Affliction 360 Lab

The mirror of the Adaptation 360 Lab — being DEALT each combat, feeding and defense adaptation, from inside the specimen. An aggressor wearing the part at the chosen tier afflicts you with scripted scenes whose impacts land on YOUR camera — emotes, vignettes, and status effects that really take your controls — with an integrity bar making the severity ladder legible.

Affliction 360 Lab

The mirror of the Adaptation 360 Lab — being DEALT each combat, feeding and defense adaptation, from inside the specimen. An aggressor wearing the part at the chosen tier afflicts you with scripted scenes whose impacts land on YOUR camera — emotes, vignettes, and status effects that really take your controls — with an integrity bar making the severity ladder legible.

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One adaptation, one scene, three cameras — received

The [Adaptation 360 Lab](/adaptation-360) art-directs *dealing* each adaptation. This lab is the other half of every one of those moments: being dealt it. An aggressor wearing the chosen part at the chosen tier (none / poor / decent / great) runs a scripted affliction loop — lurk → approach → telegraph → strike → afflict → withdraw → recover — and everything lands on *your* camera:

| Part (worn by) | Scene | The afflicted ladder | |---|---|---| | Jaw (cyclops) | be hunted | none: gummed harmlessly → poor: two ragged bites → decent: one clean crunch → great: a knockdown maul — the camera slams into the agar and rises facing the withdrawing hunter | | Stinger (daphnia) | be stung | a flank dart from outside your gaze, then venom steals your controls: movement frozen 0 / 1.5 / 3 / 5 s while the camera stays free but sways drunk under a violet haze | | Proboscis (daphnia) | be drained | latched from standoff range (0 / 55 / 90 / 130 wu): a tether runs *into* your view, integrity leaks per second, the camera dims and sags — until you tear free with a burst | | Pseudopod (amoeba) | be engulfed | the dread-slow ooze closes an iris over your view (35 / 60 / 82%), your inputs damp toward nothing, struggle shakes — then the escape pop | | Spike (paramecium) | charge the crown | *you* are the aggressor: at none you simply eat it — at higher tiers its crown pricks you at 55 / 85 / 115 wu with knockback, and your approach speed visibly decays cycle over cycle (learned aversion) | | Membrane ruffle (paramecium) | the untouchable | the speed part as defense: it *reads your lunge* (40 / 70 / 110 wu) and ghosts sideways through cyan afterimages — three whiffs end in a dizzy spell, and at great it taunt-orbits you while the camera tracks. Damage dealt: 0 |

The two defender scenes invert none on purpose: a bare paramecium is just lunch — your only win in this lab, and the anchor that makes every higher tier legible.

.. exec::docs.affliction_360.affliction_360

Status effects: the camera as the body

The [camera-emote sheet](/adaptation-360) covers *reflexes* (under ~2.5 s, ending at rest). Afflictions need sustained states, so this lab adds a status system that is deliberately *not* an emote:

the director's deadband. A live ⚠ STUN 2.4s chip counts it down.

amoeba at hfov 70, the iris overlay closing; at great the ooze *drags you toward it*.

view dimming as integrity leaks.

The INTEGRITY bar (0–100, regenerating between cycles) turns the tier ladder into numbers — and breaching it replaces the per-hit emote with the big beat: a knockdown, a white-red flash, and an "INTEGRITY BREACH — resealing…" card while the aggressor withdraws.

Alignment across the three cameras

The same world renders everywhere: in 🌎 3rd person and 👁 1st person the attacker visibly wears the part (the splicer's own organelle markup via SPL.spriteOverlay — mandibles, barb, crown, ruffle) while you stay a bare euglena with the pinned gyroscope; in 🪬 360 the worn part appears as glyphs at the attacker's projected position (drawAttackerKit — mandibles that flare on the telegraph beat, the reversed siphon tether, ooze lobes reaching for your view, the amber crown arc). The telegraph beat exists for the camera's sake too: it guarantees the emote channel is clear when the strike lands.

Scaling path

Together with the Adaptation 360 Lab this completes the grammar: every future in-game combat moment has both shots pre-directed — the dealing and the receiving — with the same emotes, vignettes, status hooks and tier ladders on both sides. When the 360 POV graduates into /petri-dish-evolution, engine events (EVO) replace these scripts and the presentation carries over unchanged. Nothing here touches the game.

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*Source: /affliction-360*

Note for AI agents: This is the static, prerendered view of an interactive Dash application served because we detected a non-JS user agent. Full prose docs: