to confirm.

DimensionAssumptionSource
Concept summaryAlt-history RTS in the Omega War anthology. June 1948, the Berlin blockade goes hot: a two-act campaign that opens as besieged-enclave siege-and-relief (hold West Berlin, keep the lifeline / air corridor open) and escalates into open-front war.[prompt][interview]
Problem hypothesisThe dev needs a second Omega War title that diverges enough from Unthinkable's 1945 open-front war to be its own game, not a reskin. For players: the 1948 Airlift flashpoint and siege-and-relief tension are near-untouched in RTS.[inferred]
Beneficiary / user hypothesisPrimary: the developer (passion project / portfolio). Secondary: Cold War & alt-history strategy players — possibly a more siege/logistics-leaning segment than Unthinkable's open-front maneuver crowd.[interview][inferred]
Product categorySingle-player browser RTS / hybrid deck+base strategy with tactical + strategic layers; Cold-War-gone-hot alt-history; anthology sibling to Unthinkable.[repo][interview]
Value wedge(1) near-untouched 1948 Berlin Airlift flashpoint; (2) besieged-enclave + lifeline spine as the distinguishing mechanic vs Unthinkable's open-front maneuver; (3) the 1945→1948 arsenal shift (early Cold War kit).[interview]
ConstraintsBrowser Three.js; deck+base hybrid; tactical+strategic layers; CC0 stand-in art/audio; single-player first; no netcode v1; Europe-only. Reuses Unthinkable's engine & brand constraints — but exact stack-reuse depth is deferred.[interview][repo]
Non-goalsNot a continuation of Unthinkable's 1945 timeline; not multiplayer v1; not the parked "airlift sim" (win-without-firing) concept; not deciding stack-reuse depth here; not selecting a validated target segment.[interview]
Riskiest unknowns(1) Is siege-and-relief fun and distinct, or just a slower start? (2) The credible 1948 spark (corridor buzzing, the Gatow midair, a checkpoint incident). (3) Two-phase scope doubles the design surface. (4) Stack-reuse depth (deferred). (5) The 1945→1948 arsenal delta.[interview][inferred]

Gate — assumptions required

Are the concept, problem, beneficiary, value-wedge, and unknowns captured correctly?

2. Concept Identity & Slug

"Vittles" is the real US codename for the Berlin Airlift (Operation Vittles). Note: the parked sibling concept is literally an "airlift sim" — if that path is ever activated, the naming must be reconciled.

Gate — idea-identity required

Is the concept identity, slug, and brand relationship correct?

3. Proposed Idea Brief — research/vittles/idea-brief.md

Full content of the file that will be written on approval.

Summary

Omega War: Vittles is the second title in the Omega War anthology — an alt-history single-player RTS set during the 1948 Berlin blockade. Premise: the blockade goes hot in June 1948. The campaign is two-act — it opens as a besieged-enclave siege-and-relief scenario (hold the encircled West Berlin garrison; keep a lifeline / air corridor open against the odds) and escalates into open-front war as the conflict spreads. Vittles is an independent divergence from real history: 1945 stays cold and the Airlift happens, but in this timeline the blockade tips into a shooting war. It reuses Unthinkable's engine and brand constraints; the exact depth of stack reuse is deferred to a design pass.

Problem Hypothesis

The developer needs a second Omega War title that diverges enough from Unthinkable's 1945 open-front war to stand as its own game rather than a reskin. The wedge is structural: a besieged-enclave siege-and-relief opening is a different shape of play from open-front maneuver. For players, the 1948 Berlin Airlift / blockade-goes-hot flashpoint is near-untouched in RTS, and the siege-and-relief tension is an under-served fantasy in the genre.

Beneficiary Hypothesis

  • Primary: the developer — passion project and portfolio entry; a second anthology title proves the brand model.
  • Secondary: Cold War / alt-history strategy enthusiasts. Possibly a different audience slice than Unthinkable's open-front RTS crowd — one leaning toward siege, logistics, and "hold the line" tension. Audience overlap vs divergence is a key thing for customer discovery to test.

Product Category Guess

Single-player browser RTS / hybrid deck+base strategy with tactical and strategic layers; Cold-War-gone-hot alt-history; anthology sibling to Omega War: Unthinkable.

Value Wedge

  1. Untouched flashpoint: the 1948 Berlin Airlift / blockade-goes-hot setting is rarely used in games.
  2. Distinguishing mechanic: the besieged-enclave + lifeline spine (hold West Berlin, keep the corridor open) is structurally distinct from Unthinkable's open-front maneuver.
  3. Arsenal shift: the 1945→1948 transition to early Cold War kit gives a different unit roster and visual identity from Unthinkable.

Constraints

  • Browser-based, Three.js renderer.
  • Deck + base hybrid; tactical + strategic layers.
  • CC0 stand-in art / audio.
  • Single-player first; no netcode in v1.
  • Europe-only theatre.
  • Reuses Unthinkable's engine and brand constraints — but the exact depth of stack reuse is deferred to a design pass; do not assume the full stack carries over.

Non-Goals

  • Not a continuation of Unthinkable's 1945 timeline — Vittles is its own divergence.
  • Not multiplayer in v1.
  • Not the parked "airlift sim" concept (the airlift as the gameplay, win without firing a shot) — that is a deferred sibling, recorded in the manifest.
  • Not deciding stack-reuse depth in this brief.
  • Not selecting a validated target segment, competitors, UX, or architecture — those belong to downstream skills.

Assumptions And Unknowns

#UnknownStatus / why it matters
1Is siege-and-relief fun and distinct, or just a slower start to an open-front game?Core design risk — the whole wedge rests on the siege act being engaging, not a tax before the "real" war.
2What is the credible 1948 spark that tips blockade into combat?Candidates: corridor buzzing, the Gatow midair collision, a checkpoint incident. Premise believability depends on it.
3Two-phase scope (siege → breakout) doubles the design surface.Production risk — two distinct play modes is roughly two games' worth of systems and content.
4Depth of engine / stack reuse from Unthinkable.Deferred to a design pass; affects build cost and how "independent" Vittles really is under the hood.
5The 1945→1948 arsenal delta.Needs a Vittles-specific arsenal study; early Cold War kit differs from Unthinkable's 1945 roster.

Customer Discovery Readiness

Ready for the next research stage. Inputs the next skill should use: this brief, the fork seed (research/vittles/_working/fork-seed.md), and Unthinkable's brand DNA (research/unthinkable/ — treated as reference, not inherited fact). Assumptions to test first: (a) whether siege-and-relief is a distinct, desirable fantasy vs a slower open-front start; (b) whether the 1948 spark reads as credible; (c) whether Vittles' audience overlaps with or diverges from Unthinkable's open-front RTS crowd; (d) appetite for the two-act structure.

Next Steps

Primary: /game-audience vittles — mirror the Unthinkable pipeline (idea-brief → game-audience → game-fantasy → game-genre-map) for the new path, since the game pack is enabled and this is a video-game concept.

Alternatives if the focus shifts: /game-fantasy vittles (lock the emotional promise of the siege-and-relief act first) · /customer-discovery vittles if you want generic discovery before game-specific research (requires npx skillpacks install business-research).

4. Scope & Non-Goals

In scope for Vittles' concept: the two-act siege→open-front campaign, the 1948 blockade-goes-hot premise, the besieged-enclave/lifeline wedge, and the 1945→1948 arsenal shift. Explicitly out of scope (see Non-Goals in the brief): continuation of Unthinkable's timeline, multiplayer v1, the parked airlift-sim concept, stack-reuse depth, and any segment/competitor/UX/architecture decisions.

Gate — scope-nongoals required

Are the scope boundaries and non-goals right?

5. Customer Discovery Readiness

The concept is idea-ready: the premise, two-act structure, wedge, constraints, and non-goals are defined, and the riskiest unknowns are named. Because this is a video-game project with the game pack enabled, the recommended next move is /game-audience vittles (the same first research step Unthinkable took), with the assumptions above as the things to test first.

Gate — discovery-readiness required

Is Vittles ready to leave idea-scope and enter research, and is the recommended next step right?

6. Interview Log — research/vittles/idea-brief-interview.md

The interview was completed in-conversation during the 2026-06-14 fork. Full content of the file that will be written on approval.

Q1 — Is Vittles a continuation of Unthinkable's timeline, or an independent story?

Decision: Independent divergence. The Omega War brand is an anthology of almost-wars — each title is its own break from real history. In Vittles, real history holds (1945 stays cold, the Airlift happens) until June 1948, when the blockade turns into a shooting war. It is explicitly NOT a sequel to Unthinkable's 1945 conflict.

Q2 — What is the core fantasy and campaign structure?

Decision: Two-act. The game opens as a besieged-enclave siege-and-relief scenario: hold the encircled West Berlin garrison and keep a lifeline / air corridor open against the odds. It then escalates into open-front war as the conflict spreads. Siege first, wider war later.

Q3 — Build fresh, or reuse Unthinkable's engine and constraints?

Decision: Reuse Unthinkable's engine and brand constraints (browser Three.js, deck+base hybrid, tactical+strategic layers, CC0 stand-in art/audio, single-player first, no netcode v1, Europe-only). The exact depth of stack reuse is deferred to a design pass — recorded as open; do not assume the full stack carries over.

Q4 — What about the "airlift as gameplay" idea?

Decision: Parked. The non-combat "airlift sim" (win the airlift without firing a shot) is recorded as a deferred sibling in research/.progress.yaml (slug airlift, path reserved, not created). Vittles takes the hot-war path; the airlift-sim concept is preserved, not lost. If activated later, reconcile the "Vittles" naming (Vittles is the real airlift codename).

Notes / standing hypotheses surfaced

  • Value wedge: untouched 1948 flashpoint + besieged-enclave/lifeline spine + 1945→1948 arsenal shift.
  • Beneficiary: dev first; Cold War / alt-history players second, possibly a different slice than Unthinkable's.
  • Riskiest unknowns: siege fun/distinctness, the 1948 spark, two-phase scope, stack-reuse depth, arsenal delta.
  • Provenance: Unthinkable's fantasy doc already anticipated this premise — "Vienna as the besieged-enclave drama (the Berlin of this war)."

7. Artifact Destinations & Proposed File Changes

On final approval I will write/update exactly these (and nothing else):

PathActionWhat
research/vittles/idea-brief.mdcreateThe full idea brief rendered in §3.
research/vittles/idea-brief-interview.mdcreateThe interview log rendered in §6.
research/.progress.yamlupdateTouch the vittles entry: last_touched: 2026-06-14, keep pipeline_stage: idea-scope-brief until /game-audience advances it. No other entries change.
alignment/idea-scope-brief-vittles.htmlconvertThis page: reviewconfirmed (archive-before-replace).
alignment/index.htmlupdateAdd this page under Product Design & Spec.

Left untouched: research/vittles/_working/fork-seed.md (preserved as provenance), research/unthinkable/**, tasks/*.

Gate — artifact-changes required

Approve the output paths and the change set?

8. Post-Approval Route

After the briefs are written, the natural next step mirrors Unthinkable's research pipeline. Your call:

Gate — route required

After the briefs are written, how should I proceed?

9. Compile Responses

Answer the six required gates above, add optional section feedback, then compile and copy the YAML into your next message. Partial responses are fine — they're treated as revision requests, not approval.