# Game Design Document — Fast & Furious: Tokyo Expressway (MVP) ## Vision A progression-fantasy street racer. You start in a humble-but-iconic 1993 Mazda RX-7 and claw your way up to hypercars on a neon-drenched Tokyo expressway at night. Easy to pick up, satisfying to grind, fair to spend on. ## The one-sentence pitch "Start in the RX-7, own the expressway." ## Core loop (the addictive 60 seconds) 1. **Spawn** on the expressway in your equipped car. 2. **Race** the time-trial down the highway to the finish line. 3. **Earn** cash + reputation for finishing. 4. **Spend** in the Garage: upgrade your current car or buy the next tier. 5. A faster car / better tune makes the next race feel better → back to step 1. Daily rewards + rising rep gates give a reason to come back tomorrow. ## Pillars - **Progression fantasy** — junker → hypercar, always a visible next goal. - **Nighttime Tokyo vibe** — neon, speed, style. - **Fair monetization** — spending accelerates the grind, never buys wins. - **Server-authoritative** — no exploiting money or unlocking cars. ## MVP feature set (what's built) - 5-tier car catalogue; **RX-7 is the free starter** (Tier 2). - Drivable cars via VehicleSeat (proven, swap-in real mesh later). - Procedural expressway map with kill-walls (can't leave the road). - Garage + Dealership UI: view / buy / equip / upgrade. - Upgrade system: Engine / Tires / Nitro, cost-scaled with diminishing returns. - Solo time-trial race with server-validated payouts. - Reputation gates on higher-tier cars. - Daily login reward. - Robust saving via ProfileStore (session-locked, reconciling). - Basic movement anti-cheat. ## Deliberately deferred (see ROADMAP) Traffic AI, head-to-head/drag racing, car customization cosmetics, crews/PvP, full city map, mobile-tuned optimization pass, monetization products. ## Economy first-pass numbers (tune freely in `GameConfig`) - Start: $1,500, 0 rep, own the RX-7. - Race finish: +$650 (base+win) and +15 rep. - Daily: +$300, +10 rep. - Upgrades: base $500, ×1.6 per level, cap level 5 per part. - Car tiers: Junk $800 → S15 $12k (50 rep) → R34 $45k (180 rep) → Hyper $250k (600 rep). ## Win condition / retention No hard "end" — the chase up the tiers plus daily rewards and (future) leaderboards supply the long tail. First-session goal: earn enough to feel one upgrade land inside the first 10 minutes.