Level Design Document · Skin Deep (Blendo Games) · fan concept
Beauty Sleep
Relaxation is a weapon.
Pirates have hijacked the SPV Dermis Grand, an orbital luxury day-spa. Five cats are caged in the spa. A pirate lieutenant is enjoying her first vacation in nine years. And the spa's body-sculpting machine is now regrowing every pirate you take down.
01
Design Intent
“Skin Deep is an indulgent masterclass in immersive sim shenanigans, but lacks a standout level you'll be telling friends about for years.”— Morgan Park, PC Gamer review (88/100)
Beauty Sleep is designed to be that level. In most missions, the venue is a backdrop for the game's systems. In this one, the venue is the mechanic. Every spa amenity has a safety label and a setting dial, and each of them is a trap. The level also gives the player access to one of the enemy's own core systems, the skull-saver respawn, and lets them rewrite it.
The second goal comes from another common critique of immersive sims: one dependable strategy can flatten every encounter into the same routine. In Skin Deep, that strategy is usually "break a window, eject the room." This level deliberately interrupts it (see §07) while still rewarding it once, spectacularly.
The one-sentence pitch
An insurance commando wakes up in a hijacked luxury spa, where every amenity is a trap and the pirates' own resurrection machine can be rewritten to send them back in bathrobes.
What the player should tell their friends
“I cranked the sauna to INFERNO and the lieutenant staggered right onto my soap.”
“I broke the pool dome and the whole lagoon turned into floating water blobs.”
“I reprogrammed the respawn machine so every pirate came back in a robe and went to the sauna.”
CORE marks systems that already exist in Skin Deep. NEW marks level-specific additions, each costed in §17.
02
Level Pillars
1
Every amenity is a trap
Sauna, massage chair, tanning bed, hood dryer, hot wax: each is a readable, labeled device with a dial. Players learn the spa the way a guest would, then turn it into a weapon.
2
A schedule you can break
Lt. Dolores Glow runs a 5-stop spa itinerary that the spa's PA announces aloud. Every stop opens a bespoke "Signature Treatment" takedown.
3
Rewrite the rules
The pirates have plugged their skull-savers into the spa's Bio-Sculptor. If you take the Clinic, respawning stops being a punishment and becomes your tool.
4
One window to remember
The Lagoon dome is the game's window-break turned up to eleven. It's a permanent world-state change that reshapes half the map and has real consequences.
03
Setting & Hook
The SPV Dermis Grand is a five-star orbital spa insured by MIAOCorp. It's run by cats and attended by LUMA, the spa's endlessly soothing concierge AI. Nina has been on ice in the linen storage room as part of the policy.
The Numb Bunch boarded during the spa's "Founder's Day Glow-Up" and wrecked their own portable Respawn Pad in a docking scrape. Their engineer improvised and wired the crew's CORE skull-savers into the spa's Bio-Sculptor, a luxury full-body regeneration tank. Every pirate head now floats to the Clinic and regrows there.
Their lieutenant, Dolores Glow, was meant to supervise. Instead, she booked the full treatment menu.
Tone
A five-star brochure, ransacked. Pastel tile, eucalyptus steam and whale songs on the PA, while pirates shout over the hood dryers. LUMA never stops being polite. During an alarm she says: “A gentle reminder: there is an intruder in the Atrium. Please breathe.”
The Cat Staff (objectives)
#
Cat
Role
Caged in
C1
Pamplemousse
Front-desk receptionist; quest-giver after rescue
Reception (Atrium)
C2
Kneadsworth
Senior masseuse, deeply unbothered
Massage Suite 3
C3
Wasabi
Juice-bar mixologist
Walk-in cooler
C4
Lady Lather
Pool attendant, now furious
Pressurized carrier at the bottom of the Lagoon
C5
Dr. Vellum
Sphynx cat, head dermatologist, Bio-Sculptor operator
Clinic
The cats are a guided tour. Each one, once freed, tells the player about the next major system: Pamplemousse explains Dolores's itinerary and the Clinic, Lady Lather explains the dome, and Dr. Vellum explains the Sculptor presets.
04
Main Deck Layout
Fig. 1. SPV Dermis Grand, main deck, top-down schematic (≈9.5 px = 1 m). The Clinic (J) is a locked core surrounded by the main loop: Atrium → Vanity → Thermal → Lagoon → Solarium → Massage → Atrium. Magenta shows Dolores's itinerary (stops 1–5).
Guest areas (warm)
Back-of-house (hatched)
Clinic (sterile)
Water
▲ Deckhand · ▲ Hardhat (vacuum-proof)
● Caged cat (C1–C5)
· · · Dolores itinerary
- - - Clean vent (no sneeze)
● Dusty riser to Pump Room
⊗ Head disposal point
■ Health Station · ⓘ Info Station
■ Gold door / Lost & Found · ▮ Security mic
Fig. 2. Pump Room. It's the level's "control room": all four spa dials are here, plus the Glow Bus breaker. It can be reached four ways, and every vent route through it is dusty, so the sneeze meter is always in play.
Structural read
Hub-and-loop. The Atrium hub opens onto a single ring of guest rooms around a locked core, the Clinic. The player always has two ways to reach anywhere on the ring.
Front of house / back of house. Pink guest rooms are high-visibility, crowded with props and noisy. Hatched staff spaces are the quiet, dusty, informational layer. The level teaches that "staff only" means "safe but sneezy."
Three depths. Main deck, Pump Room sub-deck and exterior hull. Each one is a valid route to the Clinic.
Lock-and-key economy. Three keycards (Pink, Green, Gold), and every lock has at least two keys. Nothing is gated behind one specific pirate.
The Clinic is visible early. Floating heads drift across the Atrium toward the gold door, so the level's secret is advertised before it's explained.
05
Zone Breakdown
A
Linen Store: Start
8 × 6 m · back-of-house · no enemies
Nina thaws between towel shelves. It's a safe room for re-learning the controls with a towel cart (push, hide behind), towels (throw over a camera to blind it NEW) and a laundry chute labeled "LINENS ONLY. RETURNS TO LAUNDRY." It's a gag that teaches early that not every chute is a disposal point.
B
Staff Spine & Observation Nook
Service corridor · Health Station · stairs to Pump Room (Green)
The one-way mirror into the Atrium is the level's establishing shot: the whole hub, two pirates, a caged cat and the neon lotus, seen safely from behind glass. A clean vent drops behind Reception. Breaking the mirror is a loud alternative entry that leaves glass below.
C
Lotus Atrium & Reception
24 m Ø · hub · P1, P2 · C1 · Security mic · Appointment Board
A circular zen garden around a neon lotus, the landmark visible through most windows. Raked sand records footprintsNEW: pirates investigate fresh prints, and a rake by the gong resets them. The Appointment Board lists Dolores's itinerary. The bronze founder's plaque at the Welcome Hall entrance reads "Est. 2391" (the Sculptor PIN). A gong works as a big noise lure.
D
Vanity Hall
Salon · P4 under hood dryer · mirrors · acetone · hot wax
Long mirror walls let the player peek around corners (render-only, no AI reflection cost). Hood dryers deafen the person under them NEW. Nail polish bottles shatter into glass, which is useful against pursuers but bad for bare feet. Acetone works like the game's hand-sanitizer aerosol CORE, and hot wax is a sticky floor trap NEW.
Steam blocks sight both ways NEW, making it a cover zone. The sauna thermostat lives in the Pump Room: RELAX / DETOX / INFERNO. The cold plunge plus a sparking electrical conduit CORE gives a shock trap. The pool-side door seals automatically if the Lagoon decompresses.
F
Lagoon Dome
22 m Ø glass dome · P3 Hardhat on lifeguard tower · C4 at pool bottom
The set piece. Lady Lather's pressurized carrier sits in the 4 m deep end. The lifeguard tower gives P3 a full sightline over the dome. A hairline-cracked dome panel is the obvious "what if?". The window into the Clinic is a loud back door. See §07.
G
Massage Suites
4 private rooms · C2 in Suite 3 (Pink) · Dolores stop 4
A quiet, carpeted corridor (footsteps muffled) with sliding paper doors. A clean vent links Suite 1 to Suite 3, so Kneadsworth can be freed without the Pink card. Massage chairs have a SHIATSU MAX: INDUSTRIAL setting that pins whoever is seated NEW.
H
Solarium
Tanning beds · kettlebells · Health Station · big breakable windows
Tanning beds lock from a side console, which makes them a "closet" for a seated or lying target. Big floor-to-ceiling windows are the exit to the hull walk and a head-disposal point. Kettlebells are the heaviest throwable on the ship and the intended dome-breaker.
I
Detox Bar & Cooler
P5 at the blender · Green card · C3 in walk-in cooler · Dolores stop 5
The blender deafens P5 while running (and masks Nina's noise, like the game's radio). Bananas give peels, and "Cayenne Cleanse" jars are pepper CORE. The cooler can be opened with the Green card or reached through a dusty riser from the Pump Room.
This is the closest reliable head-disposal point to the hub, placed so the first takedown teaches "carry the head 25 m." P1 stops at the mirror to check his teeth for 8 s, a nod to the Numb Bunch's dentist cover and a pickpocket window.
The spa's dashboard. Nothing in it attacks you, but everything in it changes the floor above. No guard is posted here, but anyone routed past a sabotaged dial will come down to investigate it.
M
Docking Collar
Airlock · Pirate pod · Glow Bus (cat pod) · Lost & Found · Hardhat locker
The exit, and the arena for the reinforcement beat. The Glow Bus needs main power, which comes from the Pump Room breaker. The Hardhat locker is where Dolores suits up on alarm, which makes it an interception point. A Lost & Found box CORE returns items lost on the hull walk.
✦
Exterior Hull
Nina breathes in space CORE · from Solarium window or Dock airlock
A rim route from the Solarium around the bow to the cracked dome panel, and stern-ward to the Pump Room hull hatch. It's the "I'll go around" route, slow and safe, and it's how experts reach the Pump Room first.
06
Critical Path & Lock/Key Graph
Fig. 3. Lock/key graph. Every lock has at least two keys, and the only hard order is "Dr. Vellum triggers the finale." Experts can go Pump Room → dusty vent → Clinic first (sequence break, see Player Story B).
Intended first-time path ("golden path")
#
Beat
Player goal
What it teaches / pays off
1
Beauty Sleep
Thaw out, leave the Linen Store
Re-orient: towels, cart, the chute gag
2
The One-Way Mirror
Observe the Atrium safely
Establishing shot: hub, landmark, threats, first cat, gold door
3
Front Desk
Get the Pink card from P2
First takedown or pickpocket, then carry the head to the Restrooms
4
First Meow
Free Pamplemousse
Cat explains Dolores, the itinerary board and "the machine in the Clinic"
5
Choose Your Treatment
Pursue C2, C3, Green card, Pump Room in any order
The loop opens. Amenity traps and dials get introduced through use
6
The Floating Head
(Witnessed)
A head drifts through the Atrium into the Clinic and a body regrows. The respawn rule changes
7
The Lagoon
Free Lady Lather
Drain or decompress: the world-state choice
8
Lieutenant Glow
Take the Gold card (optional)
Schedule-based Signature Treatments
9
Bio-Sculptor
Free Dr. Vellum, rewrite the presets
The level's big reveal. Rewriting the respawn rules is the player's reward
10
Checkout
Survive the reinforcements, extract
60 s prep window, then three exits
07
Three Signature Systems
A · Lieutenant Dolores Glow: the Itinerary NEW
Dolores loops a ~4.5 min itinerary clockwise around the ring. She's the Gold-card holder and the level's moving puzzle. While calm she wears a bathrobe, which makes her vulnerable to everything, vacuum included. On alarm she walks to the Dock locker and suits up as a Hardhat. That walk is itself a chance to intercept her before she gets there.
Readability: LUMA announces each appointment ~20 s ahead ("Lieutenant Glow, your sauna is warming"). The Appointment Board in Reception lists the order. Pamplemousse spells it out if freed. Players never need to memorize a timer, just listen to the spa.
Design rule: every stop has one bespoke treatment that needs prep (usually a dial in the Pump Room or a prop nearby) and one generic option (pickpocket or pounce) that works anywhere.
Stop
Where / time
Signature Treatment
Prep
1
Sauna · 60 s
"Inferno": she staggers out dizzy (slow, half-blind) for 10 s. Soap the doorway for a guaranteed slip and pounce.
Pump Room thermostat
2
Cold Plunge · 30 s
"Electrolyte Bath": drop a sparking conduit into the plunge and she's shocked.
Conduit, struck until it sparks
3
Solarium · 60 s
"Do Not Disturb": her robe hangs on a hook outside the bed. Pickpocket the Gold card with zero violence. Locking the lid traps her for the rest of the level.
None (pure observation)
4
Massage S1 · 60 s
"Shiatsu MAX": the chair pins her. Pounce, or loot at leisure.
Pump Room massage control
5
Detox Bar · 30 s
"Cayenne Cleanse": spike her smoothie and she has a sneezing fit (pepper, CORE).
Cayenne jar into blender
If the Lagoon has decompressed, Stop 2 seals and she skips it ("Cold plunge temporarily unavailable, we apologize for the vacuum"), so her loop shortens. One world-state change ripples into another system.
B · The Bio-Sculptor: Rewrite the Respawn NEW
In Skin Deep, a defeated pirate's skull-saver head floats to a Respawn Pad unless it's disposed of CORE. Here, every head floats to the Clinic, and the trip is the wayfinding: the first head the player sees leads them across the Atrium straight to the gold door.
The Sculptor console takes a 4-digit PIN. The Reception plaque reads "Est. 2391", and a sticky note in the Vanity Hall says "PIN = the year we opened. —V." Both are stored in the Memory Palace CORE. Freeing Dr. Vellum unlocks it too, as a guaranteed fallback.
Lockdown trade-off. If the Clinic decompresses (Lagoon window broken while the dome is open), the console locks into EMERGENCY RESTORE and the presets are lost for the run. The loud route costs the player the clever reward.
Preset
Respawned pirate
Why it's interesting
RESTORE
Default. Full kit, back on patrol.
The baseline threat: the reason to dispose of heads.
SERENITY
Returns in a bathrobe, unarmed, walks to the Sauna and relaxes. Counts as neutralized.
Makes respawning work for you and opens a pacifist ending. Not free: Serene pirates wake up and shout "Bad vibes!" if they see violence.
CUCUMBER
Returns with cucumber slices over the eyes: blind, but with heightened hearing; moves toward sounds.
Risk/reward. They're easy to lure into traps, but every footstep counts. A great pairing with the gong and the hood dryers.
C · The Lagoon Dome: One Window to Remember
Before (pressurized)
Lady Lather's carrier is under 4 m of water, out of reach.
P3 (Hardhat) has the whole dome under watch from the lifeguard tower.
Drain route: open the Pump Room valve. The gurgle masks noise for 30 s. The pool empties and the cage can be walked to. Any heads dropped in the pool get flushed away for good.
Shock route: lure P3 into the shallows (towel-cart crash) and drop in a sparking conduit.
After (decompressed: kettlebell into cracked panel)
Explosive decompression: the pool lifts into slow, floating water globulesNEW, and the dome goes zero-g CORE.
P3 is vacuum-proof (Hardhat) but gets knocked off the tower. A floating pirate is a pounce target.
The carrier is bolted down but exposed, so Lady Lather can be freed in seconds.
Permanent cost: the Thermal ↔ Lagoon door seals, Dolores loses Stop 2, the Clinic window becomes a vacuum hazard, and Lagoon traversal for the rest of the run is EVA-only.
Answering the "dependable strategy" problem
Window-ejection is Skin Deep's most reliable trick, so this level rations it. Two of the six pirates are Hardhats, Dolores becomes one on alarm, and the biggest window in the level is a one-shot, permanent decision with a visible cost. Players still get to do the trick, but they have to think about when. Head disposal is rationed the same way: the spa is a "Zero-Waste Wellness Initiative" with no trash chutes. There are only four disposal points (toilets, Dock airlock, Solarium windows, pool drain while draining), which pushes players toward the Sculptor instead of away from it.
08
Toybox: Props & Interactions
Every prop has an in-world safety label (as in the base game) that hints at its "misuse." The player carries at most 5 items CORE, so this toybox is spread across the loop to keep players moving. CORE* = reskin of an existing base-game behavior.
Prop
Found in
Primary use
Combo / emergent use
Soap
Restrooms, Thermal
Slip patch
+ Sauna INFERNO exit = guaranteed slip on a dazed target
CORE
Banana
Detox Bar
Peel = slip
Leave on the raked sand, where footprints hide the trap's origin
CORE
Cayenne Cleanse
Detox Bar
Pepper: sneeze/stun
Blend into Dolores's smoothie (Stop 5)
CORE
Electrical conduit
Pump Room, Staff Spine
Club; sparks when struck
Cold plunge / pool shock; ignites acetone cloud
CORE
Acetone spray
Vanity Hall
Flammable aerosol cloud
+ spark = flash burst in a narrow salon aisle
CORE*
Hot wax pot
Vanity Hall
Sticky floor: target is rooted for 4 s
The opposite of soap. Roots a Hardhat for a free pounce. Also roots Nina
NEW
Nail polish bottle
Vanity Hall
Throw: glass shatter noise lure
Leaves glass shards. Area denial behind you (you're barefoot too)
CORE*
Hood dryer
Vanity Hall (fixed)
Deafens occupant
Sneak behind P4 while the dryer runs
NEW
Towel
Linen, Thermal
Drape on camera = blind it
Throw over a Cucumber-preset pirate to muffle their hearing? (playtest)
NEW
Kettlebell
Solarium
Heaviest throwable
The intended dome-breaker; slam-pounce bonus target
CORE*
Gong + mallet
Atrium (fixed)
Loud noise lure, hub-wide
Pulls everyone, Cucumber pirates especially, onto the sand
CORE*
Rake
Atrium
Erase footprints
Reveals buried cassette (see §15)
NEW
Screws
Pump Room
Pierce pipes / cameras
Pierce a steam pipe in the Spine for a pop-up sight block
CORE
09
Key Encounters
E1 · Front Desk (Atrium): "The First Lesson"
Setup
P2 leans over the reception counter interrogating Pamplemousse ("Where's the insurance lady?" "Mrrp."). P1 patrols Welcome Hall → Atrium → Restrooms on a 40 s loop. The player sees all of this first through the one-way mirror.
Readable cues
P2 bends down to the cage every ~12 s and stays there 4 s, the pickpocket window.
The gong is lit by a soft spot so it reads as the thing to hit.
Footprints already visible in the sand (P1's) teach the mechanic before Nina leaves any.
Solutions
Ghost: clean vent from the Nook drops behind Reception. Pickpocket the Pink card while P2 bends, then free C1 after he wanders off.
Systemic: strike the gong. P2 crosses the sand, slips on soap on the stepping stones, and Nina pounces and slams him into the reception bell.
Loud: smash the one-way mirror and drop down. Glass lands on the floor below, so Nina is bleeding from the start. A fast but costly way to learn the barefoot rule.
Recovery
An alarm can be silenced at the Reception mic. The Health Station in the Spine is 15 m away, but it's disabled during alarms CORE, which teaches "silence first, then heal."
E2 · The Lagoon: "Drain or Decompress"
See §07-C for the state change. The encounter problem is P3, a vacuum-proof Hardhat on a tower with a full view of the dome. His sightline covers the whole pool deck except a blind strip under the tower and the shower alcove. Steam vented from the Thermal door (if left open) drifts in and softens his view. Intended learning: Hardhats can't be ejected, so beat them with stickiness (wax), slips, pounces and shocks.
E3 · Lieutenant Glow: "The Schedule"
See §07-A. Tuned so a first-time player who simply follows her at a distance for one loop sees at least three of the five stations "hint" at their treatment: the dial, the robe on the hook, the cayenne jar. That turns observation into planning.
E4 · The Bio-Sculptor: "The Reveal"
Setup
A sterile white room, almost no cover except privacy curtains. P6 (Hardhat) faces the gold door and turns to greet each body as it regrows. That turn opens a 6 s back-turned window every time a head arrives. So the player can cause openings by taking down a pirate elsewhere and letting the head float in.
Entries
Gold door: direct, but P6 is facing it.
Dusty vent from Pump Room: the meter is tuned to nearly fill over this length. Time the sneeze with the Sculptor's regrow "DING," or don't, and use the sneeze as a lure.
Lagoon window: loud glass break. If the dome is open, it decompresses the Clinic and triggers the lockdown trade-off.
E5 · Checkout: "Your Next Appointment Has Arrived"
Freeing Dr. Vellum trips the Numb Bunch's tamper beacon. LUMA: "Your next appointment arrives in sixty seconds." A pirate pod docks at M with a Captain (carries the pod key CORE) and two Hardhats. They sweep Dock → Welcome Hall → Atrium. The 60-second prep window is the most important tuning value in the level: long enough to lay a wax/soap/peel gauntlet in the Welcome Hall, too short to do everything.
Exit
Requirement
Fantasy
Glow Bus
Pump Room breaker restored, all cats aboard, reach M
The getaway: sneak past the sweep
Steal the pod
Pod key from the Captain
Turn the trap on the trapper
Defeat all
Every pirate's head disposed of or Serene
Total spa takeover / pacifist "Spa Day"
10
Pacing & Intensity
Fig. 4. Authored intensity curve. Fixed bookends (1–4, 9–10) frame a player-ordered middle (5–8). A release beat follows every spike: cat dialogue, an empty Pump Room, the Solarium Health Station.
11
Alert States
State
Pirate behavior
Dolores
Level changes
LUMA says
Calm
Routines and idle windows run (dryer, blender, teeth, tower)
Robe, on itinerary
Health Stations on
"Welcome. Breathe in. Breathe out."
Suspicious
Investigate noises and footprints, check the nearest dial
Pauses at current stop
Idle windows shorten
"We're sensing some tension in the Vanity Hall."
Alarm
Hunt; walkie chatter shares Nina's last-known position
Walks to Dock locker and suits up as a Hardhat
Health Stations off CORE; reinforcement pod dispatched (once per run)
"A gentle reminder: there is an intruder. Please remain serene."
Silence an alarm at a Security mic (Reception, Clinic) or by taking P1's walkie-talkie CORE. If the alarm already dispatched the pod, freeing Dr. Vellum doesn't send a second one; the 60 s countdown starts from whenever the first pod launched. That keeps the finale fair for loud players.
12
Three Player Stories
Three supported playthroughs, written out to prove the space can hold them all.
A · "The Guest"
Ghost · no alarm · ~35 min
Mirror nook → clean vent → pickpocket Pink card.
Free C1, read the Appointment Board.
Suite 1 vent → C2 while Dolores is in the Solarium.
Shadow Dolores; lift the Gold card from her robe at Stop 3.
Restroom grate → Pump Room → drain the Lagoon during the gurgle; free C4 from the blind strip.
Wait for P5's blender cycle; cooler riser → C3.
Gold door on a head-arrival turn → C5. Set SERENITY.
Breaker on, 60 s, creep along the Spine → Glow Bus.
B · "Spa Day"
Sequence break · pacifist ending · ~25 min
Read the founder's plaque (PIN 2391) at the Atrium entrance, then skip the hub: Welcome Hall → Dock airlock → hull walk → Pump Room hatch (no card needed).
Dusty vent to Clinic; time the sneeze with a "DING." Set SERENITY before freeing anyone.
Every takedown now converts. Watch pirates file to the sauna in robes.
Last: free Dr. Vellum. Captain and Hardhats arrive; wax and soap the Welcome Hall, then convert them too.
"Defeat all" fires with zero heads disposed. Optional: Spa Day.
C · "Total Exfoliation"
Chaos · loud · ~20 min
Smash the mirror, drop in bleeding, pounce P2 into the bell.
Acetone cloud + sparking conduit in the Vanity aisle takes out P4.
Kettlebell through the cracked dome. Water blobs everywhere; pounce floating P3.
Alarm is on. Steal P1's walkie to silence it. Lagoon window → Clinic decompresses, presets are lost. Worth it.
Ambush the Captain at the airlock; take the pod key; leave in the pirates' own pod.
13
Navigation & Readability
Landmarks
Neon Lotus (Atrium): primary; seen through every hub-adjacent window.
Lagoon Dome: secondary; seen from the Thermal and Solarium windows and dominant on the hull walk.
Gold door: the "forbidden" door, visible from the mirror on minute one.
Color language
Blush/coral = guest areas (props, people, noise).
Grey + yellow hazard trim = staff (quiet, dusty, dials).
White + cyan = Clinic (exposed, sterile).
Keycard colors match door trims: Pink, Green, Gold.
Vent grates: white = clean, brown = dusty.
Audio beacons
Sauna hiss, blender whine, pool echo, dryer drone: each room is identifiable by ear through walls.
LUMA's appointment chimes = Dolores's position.
Sculptor "DING" = a head has arrived, P6 is turning.
Whale songs fade near vents, so dusty vents feel stuffy.
Signature wayfinding trick: the floating head
Beat 6 is guaranteed. If the player has disposed of every head so far, a scripted head (a pirate who "slipped in the steam room" off-screen) drifts out of the Thermal door, across the Atrium and through the gold door. It follows a lit path that briefly shows the player the Clinic's position, the Sculptor and P6, using the enemy's own system as a tour guide.
14
Metrics & Blockout Notes
Element
Metric
Rationale
Main corridors
3.0 m wide · 3.2 m tall
Room for a pounce-and-slam without clipping
Doorways
1.6 m (staff) / 2.2 m (guest)
Staff doors read as tighter, more "sneaky"
Vents
0.9 m crawl · max 25 m between exits
Dusty vents: sneeze meter tuned to ~85% at 25 m
Atrium
24 m Ø · 9 m ceiling
Longest interior sightline is capped at ~24 m
Lagoon dome
22 m Ø · pool 14 × 8 m · deep end 4 m
Big enough to read zero-g from across the room
Lifeguard tower
3.5 m · 2.5 m blind strip at base
Learnable safe lane
Hub → any cat
≤ 45 m walking
Keeps backtracking short on a ring
Takedown → disposal
≤ 30 m from every encounter
Carrying heads is a chore past ~30 m
Reinforcement prep
60 s (tune 45–75)
The single most important tuning value
Blockout order
Grey-box the ring + Atrium only; play Dolores's loop with a cube to tune timing.
Add the Pump Room dials as debug buttons; confirm every treatment fires.
Prototype dome decompression in isolation (cost/perf check on globules).
Wire the Sculptor presets using the existing respawn pad logic.
First playtest with no new props, base-game items only. Does the level stand on layout alone?
Layer in NEW props one at a time; cut anything that doesn't change a decision.
Validation checks
Every cat reachable with zero alarms and under a full alarm.
Every lock has ≥ 2 keys; no softlock if Dolores is trapped in a tanning bed forever.
Clinic always reachable even if both the dome and the Clinic window are broken (vent stays valid).
15
Optional Objectives & Secrets
These fit the base game's side objectives and its Dream Machine replay CORE, and they're designed to push replays toward styles the player didn't try the first time.
Do Not Disturb
Finish without triggering an alarm.
Spa Day
Every pirate ends the mission Serene. Zero heads disposed.
Full Treatment
Defeat Dolores with a Signature Treatment. Tracks which of the five you've done across replays.
Five-Star Review
Free every cat without breaking any glass. Hard, when you're barefoot.
Hidden cassette: "Whale Songs Vol. III (Remix)"
Buried under the raked sand in the Atrium. The rake reveals a corner of the case. It plays on the hab stereo afterward CORE.
Post-mission email
A one-star review of the Dermis Grand from Dolores Glow: "Staff were cats. Sauna tried to kill me. Would return." Plants her as a recurring character.
16
Risks & Playtest Questions
Risk
Mitigation
Dolores's schedule unreadable
LUMA announces stops; Appointment Board; C1 explains. Measure: % of testers who name her next stop when asked.
SERENITY trivializes the level
Serene pirates wake on witnessed violence; the console is behind the Clinic; decompression locks it out.
Dome break done too early
It's allowed and celebrated. The cost is real (door seal, EVA-only Lagoon, Clinic hazard), not arbitrary.
Too many NEW props
Each one is cut-able independently (see §17). The level stands on CORE systems + layout.
Footprint AI cost
Fallback: decals only + trigger volume ("investigate if fresh prints > N").
Playtest questions
How long until players notice the floating head goes to the Clinic?
What % discover the Sculptor presets before freeing Dr. Vellum?
Drain vs. decompress split? (Target: 40/60. Decompress should feel tempting.)
Does the 60 s prep produce a "plan" or a "panic"? Record what testers place.
Do players read the hood dryer/blender as "deaf" without a tutorial prompt?
Does the laundry-chute gag teach, or just annoy? (Watch for repeated attempts.)
17
Scope & Production Notes
Feature
Type
Cost
Reuses
Cut order
Bio-Sculptor presets
Systemic
MED
Respawn pad logic; pirate state flags (unarmed / blind)
Never: it's the level
Dolores itinerary
AI scripting
MED
Patrol paths + timed idle states
Never
Lagoon decompression + globules
Set piece
HIGH
Window-break vacuum and zero-g
Fallback: pool simply vanishes into space (no globules)