Absolutely, broski — here’s everything we just talked about, condensed into one clean reference list without altering anything: --- Shared / Autoload GameState.gd → stores current_height, player_stats, weapons, skill_points, flags --- Stairs Scene (2D, first-person idle) Stairs (Node2D) ParallaxBackground StairsLayer (ParallaxLayer) → StairsSprite (Sprite2D) WallLayer (ParallaxLayer) → WallSprite (Sprite2D) Camera2D → first-person forward, subtle bob StairController.gd → scroll speed, height, triggers encounters / dungeon milestones EncounterController (Node) → handles enemy logic EnemyData → stores enemy type, chance, sprite EnemyInstance (Sprite2D) → shows enemy visually when triggered UI (CanvasLayer) HeightLabel (Label) → shows floors climbed ProgressBar → visualizes climb to milestone EncounterPanel (Control) [Hidden] → shows enemy sprite + talk/fight/run buttons Dungeon Scene (3D, turn-based) Dungeon (Node3D) Level (Node3D) FloorMesh (MeshInstance3D) Walls (MeshInstance3D) Props (MeshInstance3D) Camera3D → player view PlayerController (Node) → stats / actions EnemyController (Node) → AI / spawn TurnManager (Node) → controls turn order DungeonController.gd → starts/ends dungeon, gives rewards UI (CanvasLayer) ActionMenu → buttons for attack/spell/item HealthBars Log → text feedback for turns Gameplay Flow Stairs Scene → auto-climb + random enemy interruptions EncounterController triggers EnemyInstance → shows EncounterPanel → player picks Talk/Fight/Run Outcome updates Mehr sehen