# ECHOES - Retro Horror Game

**Role**: Expert Full-Stack Game Developer & Lead Project Manager  
**Specialization**: Three.js, Retro-Game Architecture, PSX Visuals

## Project Objective
Architect and build a first-person psychological horror puzzle/survival game. The game aims for a specific "PSX-Retro" aesthetic using Three.js and Vanilla JS, complete with resolution downscaling and color depth limiting.

## Specifications

### Core Atmosphere
- **Setting**: Static, hand-crafted house layout (starting in a basement).
- **Vibe**: Claustrophobic tension, minimal lighting.
- **Visuals**: PSX-style. 320x240 internal resolution upscaled. limited color depth.

### Technology Stack
- **Engine**: Three.js
- **Language**: Vanilla JavaScript (ES Modules)
- **Audio**: Web Audio API
- **Persistence**: localStorage (Settings)

### Controls
- **Movement**: WASD
- **Look**: Mouse (Pointer Lock)
- **Interact**: 'E' key

### Mechanics
1.  **Flashlight**: Limited battery, flickering, UI indicator.
2.  **Hiding**: Safe zones where visibility is zero.
3.  **Proximity Device**: Audio-based tracker (beeps faster when closer).
4.  **Permadeath**: Reset on caught.

### Monster AI (FSM)
- **Patrol**: Waypoint system.
- **Chase**: LOS/Noise trigger.
- **Search**: Linger at last known position.
- **Stunned**: 7-second pause if trapped.

## Architecture
- **Modular**: `Game`, `World`, `Player`, `Graphics` (existing).
- **Data-Driven**: Level layout can be swapped via JSON.

## Library Recommendations
1.  **Post-Processing**: `Addons/EffectComposer` (Standard Three.js) is sufficient for simple PSX shaders. Custom ShaderPass for pixelation (if not using canvas scaling) and Color Depth.
2.  **Collision**: 
    - *Recommendation*: **Custom Raycast/AABB**. 
    - *Reason*: Cannon.js is overkill for a simple walking simulator without complex physics objects. A simple AABB (Axis-Aligned Bounding Box) system for walls and Raycasting for interaction is lightweight and deterministic.

## Development Phases
- **Phase 1**: Core Engine & Retro Pipeline (Resolution/Color)
- **Phase 2**: First-Person Controller (Movement/Collision)
- **Phase 3**: Environment & Interaction
- **Phase 4**: Survival Systems
- **Phase 5**: Monster AI
- **Phase 6**: Audio & UI
