stolen

byMohammed

Create a complete multiplayer game called **STOLEN**. The goal is to create a highly replayable, competitive game built around **stealing, escaping, building a secure base, hiring guards, upgrading your operation, and attacking other players**. ## CORE CONCEPT Players start with a small base and limited money. They must go out into the world and **steal valuable loot and money** from locations and other players. After stealing, they must successfully escape and return their loot to their base. Players can then use their money to: * Upgrade their base * Buy better equipment * Buy vehicles * Hire guards * Upgrade guards * Improve security * Unlock more dangerous areas * Attack richer players * Customize their character and base The game should create a constant risk/reward decision: **Do I spend my money protecting what I have, or risk it to steal even more?** ## MAIN GAME LOOP The primary gameplay loop should be: **Enter the world → Find valuable loot → Steal it → Avoid danger → Escape → Deposit the loot → Earn money → Upgrade → Hire guards → Attack stronger players → Defend your base → Become richer** The game should be easy to understand within the first few minutes but have enough progression to keep players playing for a long time. ## PLAYER BASE Every player owns a customizable hideout/base. The base should contain: * Vault * Loot storage * Guard stations * Security cameras * Doors * Traps * Upgrade areas * Vehicle storage * Decoration/customization areas Players should gradually transform a small, weak hideout into a heavily protected criminal-style operation. The base should visibly become more impressive as it is upgraded. ## GUARD SYSTEM Do NOT make guards only generic NPCs placed around the map. Guards are an important player-owned system. Players can **purchase guards** to protect their own base. Guard tiers: 1. Basic Guard 2. Fast Guard 3. Heavy Guard 4. Elite Guard 5. Security Boss Each guard should have different statistics. Possible statistics: * Health * Speed * Detection range * Damage/strength * Patrol intelligence * Reaction time Players should also be able to upgrade guards. Guard upgrades can include: * Better weapons/equipment * Increased speed * Increased detection range * More health * Better AI * Larger patrol area * Faster reaction time Guards should have an ongoing maintenance/salary cost so players cannot simply buy unlimited guards without considering their economy. ## BASE RAIDING Players should be able to attempt to break into other players' bases. A raid should involve: * Finding an entry point * Avoiding security * Dealing with guards * Getting through locked areas * Finding valuable loot * Escaping before being caught Players should have limited time during a raid. The richer the target, the more difficult their security should potentially be. Players should be able to see information about potential targets before choosing who to attack. ## STEALING SYSTEM Loot should have different values. Example: * Cash * Jewelry * Electronics * Rare collectibles * Gold * Secret items * Extremely rare legendary loot Rare loot should be difficult to obtain and should create exciting moments. Players should have limited carrying capacity so they must decide what loot is worth taking. For example: A player finds: * $5,000 cash * $20,000 jewelry * $100,000 rare item They cannot necessarily carry everything. This creates strategic decisions. ## ESCAPE SYSTEM Getting the loot is only half the job. Players must successfully escape. Create multiple extraction/escape points. The longer a player stays in dangerous territory, the greater the risk. Players should experience tension when carrying valuable loot. Example notification: **"YOU ARE CARRYING $185,000 — GET OUT!"** If the player successfully escapes, the money becomes banked. If they are caught, they lose some or all of the unbanked loot depending on the game mode. ## ECONOMY Create a two-currency system. ### CASH Cash is the main in-game currency. Players can earn Cash by: * Stealing * Completing missions * Raiding bases * Winning challenges * Selling loot * Completing daily objectives Cash is used for: * Base upgrades * Guards * Guard upgrades * Vehicles * Equipment * Storage * Gameplay progression ### VAULT COINS Create a premium currency called **Vault Coins (VC)**. Vault Coins are separate from normal Cash. Use Vault Coins primarily for: * Cosmetics * Character customization * Base customization * Special animations * Cosmetic vehicles * Premium effects * Convenience items * Seasonal content The game should avoid making the premium currency an automatic "pay to win" mechanic. ## MONETIZATION Design the game so it can generate revenue while remaining fun for players who do not spend money. Potential monetization: * Vault Coin packs * Cosmetic bundles * Character skins * Base customization * Vehicle cosmetics * Emotes * Animations * Seasonal passes * Limited-time cosmetic items * VIP membership * Private servers If real-money purchases are implemented, use the official payment system of whichever platform the game is published on. Do not implement unsafe or unauthorized payment processing.

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System Requirements

System Requirement Document
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System Requirements Document for stolen

1. Introduction

The project "STOLEN" is a multiplayer game designed to provide a highly replayable and competitive experience centered around stealing, escaping, building secure bases, hiring guards, upgrading operations, and attacking other players. The game targets players who enjoy strategic risk-reward gameplay and social interaction within a dynamic and evolving environment.

2. System Overview

STOLEN is a multiplayer game that combines elements of strategy, action, and social competition. Players start with a small base and limited resources, engaging in activities such as stealing loot, upgrading their base, and defending against other players. The game features a progression system, a dual-currency economy, and various game modes to enhance replayability and player engagement.

2a. Product Interpretation and Delivery Boundary

STOLEN is designed to be a fully playable game, not just a concept or mockup. The initial prototype will include core gameplay elements with the potential for future expansion across multiple platforms, including PC, Web, iPhone, Android, and Roblox. The game will support player accounts, persistent progress, and multiplayer interactions, with server-authoritative validation to ensure security and fairness.

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2b. Source Content Inventory

Not applicable as no content source directive is provided.

2c. Page Content and Component Coverage

Landing

  • Information/State: Introduction to STOLEN, core gameplay loop, and audience.
  • Primary Actions: Learn about the game, view promotional content.
  • Components: Hero section with interactive 3D object, cinematic visuals.

Login

  • Information/State: Account access for returning players.
  • Primary Actions: Enter credentials, recover account.
  • Components: Login form, account recovery options.

Dashboard

  • Information/State: Overview of player stats, Cash, Vault Coins, progression.
  • Primary Actions: Navigate to game modes, manage operations.
  • Components: Player profile, currency display, navigation links.

Modes

  • Information/State: Available game modes and session details.
  • Primary Actions: Select and join game modes.
  • Components: Mode selection interface, session information.
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Targets

  • Information/State: Intelligence on potential raid targets.
  • Primary Actions: Inspect target profiles, plan attacks.
  • Components: Target list, profile inspection tools.

World

  • Information/State: Map navigation and area progression.
  • Primary Actions: Explore map, unlock new areas.
  • Components: Interactive map, area details.

Heist

  • Information/State: Active heist details, loot status, security threats.
  • Primary Actions: Execute heist, manage loot.
  • Components: Heist interface, timer, event notifications.

Escape

  • Information/State: Escape routes and extraction points.
  • Primary Actions: Select escape route, execute escape.
  • Components: Escape map, risk indicators.

Vault

  • Information/State: Loot storage and banking options.
  • Primary Actions: Deposit loot, manage inventory.
  • Components: Vault interface, inventory management.
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Base

  • Information/State: Base configuration and upgrades.
  • Primary Actions: Upgrade base, customize layout.
  • Components: Base editor, upgrade options.

Guards

  • Information/State: Guard management and upgrades.
  • Primary Actions: Purchase and upgrade guards.
  • Components: Guard roster, upgrade interface.

Upgrades

  • Information/State: Available upgrades for base and equipment.
  • Primary Actions: Apply upgrades, manage resources.
  • Components: Upgrade catalog, resource management.

Progression

  • Information/State: Player level and unlocks.
  • Primary Actions: Track progression, unlock new content.
  • Components: Progression tracker, unlock notifications.

Customization

  • Information/State: Character and base customization options.
  • Primary Actions: Customize appearance, apply cosmetics.
  • Components: Customization tools, preview interface.
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Leaderboards

  • Information/State: Competitive rankings and achievements.
  • Primary Actions: View leaderboards, compare stats.
  • Components: Leaderboard display, achievement highlights.

Shop

  • Information/State: Available purchases and Vault Coin items.
  • Primary Actions: Buy items, manage Vault Coins.
  • Components: Shop interface, purchase confirmation.
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3. Functional Requirements

  • As a Heist Player, I should be able to enter the world, locate and steal loot, and escape to bank my earnings.

    • Trigger/Input: Player initiates a heist.
    • Observable Result: Loot is banked as Cash upon successful escape.
    • Access State: Role-restricted access to Heist and Escape pages.
    • Acceptance: Successful escape results in banked Cash; failure results in loss of unbanked loot.
  • As a Base Operator, I should be able to upgrade my base and manage my guards to enhance security and operations.

    • Trigger/Input: Player selects upgrade or guard management options.
    • Observable Result: Base and guards are upgraded, enhancing security.
    • Access State: Role-restricted access to Base and Guards pages.
    • Acceptance: Upgrades and guard enhancements are applied successfully.
  • As a Heist Player, I should be able to inspect potential raid targets and plan my attacks.

    • Trigger/Input: Player accesses the Targets page.
    • Observable Result: Target intelligence is displayed for planning.
    • Access State: Login required for access.
    • Acceptance: Player can view and select targets for raids.
  • As a Base Operator, I should be able to customize my base and character using Vault Coins.

    • Trigger/Input: Player accesses the Customization page.
    • Observable Result: Customizations are applied to base and character.
    • Access State: Login required for access.
    • Acceptance: Customizations are visible and functional.
  • As a Heist Player, I should be able to participate in various game modes to earn rewards and progress.

    • Trigger/Input: Player selects a game mode from the Modes page.
    • Observable Result: Player joins the selected game mode session.
    • Access State: Login required for access.
    • Acceptance: Player successfully participates in the chosen mode.
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4. User Personas

Heist Player

  • Product Context: Engages in stealing, escaping, and raiding activities.
  • Primary Goal: Accumulate wealth and progress through successful heists.
  • Responsibilities: Execute heists, manage loot, plan raids, participate in game modes.
  • Interactions: Competes with other players, manages risk and reward.
  • Success: Successfully banks loot and progresses in the game.

Base Operator

  • Product Context: Manages and upgrades the player's base and defenses.
  • Primary Goal: Build a secure and profitable operation.
  • Responsibilities: Upgrade base, manage guards, customize environment.
  • Interactions: Defends against raids, invests in base improvements.
  • Success: Enhances base security and operational efficiency.

5. Core User Flows

5.1 Heist Execution

  1. Start: Player selects a heist from the Modes page.
  2. Navigate: Player enters the World page to locate a target.
  3. Steal: Player executes the heist on the Heist page, managing loot and avoiding security.
  4. Escape: Player selects an escape route on the Escape page.
  5. Outcome: Successful escape banks loot as Cash; failure results in loss of unbanked loot.
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5.2 Base Management

  1. Start: Player accesses the Base page.
  2. Upgrade: Player selects upgrades for base facilities and defenses.
  3. Manage Guards: Player purchases and upgrades guards on the Guards page.
  4. Outcome: Base security and operational capabilities are enhanced.

5.3 Customization

  1. Start: Player accesses the Customization page.
  2. Select: Player chooses customization options for character and base.
  3. Apply: Customizations are applied using Vault Coins.
  4. Outcome: Customizations are visible and enhance the player's experience.

5.4 Target Inspection and Raid Planning

  1. Start: Player accesses the Targets page.
  2. Inspect: Player reviews target intelligence and selects a raid target.
  3. Plan: Player plans the raid strategy based on available information.
  4. Outcome: Player is prepared for a successful raid execution.

6. Visuals Colors and Theme

  • Muse: Gleb Kuznetsov
  • Palette: Background #000000, Surface #0A0A0A, Text #FFFFFF, Primary #00FFFF, Accent #FF00FF, Muted #444444
  • Typography: Headings Space Grotesk, Body Orbitron
  • Shape Language: Full-bleed 3D elements, floating glass panels
  • Layout: Radial layouts with immersive HUD overlays
  • Imagery: Abstract 3D objects, particle fields, product holograms
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7. Signature Design Concept

The Landing page will feature a full-bleed 3D scene with floating elements and a central interactive object. The dark background with electric cyan glows will create an immersive experience, drawing users into the world of STOLEN. Interactive HUD overlays will provide real-time data, enhancing the cinematic feel.

8. Interaction Model & Motion Direction

  • Interaction Model: Animated
  • Motion Tempo: Cinematic
  • Hero Dimensionality: WebGL
  • Landing Hero Motion Brief: The focal subject will be an interactive 3D object representing a heist target. Users will experience a transformation as they interact, with electric glows and data streams enhancing the immersive experience. A reduced-motion state will simplify animations for accessibility.

9. Non-Functional Requirements

  • Performance: The game must maintain smooth performance across supported platforms.
  • Security: Implement server-side validation and anti-cheat measures to protect economic transactions and player data.
  • Scalability: Design the architecture to support future expansion and increased player load.

10. Tech Stack

  • Frontend: React, WebGL/R3F for 3D interactions
  • Backend: Node.js, Express, MongoDB for data storage
  • Deployment: Docker, Kubernetes for scalability
  • Platforms: Initial support for PC, Web; future support for iPhone, Android, Roblox
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11. Assumptions and Constraints

  • Assumption: Players will engage with the game primarily for entertainment and competition.
  • Constraint: The game must be a real playable product, not just a concept document.
  • Constraint: Real-money purchases must use the official payment system of the publication platform.

12. Glossary

  • Cash: The main in-game currency used for upgrades and purchases.
  • Vault Coins (VC): Premium currency used for cosmetic and convenience items.
  • Heist Player: A persona focused on executing heists and managing loot.
  • Base Operator: A persona focused on managing and upgrading the player's base.
Preview dataChanges stay in this preview.
Landing design preview
Landing: View game intro
Login: Sign in
Dashboard: View operation stats
Base: Upgrade base facility
Guards: Purchase guard
Guards: Upgrade guard stats
Upgrades: Apply equipment upgrade
Vault: Manage loot storage
Modes: Join defense mode
Heist: Defend base raid
Customization: Customize base
Shop: Buy vault coin items
Progression: Track operation level
Leaderboards: View defender rankings
Preview dataChanges stay in this preview.
Landing design preview
Landing: View game intro
Login: Sign in
Dashboard: View operation stats
Base: Upgrade base facility
Guards: Purchase guard
Guards: Upgrade guard stats
Upgrades: Apply equipment upgrade
Vault: Manage loot storage
Modes: Join defense mode
Heist: Defend base raid
Customization: Customize base
Shop: Buy vault coin items
Progression: Track operation level
Leaderboards: View defender rankings