Add one spatial expansion — a new area that feels earned.

The world should grow with the player. But expansion must be earned, not automatic. A new area is a reward for progression.

Ami — Deeper Manhattan Zone

Unlock a deeper Manhattan zone at Tier 3. The new area is colored darker, has a higher base encounter rate, and is only accessible after the Tier 3 unlock.

Ida — Second Block

Unlock a Second Block — another 6–8 lots. Only accessible in Car Mode (requires Day 18 unlock). New plane geometry extends the buildable world.

  • Add new plane geometry for expanded area
  • Gate access behind unlock condition
  • Add zone detection for new area
  • Test: expansion is inaccessible before unlock
  • Test: expansion works correctly after unlock
  • Verify new area integrates with existing systems
  • Checkpoint

    The new area is locked until the condition is met. After unlocking, it works correctly and feels like a reward.

    Only one new area. No third area. No procedural generation.

    Making the new area accessible without unlock — if the player can walk into it immediately, the expansion isn't a reward.

    New area not connected to existing zone detection — the expansion must integrate with the systems from Day 10, not bypass them.

    Expansion adding too much complexity — the new area should feel like more of the game, not a different game.

    Ask: "Does expansion increase complexity too much?" If the answer is yes, simplify the new area. Expansion should feel like MORE of the game, not a DIFFERENT game.