# **1. Biome Visual & Tactical Reference**

This section details the atmospheric and gameplay characteristics for each biome to guide asset generation (textures, scatter cover) and level design.

## **A. Fungal Caves (Magic / Organic)**

- **Look & Feel:** Claustrophobic, damp, and bioluminescent. Walls are dark grey stone slick with moisture, cracked by pulsing purple and cyan fungal veins (Aether). The air is hazy with drifting green spores.
- **Scattered Cover:**
  - _Soft Cover:_ Large, rubbery blue/purple mushroom caps.
  - _Hard Cover:_ Petrified roots and jagged stalagmites.
- **Tactical Geometry:** Tight, twisting corridors with frequent chokepoints. Low ceiling clearance. Uneven floors.

## **B. Rusting Wastes (Tech / Industrial)**

- **Look & Feel:** Vast, abandoned factory floors and scrapyards. The primary palette is oxidized orange rust, oily black puddles, and dull brass machinery. Smog hangs low in the air.
- **Scattered Cover:**
  - _Destructible Cover:_ Stacks of rusty crates, barrels of sludge, old server racks.
  - _Hard Cover:_ Heavy machinery blocks, dormant conveyor belts.
- **Tactical Geometry:** Wide open arenas with long sightlines favored by snipers. Grid-based layouts with artificial cover placed in rows.

## **C. Crystal Spires (Mixed / Vertical)**

- **Look & Feel:** Floating islands of white marble and raw blue Aether crystal suspended in a bright, infinite sky. Clean, sharp lines and magical aesthetics. Light bridges connect disconnected platforms.
- **Scattered Cover:**
  - _Cover:_ Clusters of jagged Aether crystals (translucent blue/white).
  - _Hazards:_ The edges of the map drop into the infinite void (Instant Death).
- **Tactical Geometry:** Extreme verticality. Multiple layers of elevation requiring climbing or teleportation.

## **D. Void-Seep Depths (Horror / Corruption)**

- **Look & Feel:** Reality breaking down. Obsidian black stone dripping with neon violet corruption. Glitchy visual effects, floating debris, and an oppressive, dark alien atmosphere.
- **Scattered Cover:**
  - _Cover:_ Pulsing organic tumors, crystallized void matter.
  - _Unstable:_ Some cover objects may explode or vanish when damaged.
- **Tactical Geometry:** Arena-style circular maps with few obstacles but dangerous hazard zones (void rifts).

### **E. Contested Frontier (Surface / War)**

- **Look & Feel:** A scarred battlefield under a twilight sky. Muddy trenches, green grass torn up by troop movements, and hastily erected fortifications. This is the only biome with "natural" outdoor lighting.
- **Scattered Cover:**
  - _Fortifications:_ Sandbag walls, wooden cheval de frise, abandoned supply tents.
  - _Nature:_ Tree stumps and large rocks.
- **Tactical Geometry:** Linear "Lane" based maps mimicking trench warfare. High cover density.
