| Decision | Reason |
| Not voxel | Minecraft's appeal is persistence and self-set goals, not blocks. |
| No wipes or runs | The whole reason the genre didn't fit. Most indie survival is run-based because it's cheaper. |
| Fixed terrain, procedural loot | Route planning is only a decision if distances are knowable. Random terrain makes it a reaction. |
| Vessel is fictional, not a real vehicle | No drivetrain knowledge required. Invented parts, authored failure rules. |
| Spoilage and cold chain as the core | Drawn from actual dietary work. Nothing in the genre models it. |
| Cooler degrades, not random failure | Visible decline reads as dread. A surprise roll reads as unfair. |
| Fuel competes with cargo for hold space | Turns route length into a cost you pay in the thing you drove out to get. |
| Jerry cans sold at Home | If reaching the best location depends on a loot roll, players get stranded by luck. That's the version people hate. |
| Upgrades carry between runs | Opens the far map by earning it instead of by tuning a constant. |
| Prototype in C#, text only | Inventory, timers, quantities, state. Same software already written before. Not an engine problem. |