Developers · reviewers
Developer changelog
Verification results by milestone, then every commit on every tracked branch, generated from Git.
Content checked 31 October 2026
Verification record#
Only results somebody actually ran are listed, with who ran them. Agent-reported numbers are labelled as such.
| Date | Subject @ commit | Who ran it | Command | Result |
|---|---|---|---|---|
| 26 Oct | main @ 651ca26 (clean checkout) | Codex | npm ci, npm run check | 53 unit + 7 Edge smoke passed |
| 26 Oct | main @ 6bc7a00 | Codex | npm run test:realtime | 1/1, 180,634 ms, held 40/45, no page errors |
| 27 Oct | Bridge audit @ 16f9e95 | Codex | npm test, build, smoke, realtime | 53/53, build OK, 7/7, held 40/45 (180,639 ms) |
| 27 Oct | integration @ 1a5455e | Codex | npm ci, npm test, build, test:browser (port 4183), test:art | 60/60, build OK, 7/7, 4/4 |
| 27 Oct | integration @ 1a5455e | Codex | npm run test:realtime | 1/1, 180,878 ms, held 37/45 |
| 27 Oct | Watcher fix d3b7103 | Codex | build hash, test:art | Production JS byte-identical; 4/4 |
| 27 Oct | Claude A @ 74ca822 | Codex QA subagent | A’s Node tests in an isolated fixture | 28/28; 4 defects reproduced (EXP-01..04) |
| 27 Oct | Claude B @ 6ed12d8 | Codex QA subagent | B’s Node tests in an isolated fixture | 22/22; stale-intent defect reproduced (SKILL-01) |
| 27 Oct | Claude A @ 773b241 | Claude A (self) | npm test; expedition Playwright; smoke | 163/163; 17/17; 7/7 (agent-reported) |
| 27 Oct | Claude B @ ab338e4 | Claude B (self) | npm test; lab; homestead; Playwright | 69/69; 12/12; 14/14; 3 + 3 (agent-reported) |
| 29 Oct | Claude A @ 773b241 | Wiki (Claude) | npm test in a scratch extract | 163/163 |
| 29 Oct | Claude B @ ab338e4 | Wiki (Claude) | npm test; node --test tests/skills/*.test.js tests/homestead/*.test.js | 69/69; 42/42 |
| 29 Oct | 8 demo snapshots | Wiki (Claude) | Opened from disk in Edge (Playwright) | All loaded, no page errors |
| 29 Oct | This wiki | Wiki (Claude) | node wiki/tools/build-wiki.mjs link check | All relative links and anchors resolve |
| 31 Oct | Arborwake rename, main @ 54cc7cc | Codex | npm test; build; build:systems; test:browser (port 4207); test:systems:browser (port 4206); Wix preview check | 101/101; both builds OK; 10/10 incl. save migration; 3/3; passed |
| 31 Oct | game-main snapshot re-pinned to acfb2ff | Wiki (Claude) | Opened from disk in Edge (Playwright); build-wiki.mjs; check-wiki.mjs | Loads with no page errors, window.arborwake.getState present; links resolve; check passed |
| 2 Nov | Shared main checkout (with uncommitted work) | Codex | npm test; build; test:browser; build:alpha + alpha browser suite | 253; passed; 10; passed + 4 (lead-reported) |
| 2 Nov | Placeholder @ 69c7b54 | Codex | build; test:systems; test; build:prototype; test:browser (Wrangler); deploy:check (dry run) | passed; 135; 11; passed; 7; passed (lead-reported) |
| 2 Nov | Threadway streaming (uncommitted, shared main) | Codex | Units, both builds, browser, before/after profile | 239 units; startup 482 MB → 105 MB; ready 11.3 s → 2.9 s (lead-reported) |
| 2 Nov | Live site arborwake.glownight.io | Codex audit | Headless Edge at 1280×800; bundle hash | Bundle matches 82c3add; travel refusal and caption overlap reproduced |
| 3 Nov | Placeholder @ b9d0316 (HUD scale, cast size) | Codex | npm test; build; test:browser | 11; passed; 10 (lead-reported) |
| 3 Nov | Placeholder @ b89f778 (clean extract) | Wiki (Claude) | npm run test:systems; npm test | 135/135; 11/11 |
| 2 Nov | Turn demos b-turns @ 215bfbf, a-tactics @ e7656b9, run-hud @ a893e4f | Wiki (Claude) | Snapshot, then opened from disk in Edge (Playwright) | Load with no page errors; one optional image request in b-turns has no name yet |
Fixed defects with regression evidence: Ready could postpone impact repeatedly; successful work showed “interrupted” (both a2da0aa); browser-test resume race (1a5455e); Vite watcher ignoring worktree sources (d3b7103). Details in BUGS.
All commits#
Each commit is labelled with the first branch that contains it: main (accepted) means it is part of the accepted project; any other label means the commit exists only on that branch and is not integrated. Expand a row to read the full commit message.
Generated from Git when the wiki was built (3 Nov 2026, 12:17 am, Sydney). 1022 commits. Times are Australia/Sydney.
Branch tips used (29)
main 1ded4c01c · Placeholder bf472ae0a · claude/expeditions 03c212cb5 · claude/expeditions-hearth d662d8577 · claude/skills 69ec97ec3 · claude/skills-fork badaa5c6f · claude/services-pin ed37622c0 · claude/run-hud c6436ff91 · claude/hud-inventory cbf7badc3 · claude/vfx a0ba90a7a · claude/vfx-astro 8ebe24cf3 · claude/vfx-build c3ac12845 · claude/vfx-care 5237e48bf · claude/vfx-home eb3e044b4 · claude/vfx-movement e4fef1029 · claude/vfx-orders bd6e49573 · claude/vfx-panels 0614ce029 · claude/vfx-pressure 1f6a96e58 · claude/vfx-pullglide 06d31ebd0 · claude/vfx-quests d3c8a97c1 · claude/vfx-survey ae42cbb07 · claude/vfx-vessel 47238f226 · claude/vfx-ward 5d708bc10 · claude/cell-slime 11b03a488 · claude/microglia-motion f81684851 · codex/ranger-character-art 8a6ddb0f7 · claude/environment-art 3777e271f · codex/environment-art 95339ee9d · claude/wiki 7df3a62ea
Tue 3 November 2026
- 12:15 am
11b03a488Character art Stella/Aster side views enlarged with protruding processes (look for the user)206 files, 242 +, 59 −Commit message
User: side sprites too small next to a normal astrocyte NPC, need tendrils that stick out. Grown to the generic's 54 px width by column/row duplication (no resampling), two outlined processes in their own colours. Blind round: LOW. Study rebuilt; anchors follow the grown base. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:10 am
bf472ae0aPlaceholder (alpha) Record HUD scaling and named-cast sizing verification1 files, 60 + - 12:09 am
943655826Character art Later cast study: all-views review GIF on the fixed masters1 files, 0 +, 0 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:09 am
b9d0316aePlaceholder (alpha) Scale the HUD together and correct named-character world sizing13 files, 399 +, 232 − - 12:09 am
849244778Character art Stella/Aster recolour approved by the user, saturation lowered x0.8286 files, 69 +, 68 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:08 am
80ee78232Character art Stella orchid and Aster royal violet: colour-only fix on Codex's masters302 files, 417 +, 25 −Commit message
User: their top-downs did not stand out from the generic astrocyte; keep Codex's sprites, change the colour, stay purple. Ramps remapped entry for entry (lightness kept), all four views; the study rebuilt on fixed/. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:05 am
69ec97ec3Claude B · systems Hearth dimmed look: draw Stella on her blocked square (7,2), from the existing astrocyte sprite2 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:04 am
b4b6c8674Claude B · systems Grid looks README: what each image shows; (7,2) in image 6 is Stella's square (sprite not drawn)1 files, 13 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:03 am
f9548f2c8Claude B · systems Pin fork 2's Hearth boards at d662d857 (24x20 squares, drawn solids); dimmed Hearth look on them2 files, 3 +, 2 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:02 am
3777e271fEnvironment art Hearth boards: G1/G2 under preparation (p005 preparing1/2, approved 2 Nov)19 files, 121 +, 20 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:01 am
03c212cb5Claude A · rooms Generated outings: the room-side assembler on B's outing ladder, save record and stale guard5 files, 626 +, 1 −Commit message
assembleOuting draws four challenge rooms and a calm room for a seed, location and B's outingTiers ladder from the shipped tables (Gardens verdicts, forged pools), with B's band per position; restoreOuting rebuilds from saved knobs and re-draws only changed or missing rooms. variantFor now restores with the room's declaration (a partial Vessel walls swap). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:01 am
cbf7badc3HUD Threadway interiors: inventory and an Apothecary sample from the user's CAD shop35 files, 8841 +Commit message
The Apothecary is rendered from the user's Stage 04b CAD model with the game camera (orthographic, 15 degrees, 48 px/m), put on the B08 palette, cut into sorted props, and given walk data (floor, nine solids, door, exit, arrival) in the lead's walk25 units. Look sheet for the user; not approved or integrated. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:01 am
8fbd0637fCharacter art Vessa: user picked recolour L (lighter); study rebuilt on the fixed master79 files, 157 +, 5 −Commit message
later/fixed/ holds masters fixed after the user's review; the animation script prefers them. Vessa's vessel and geometry unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:00 am
9ddeb67e1Claude B · systems Hearth growth 'preparing' draws the approved planned-route art (cell-slime 0370a919; approval 72c251c3)2 files, 3 +, 3 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Mon 2 November 2026
- 11:59 pm
d5d9bcf18Environment art Hearth boards on fork 2's drawn solids (d662d857): basin blocks its dish only16 files, 180 +, 193 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:59 pm
72c251c31Character art Record user approval of the Hearth planned-route state (p005 preparing)4 files, 7 +, 5 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:59 pm
785be7a50Character art Vessa recolour round 2: L/D/R, her layers only (vessel untouched)164 files, 22 +, 11 −Commit message
User: round 1 looked no different, and the vessel is not her. Bigger palette-limited shifts on body, wraps and antenna; vessel layer kept. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:56 pm
9f51c7b24Claude B · systems Dim non-playable squares to 70% on the player's turn only (user, 2 Nov)2 files, 22 +, 1 −Commit message
The dim lifts while End turn's round plays out and returns when you can act. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:54 pm
6b92ef7cdCharacter art Vessa recolour options A/B/C, palette-limited (look for the user)93 files, 55 +Commit message
User: Vessa needs a slight colour change limited to its palette. Each option only remaps her own palette entries; no pixel moves. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:53 pm
0370a9191Character art Hearth planned route: chalk marks instead of outlined dashes (p005 preparing, PREVIEW ONLY)15 files, 57 +, 32 −Commit message
User: the dashed lines looked like segmented axons. The preparing state is now a gold hillock stub plus 2x2 chalk marks painted on the lawn (no outline, gold or shadow); on pale sand they are scratched in darker. Blind round 6: LOW, read as a different, planned route. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:53 pm
e30f96f8aClaude B · systems Mark the Hearth growth 'preparing' art as an unapproved preview (16c9aab4): draw it as absent until approved2 files, 3 +, 2 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:51 pm
c6436ff91HUD Run HUD overlap check: Claude A's Hearth boards (799c61a5b)3 files, 37 +, 7 −Commit message
Adds every Hearth board and home state, with line contacts and clumps. Found: the goal strip covers the rosette crop's north line and both-growths' start; the bar covers the rosette crop's g1/g2 contacts on row 13. Reported to Claude A as a geometry call. Engine check 0 failed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:51 pm
56e04ff7cClaude B · systems Report: host contracts addendum (lead items 3, 4, 5, 7) and the Vessel bands re-pin1 files, 175 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:51 pm
2934fcfadClaude B · systems Host contracts: drill receipts, outing tiers and charting, visit requests, cover and absence, paid Call, map states, epilogue7 files, 642 +, 4 −Commit message
Rules and tests for the lead's integration items 3-5 and 7 (General's split, 2 Nov): drillReceipt (DRILL_ROOMS), outingTiers and chartFacts, visits.js, cover.js, buyCalls/roomCalls/callReceipt/refundCalls, outcomes.js (mapStates, epilogueOutcome). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:50 pm
139e1c51fCharacter art Later named cast: rig prep and idle/tend study tooling (paused for master fixes)1138 files, 6272 +Commit message
Site-bound residents (General agreed): idle plus a role action per character, own facing, fixed root/vessel checked pixel-exact. The study runs on Codex's masters; the user asked for those sprites to be fixed first, so it will be rebuilt on the fixed masters before any look. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:49 pm
799c61a5bClaude A · rooms Hearth host handoff: verdict table 76a721bd on the painted floor, host sequence and save facts1 files, 133 +Commit message
Fork 2's d662d857 merged (e7656b98). For the lead's Ready -> disturbance -> line/scorch -> return/save step: board choice, hearthComposition with B's facts, disturbancePlayed, outcome, what to persist (not scorch tiles), and notes for the outing lifecycle. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:49 pm
d1751d9a9Environment art Hand off Threadway injury states to lead1 files, 122 +Commit message
Manifest, export notes, runtime lights-out and a per-state walk map table, including the canal-side ledge that keeps every exit reachable. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:49 pm
561b84441Environment art Build Threadway Act V injury states in the p24 3D scene16 files, 1207 +Commit message
Three switchable states (intact, ruptured, recovering) at the Studios crossing, as baked plain-mesh collections plus a hide list, so the GLB export keeps them. The gap stops at a canal-side ledge that stays walkable both ways, so every exit stays reachable (the user, 2 Nov). Changes 59-62% of a 512x288 view at 15 and 30 degrees; blind-tested. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:33 pm
e7656b980Claude A · rooms Merge claude/expeditions-hearth at d662d857 (fork 2: Hearth boards on 24x20 ground squares)Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:53 pm
215bfbf88Claude B · systems Vessel Margins bands: tier 1 bonus ratio 1x, tier 2 novice fails 50-90%, tier 3 the Gardens'3 files, 30 +, 3 −Commit message
From Claude A's forge on the painted 24x20 boards: the tier-1 bonus is free without a reactive wall, and a class-split tier-2 room pools at exactly 50%. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:57 pm
d662d8577Claude A · rooms Hearth boards on 24x20 ground squares: shared floor rule, drawn solids, retuned table7 files, 274 +, 139 −Commit message
The 20 Hearth boards move to CELL_H 20 (the user's pick, 2 Nov): 21 x 14 crops at Room building's tile origins, main A's FLOOR_SHARE rule with solids as drawn shapes, drops and fall slots anchored to world points, and a verdict hash that includes every room's floors. quiet-post's tired G2 starts at 0.65; South Litter loses its far-east d4 drop so B's expert clears it overreacted (round 3), with a d3 slot knob keeping its shuffle space at 108. Verdict table 76a721bd; judgeSeed bands in report addendum 3. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:06 pm
d992bc816Claude A · rooms Forge Gardens and Quiet Tracts pools on the painted 24x20 boards2 files, 601 +, 613 −Commit message
Gardens: First Light 8, Rosette 8, Storm Eye 8, Four Lobes 7 (shrunk to meet the t3 expert cap). Quiet Tracts: 14 of 15 rooms ship pools; Precursor and Trim stays base only. Waiting Precursor and Decoy Lane get knobs that split the classes again on the painted boards (near decoy the Sentinel pulls and the Warden walks to; lower doorway in the lane). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:04 pm
b89f778c2Placeholder (alpha) Record reconciled game integration and verified remaining work1 files, 142 + - 05:55 pm
69c7b5470Placeholder (alpha) Integrate current world, streamed Threadway and durable alpha systems489 files, 53087 +, 248 − - 04:45 pm
f34fae979Claude B · systems Pin Vessel VFX at 47238f226 (dark rim #373c59, clears 3:1 on the pale-floor grid border)1 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:44 pm
47238f226VFX Vessel VFX: rim #4d526e -> the sprite's own #373c59, so the pale-floor grid border clears 3:1 (2.77 -> 3.90)3 files, 15 +, 13 −Commit message
General's call, 2 Nov. Keeps the two-tone family (cream core, slate rim); every grid line and border now gives a mark tone of 3.3:1 or more. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:43 pm
5ed726064Environment art Record the user's ruling: leave painted floor strips outside the 24x20 grid2 files, 9 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:35 pm
ef3984901Claude A · rooms Forge: shrink a pool that misses its band down to six before shipping base only1 files, 16 +, 1 −Commit message
Fuse Line's best eight sat at expert 13% (t3 cap 10%); dropping the one variant that broke the band ships a pool of seven instead of the base. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:21 pm
82c3add0dPlaceholder (alpha) Serve integrated alpha through the existing Cloudflare build12 files, 146 +, 28 − - 02:57 pm
921507bf9Placeholder (alpha) Integrate first playable Arborwake alpha on Placeholder783 files, 99417 +, 2 − - 02:41 pm
b38a42a5fClaude A · rooms Vessel Margins retuned on the painted 24x20 boards (B's oracle, badaa5c6f)2 files, 17 +, 10 −Commit message
Base check: all 15 rooms clear solo for every class; five were too easy. - adhesion-bend (t2): f2 severe. - bend-and-leak (t2): connections 0.5 / 0.6, f1 severe. - warning-signs (t3): one severe east front on a round's warning (surges alone let the novice clear as Sentinel). - leak-and-call (t3): connections 0.8 (at full function the novice cleared as Sentinel). - quiet-bend: tier 1. The novice clears it with the bonus whatever the fronts do (lead 1, severe, an extra front, lower function, earlier surge, a shorter deadline), and its lesson is the gentle one. Tiers now 6/4/5. Each change was judged by B's judgeSeed (accept) with A's solver clearing every class. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:54 pm
7d9c46c51Claude B · systems Re-pin Care, Astro and the tendril animation on the 24x20 contract1 files, 3 +, 3 −Commit message
care 5237e48bf (Trim and Tend carry from the foot), astro 8ebe24cf3 (Link spec carries cellH and foot), tendrils f81684851 (the astrocyte process roots at foot - 1, on Astro's pore). On the page Link, End turn and Care (fast) play and release input with all four modules loaded, no errors. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:53 pm
f81684851Character art Link's astrocyte process rises from the opening, a row above the foot5 files, 24 +, 8 −Commit message
VFX Astro: fully open, the pore is 10 rows tall on a 24 x 20 square, so it is centred one row above the foot ([12, 15]) to keep its rim on the tile. Link's astro spec now carries that root (OPENING_LIFT = 1), so the process act.js draws on B's page stands in the pore. A host's ctx.astroRoot(tile) wins. Tests: turns 11/11, astro 10/10, oligo 6/6, module 18/18, npm 150/150. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:51 pm
8ebe24cf3VFX Astro: rope re-pinned at d1c281659; process root kept on the pore centre (row 15)11 files, 192 +, 72 −Commit message
The rope (claude/microglia-motion d1c281659) is pinned byte for byte; PROVENANCE lists the new blob ids and sha256. Link's spec now carries cellH and foot, so the rope alone roots the process on the foot row (16 of 20). The open pore cannot be centred there: after the 24 x 20 squash it spans 5 rows up and 4 down, so on row 16 its rim would reach row 20, the next tile. So the pore stays on row 15 and the module keeps passing spec.root at the pore centre (comment and doc updated). New unit test at 24 x 20 and 48 x 40 (B's ctx foot [12, 16] and the fallback): spec carries cellH/foot, spec.root and the process's first bead are the pore centre. On B's page the pinned act.js still draws the process from its own plan (no root), 1 px below the pore centre. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:51 pm
5237e48bfVFX Care (turns): rope re-pinned at d1c281659; Trim's carry measured from the foot11 files, 754 +, 116 −Commit message
The rope (claude/microglia-motion d1c281659) is pinned byte for byte under care-turns-rope/ with its new pixels.js and astro_rope.js imports; PROVENANCE lists blob ids and sha256. Trim is now the rope's own verb (one process on the engulf clip, `carry` on its tip), so ropeMarks no longer plays it as Tend, and it passes ctx.foot to plan(). propAt: the carry starts at the target's FOOT POINT, so the offset is measured from it (plan().foot, else ctx.foot, else [cellW/2, cellH/2 + round(0.31 cellH)]) and mapped per axis with plan().cellW / cellH. Before, it measured from the tile centre, so a held piece read 6 native px (12 screen) too low on 24 x 20. New unit test at 24 x 20 and 48 x 40: the piece starts exactly on the foot; the real rope's first carry is within 0.5 native px of it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:46 pm
b76f9dfc4Claude B · systems Re-pin the rooms at 15b5e627: boards read the painted floor3 files, 1 +, 1 −Commit message
Claude A's boards read Room building's ground passes (claude/environment-art 8742b7cf) through src/expeditions/layouts/board-floor.js, which the pin's import-following now brings along (35 files). A square plays when painted floor covers 60% of it and its centre; raised objects and dips block where painted. All 56 rooms load on the page at 21 x 14. Looks re-rendered. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:46 pm
349973ba6Environment art Turn-shell grid on A's painted-floor boards (15b5e627)38 files, 24 +, 379 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:45 pm
15b5e627eClaude A · rooms Boards read the painted floor (Room building's ground passes)7 files, 209 +, 8 −Commit message
General's brief makes the approved shell art the ground truth. Room building's second blind read found small painted features off the layout holes (Border Walk's stem, Root Hollow's rock, the Pressure Front knot, Warning Signs' pits). - tests/expeditions/board-floor.py reads claude/environment-art 8742b7cf ground-pass/<shell>.png from the Git store (alpha >= 128 is painted floor; dips already cleared) and writes src/expeditions/layouts/board-floor.js: each 24x20 square's floor share and centre flag, per shell, with blob ids. - board.js: for a shell with a pass, a square is playable when inside the layout's outer floor outline (no holes), mostly painted floor (FLOOR_SHARE 0.6, centre floor), or on a door's way in; only the field reached from the first door is kept. Other shells keep the polygon rule. BOARD_RULES 'cell24x20-floor60-painted1-corners1'. - Border Walk (12,5), (12,6) and Root Hollow (4,5) now block; rocks shrink to their paint; the Quiet Ford pond and Warning Signs pits follow their painted dips. Every board is one field; every authored tile is on the floor; a test pins these. - The Long Tract: the OPC back at two rows below the tract (12,9), so the room again needs Process (the re-tile had put it three rows below and freed its lines). - Stitched-room verdicts regenerated (94, hash 20f0d6c6). Suite: 296/300 before the Long Tract fix (now passing); the rest are the stale shuffle tables (forge running) and the Hearth verdicts (fork 2). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:43 pm
bcb4b03f1Claude B · systems Re-pin the tendril animation on the 24x20 tile contract (d1c281659)1 files, 1 +, 1 −Commit message
claude/microglia-motion: foot-rooted ropes, uniform k, plan() returns cellW, cellH and foot. Loads with Care, Astro and the front on the page; a Care (fast) plays with no errors. Care's and Astro's follow-ups come next. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:41 pm
d1c281659Character art Turn ropes on true ground squares (24 x 20): feet, origin, one scale11 files, 284 +, 90 −Commit message
B's page (claude/skills 211d0ec54) passes createFx({T, TW, TH}) at 48 x 40 with ctx.cellW 24, cellH 20, origin and foot [12, 16]. Tile (c, r) now starts at (c*cellW, r*cellH); every rope roots at the acting cell's foot point and touches the target's (fallback: centre + round(0.31 cellH)). act.js draws at the origin at one uniform scale TW/cellW, so ropes stay upright; unitAt gives the feet's tile. plan() returns cellW, cellH and foot (Care's propAt maps carry per axis); Link's astro spec carries cellH and foot. Fixes the low feet needed: walls no longer push the body on turn boards (opt-in action.bodyWalls: false); a straight Pull's rope is laid from the grip; Link's near-side touch stays on the socket tile; a routed rope is laid from the root's real position; a rope that ends with no contact is laid. Measured on 24 x 20: 17 rooms 76,096 legal reaches, 0 with no rope (51 before the laid fallback); turn tests 660 reaches, 0 visible crossings in 35,850 frames. Tests: module 18/18, turns 11/11, astro 10/10, oligo 6/6, npm 150/150. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 01:26 pm
8742b7cf8Environment art Turn-shell dips pass: pits and deep water out of the floor mask52 files, 94 +, 19 −Commit message
Claude A's boards read the ground pass as painted floor; the pass plane sees floor over ponds and vessel openings. dips_pass.py renders the sunken holes alone, and they are cleared from the cut passes too. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:17 pm
c3f7a94bfClaude B · systems Re-pin the eight VFX groups on the 24x20 tile contract1 files, 11 +, 10 −Commit message
VFX (2 Nov): every module takes createFx({T, TW, TH}) and reads ctx cellW, cellH, origin and foot; ground marks fill TW x TH, upright marks keep k = TW / cellW. Pressure 1f6a96e58, survey ae42cbb07, pull/glide 06d31ebd0, orders bd6e49573, ward 5d708bc10, care 75ab6fa02, astro 45192a445, vessel e8e25d23e. All eight load on the page with no errors; fronts land on the 48 x 40 squares. Known gap: the microglia rope planner (act) still uses square tile centres. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 01:15 pm
bd6e49573VFX Orders VFX (turns): painter.foot reads B's ctx.foot (211d0ec54)2 files, 105 +, 26 −Commit message
The painter's foot (and a new hx, the body's upright axis) use ctx.foot (art px from the tile's top-left, from draw or play) when the host passes it, else B's formula [cellW/2, cellH/2 + round(0.31 cellH)] as before. Every mark over a head (headY: chevrons, notches, pips, drops, brackets, signals, the Huddle arc) follows it; ground marks and the charge box never move. B's [12, 16] equals the formula at 24x20, so nothing changes there. Test: foot [12, 14] lifts only the marks over a head, in draw, preview and play. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:14 pm
0626bd75bClaude A · rooms Stitched-room verdicts on 24x20 mostly-floor boards; action-bar overlap test2 files, 116 +, 96 −Commit message
- verdicts.js regenerated (94 verdicts, library hash a48065bf, solver with the beam-80 retry): all 17 hand-made rooms clear solo; 70 of 77 stitched pairs (71 at 24x24); five verdicts moved (before-the-front now novice-clearable at tier 1; ns-nw-storm+ns-ne-storm no longer clears; three pairs no longer novice-clearable). - Test: nothing authored (starts, targets, clumps, pads, knob slots) sits under the run HUD action bar, bottom row columns 5-13 (Run HUDs' check at 7616537e). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:14 pm
e14cb8039Environment art Turn-shell grid: art walls hide the grid too (second blind read)52 files, 198 +, 16 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:12 pm
06d31ebd0VFX Pull/Glide (turns): tileFoot reads B's ctx.foot (211d0ec54)2 files, 77 +, 1 −Commit message
tileFoot uses ctx.foot (art px from the tile's top-left, from draw or play) when the host passes it, else B's formula [cellW/2, cellH/2 + round(0.31 cellH)] as before. Only the body's own marks stand there (its upright start ghost, its settle ticks); ground marks never move. B's [12, 16] equals the formula at 24x20, so nothing changes there. Test: foot [12, 14] lifts only the body's marks. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:10 pm
ae42cbb07VFX Survey turns: the dash at the Ranger's feet follows B's ctx.foot (211d0ec54)2 files, 59 +, 8 −Commit message
The one unit-anchored mark (the swept-empty dash at the feet) moves by ctx.foot minus B's formula [cellW/2, cellH/2 + round(0.31 cellH)], read in draw and play; tints, scans, the evidence frame and lenses are tile marks and stay. B's [12, 16] equals the formula at 24x20, so nothing changes there. Test: foot [12, 14] lifts only the dash. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:10 pm
a893e4f08HUD Run HUD 24x20 note: Claude A keeps the bar's bottom-row band clear1 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:09 pm
9a093a055Environment art Turn-shell grid on A's mostly-floor masks (7616537e)38 files, 191 +, 22 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:09 pm
726678554HUD Run HUD checks re-pinned to Claude A's 7616537e (mostly-floor squares)3 files, 18 +, 2 −Commit message
Nothing important under any HUD piece; the bar now covers up to 4 bottom-row floor tiles (hedge-lanes, hedge-maze). Engine check 0 failed. No HUD change. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:09 pm
673f95a56Claude B · systems Re-pin the rooms at 7616537e: a square plays when mostly floor3 files, 1 +, 1 −Commit message
Claude A's floor rule after Room building's blind read of the ground passes: a square is playable when its centre is floor and at least 60% of it is (FLOOR_SHARE), so the grid's heavy border follows the painted objects. The solver retries at beam 80. Gardens and Vessel looks re-rendered. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:09 pm
1f6a96e58VFX Pressure front: upright marks follow B's ctx.foot (211d0ec54)2 files, 96 +, 20 −Commit message
The squeeze bars and lingering diamonds move by ctx.foot minus B's formula [cellW/2, cellH/2 + round(0.31 cellH)] in draw and play; ground marks never move. lingerMarks() takes the same foot. B's [12, 16] equals the formula at 24x20, so nothing changes there. Test: foot [12, 14] lifts only upright marks. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:08 pm
7616537ebClaude A · rooms Board squares are playable when mostly floor; solver retries wider4 files, 32 +, 6 −Commit message
- board.js: a tile is playable when its centre is painted floor and at least FLOOR_SHARE (0.6) of its area is, sampled every 4 px, replacing "open within a body radius of the centre". Room building's blind read of the 24x20 ground passes found blocked boxes larger than their objects; measured on the 16 shells, the old rule blocked 353 mostly-bare squares, this blocks 53, and no playable square is more than 40% solid (Room building's occlusion limit). Every board stays one connected field; every authored tile is still on the floor. BOARD_RULES 'cell24x20-floor60-corners1'. - solver.js: a default search that fails retries at beam 80 before a room is called unsolvable (Four Lobes needs it on the larger floor; beam 40 misses it). - Board-geometry expectations at the new counts (216, 215, 176). Stale until regenerated: the stitched-room verdicts (running), the shuffle tables (forge), the Hearth verdicts (fork 2, same floor rule). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:02 pm
e8e25d23eVFX Vessel: 24x20 tiles (TW/TH apart), B's foot point, final grid 211d0ec546 files, 416 +, 96 −Commit message
createFx({T, TW, TH, cell, cellW, cellH}); one uniform scale TW/cellW at ctx.origin. Claude A's lumen points map x by the tile width and y by its height; the pips and gate lie on the floor (6x5, 8x7 at 24x20); the wall bead and ghost sit on the wall edge of the TW x TH tile, centred along it (cellW across, cellH down); the floor route stands on ctx.foot (fallback [cellW/2, cellH/2 + round(0.31 cellH)]). The monocyte sprite is not squashed. grid.js re-pinned from claude/skills 211d0ec54; the study paints it below the board layer; gridOver reproduces paintGrid for the contrast test (one shortfall reported: the border on #bed0bb, 2.77:1). Square boards draw as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 12:59 pm
bd437e094Claude B · systems Grid border: the ground darker in its own hue (Room building's third read)7 files, 22 +, 6 −Commit message
claude/environment-art 3d124fad: on mid-green lawn a pale border read as "a highlight or selection box", and on pale grey floors it matched the thin lines. The border is now the ground x 0.6, lifting by an Overlay at .97 only on dark ground (brightness under .30-.42). Thin lines unchanged. Matches Room building's review render pixel for pixel outside its over-layer. Looks re-rendered. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:57 pm
3d124fad8Environment art Turn-shell ground passes on 24x20 squares; heavier grid border84 files, 314 +, 13 −Commit message
Ground passes for all 16 turn shells (8 Gardens, 5 Vessel Margins, 3 Quiet Tracts) in each room's own camera, cut to A's 21x14 boards (6d49e761), with review sheets and tile maps for B. The border now darkens the ground (x0.6) except on dark grass, after a blind read found the pale border looked like a highlight on lawn. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:55 pm
45192a445VFX Astro: socket stands on B's foot point (211d0ec54); grid re-pinned at 211d0ec548 files, 143 +, 62 −Commit message
The pore, its lobes and the process root sit on ctx.foot (fallback [cellW/2, cellH/2 + round(0.31 cellH)]), raised only so the pore's rim stays above the tile's bottom line (row 15 of 20, 18 of 24). There the lobes take a north layout (mirrored, third lobe north-west, off the process's line), since a south lobe would leave the tile. The study's Ranger and touch rope stand on the same foot. grid.js re-pinned from claude/skills 211d0ec54 (Overlay values; line pixels unchanged). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:53 pm
75ab6fa02VFX Care (turns): 24 x 20 ground squares; study grid matches B 211d0ec546 files, 467 +, 134 −Commit message
createFx({T, TW, TH}) and ctx.cellW/cellH/origin/foot (B's confirmed contract; B's page 48 x 40 over a 24 x 20 cell, k = 2 both ways). One set of tile helpers (tileRect, tileCentre, tileOfArt, foot/bodyTop). Ground marks split by width and height: corner pops and confirm/offer corners (arms 6 x 5 at 24 x 20), refused kinked corners, inflamed specks and the pellet path, ghost rope, tethers, chevrons, pegs, slides, linger row. Upright marks stand on the foot point at the uniform art scale: the Settle/Process gauge and the carried load. Tests at 24, 32, 40/48 over 24, 24 x 20 and 48 x 40, plus bounds, k = 2, origin and foot tests. Study: B's final grid.js pinned from claude/skills 211d0ec54 (replaces cd665c26e); paintGrid over the room's own ground at the art's px, drawn x(TW/cellW) above the ground and stipple, below the modules' board pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 12:51 pm
5d708bc10VFX Ward (turns): stand on the host's foot point (ctx.foot)2 files, 23 +, 7 −Commit message
B 211d0ec54 passes one foot point for every body as ctx.foot ([12, 16] on 24 x 20). tileGeom reads it, else B's own rule [w/2, h/2 + round(0.31 h)] (the same points as before on square tiles). Stand Fast's root bar, brackets and cap stand on it. Test: the brackets follow ctx.foot at 48 x 40. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:50 pm
430428d0fClaude B · systems Grid look: Hearth rosette on the aligned art and its ground pass2 files, 0 +, 0 −Commit message
Room building's a54c79fc cuts the art and ground passes on A's 24x20 window (e653ab85), so no shift. Lines hide where the pass alpha is under 128. The grid matches Room building's own review render pixel for pixel (98.7% within 2 levels; the rest is under its over-layer). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:49 pm
3b50814e0HUD Run HUD checks on Claude A's 24x20 rooms (6d49e761)3 files, 27 +, 8 −Commit message
Both checks pinned to 6d49e761; the overlap check reads the board's originX as well. Nothing important under any HUD piece; tutorial text unchanged. Engine check: a location verb the engine allows from the start (precursor-and-trim's Trim) must show no refusal. No HUD change. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:48 pm
d70d77f0dClaude B · systems Re-pin the rooms to Claude A's 24x20 boards (6d49e761)3 files, 1 +, 1 −Commit message
21 x 14 boards on 24 x 20 ground squares, every room re-tiled; CELL_W 24 and CELL_H 20 match the page. The Gardens and Vessel grid looks are re-rendered on them. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:48 pm
a54c79fc5Environment art Hearth boards on A's 24x20 ground squares (e653ab85)54 files, 492 +, 479 −Commit message
Re-pin to fork 2's 24x20 hearth-map.js: crop windows move to 20 px rows, so the board art, ground passes and masks share one lattice. The review sheets draw B's grid (grid_draw.py) on A's masks; the patched 24x24 copy and grid-sample/ are gone. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:47 pm
211d0ec54Claude B · systems Turn page: one foot point for every body; lawn-green floor; grid look6 files, 12 +, 6 −Commit message
FOOT = [12, 16] art px (the tile centre + round(0.31 cellH), VFX's anchor) is passed as ctx.foot, and the page's bodies, Tracts cells and callers stand on it. The placeholder floor is a mid lawn green, so the grid's Overlay reads as it will on grass (on near-black it barely lifted). Look images for the user in docs/game-balance/looks/grid-2026-11-02 (Gardens, Vessel, Hearth rosette with and without dimmed blocked squares, a blocked-square hover). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:47 pm
6d49e761fClaude A · rooms Boards on 24x20 ground squares (user, 2 Nov): 21x14, every room re-tiled8 files, 531 +, 521 −Commit message
- board.js: CELL_H 20 (CELL_W 24); BOARD_COLS/BOARD_ROWS (21 x 14), ORIGIN_X/ORIGIN_Y (0, 0) exported and carried on each board (originX, originY) for Run HUDs' overlap check. BOARD_RULES 'cell24x20-corners1', so the stitched-room verdicts regenerate. - Every authored tile in the Gardens sections and hand-made rooms, the shuffle knobs, the 15 Vessel and 15 Tracts rooms and the 9 tutorials keeps its pixel place: old row j goes to the new row holding its centre ((j + 0.5) x 24 px), old rows 2 and 7 rounded toward the middle: [0,1,3,4,5,6,7,8,10,11,12,13]. Columns unchanged; range/values knobs and flow directions untouched. Connection lobes and Vessel lumen paths already come from the painted layouts' pixels. - 14 tiles that landed off the painted floor moved to the floor tile nearest their old pixel centre: Vessel west-door starts [0,9] (+ start slot [1,7]), border-walk capillary wall [13,9], warning-signs caller slot [12,10], storm-season jolt pads [15,9]. - Tracts axon now row 7. Tutorials: nothing that matters sits under Run HUDs' prompt line (x 86-426, y 222-258), so the lower-middle rule holds. - Tests: the Vessel bench re-tiled the same way; board-geometry expectations at 21x14. Non-Hearth expedition tests: 228/229 after these fixes; the one failure is the stitched-room verdict table, regenerated in the re-forge. Shuffle pools re-forge next. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:47 pm
9f98030d4VFX Astro: 24x20 tiles (TW/TH apart) and B's final grid 3482e27618 files, 603 +, 162 −Commit message
createFx({T, TW, TH, cell, cellW, cellH}) with one tile helper (origin + c TW, r TH). Ground marks fill the TW x TH rect: supported tint and tufts, ghost checker and outline, Attune band, room-end recede, socket bracket (arms TW/4, TH/4), linked lobes (y x TH/TW) and the pore (rows squashed 9->8, 7->6; seam unchanged). The process rope and sparkles keep one uniform scale TW/cellW; the rope root is given at the tile's own ground centre. Tint gaps now sit on B's final paintGrid pixels: 1-px lines, a 2-px border on the walkable side. grid.js re-pinned from claude/skills 3482e2761; the AS2 study paints it below the board layer and takes ?th=20. Square boards draw as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 12:45 pm
6a085aeaaClaude B · systems Grid tint: Room building's blind-tested Overlay values2 files, 20 +, 14 −Commit message
claude/environment-art 3b5beafe: each line is the ground under it through an Overlay at full strength, s from sGreen (green ground, a step lighter) to sWarm (pale or warm ground, a step darker) by smoothstep(max(brightness, warmth)). Thin line .80/.12, 2 px border .97/.04. A blind A/B there preferred the pale border to a dark one. Never black. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:45 pm
e6f4f57e0VFX Survey turns: 24×20 tile-shaped marks (TILE_24x20, B's TW/TH + cellW/cellH contract)2 files, 248 +, 48 −Commit message
Tile width and height are separate: createFx({T|TW, TH}) and draw/play/preview ctx cellW (or cell), cellH and origin, through one tileShape()/tileRect() helper; tile (c, r) is the screen rect (ox + c*TW, oy + r*TH, TW, TH) and one uniform u keeps art px square. Ground marks fill the tile rect: the area tint and preview, the sweep's scan columns and their full-height leading edges, the empty run's hollow scans, the evidence frame ((nW - 2d) x (nH - 2d)) and the foot dash on the tile's south edge. The lens is upright: same shape on any tile, uniform k. Square boards draw rect for rect as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 12:44 pm
1be99d5dfVFX Orders VFX (turns): tile width and height split for 24 x 20 ground squares2 files, 211 +, 62 −Commit message
createFx takes TW/TH (T = TW, TH defaults to TW) and reads ctx.cellW/cellH. The painter alone maps tiles to art px (cx, cy, foot, k across, ky deep). Ground marks (Direct's landing corners and target ticks, route dots, Swap's trace, corners and cut-line probe, the charge box corner, the meter stretch) frame the 24 x 20 rect; marks over a head (chevrons, notches, pips, drops, brackets, signals, the Huddle arc) stand a fixed uniform height above the tile's foot. Square boards draw pixel-for-pixel what they drew before. Tests at 24x20, 48x40 (B's page), 24 and 32. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:42 pm
3b5beafefEnvironment art Hearth board grid: 24x20 ground passes, tile map and grid sample for B34 files, 5292 +, 5 −Commit message
The user picked ground squares (24x20) and asked for an actual grid with a heavier outer border. Claude B draws it at runtime; this supplies ground passes per crop and growth (504x280), proposed 24x20 walk masks from A's rule, the board/map/ground mapping and the blind-tested line values. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:41 pm
5d6ce4d76VFX Pull/Glide (turns): tile width and height split for 24 x 20 ground squares2 files, 281 +, 100 −Commit message
createFx takes TW/TH (T = TW, TH defaults to TW) and reads ctx.cellW/cellH. One helper set (tileRect, centre, tileFoot, groundLine) maps tiles to the screen. Ground marks (landing corners, ghost squares, diamonds, pips, chevrons, scuffs, clump footprints, contact px, ropes, clamps, trails, the foot line) take depth sizes from cellH; the upright start ghost keeps the uniform k = TW / cellW. Square boards draw pixel-for-pixel what they drew before (64 scenarios compared). Tests at 24x20, 48x40 (B's page), 24 and 32. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:41 pm
99c6fe80bVFX Pressure front: 24×20 tile-shaped marks (TILE_24x20, B's TW/TH + cellW/cellH contract)2 files, 350 +, 90 −Commit message
Tile width and height are separate everywhere: createFx({T|TW, TH, cell|cellW, cellH, origin}) and draw/play ctx cellW/cellH/origin, through one tileSize()/tileRect helper. Ground marks (telegraph rings and ripples for coming, striking, forecast and jolts, the 'top' edge over units, the sweep crest, lingering arch, hold cradle, hit brackets) fill the TW x TH rect; round ones are ellipses squashed to TH/TW. Upright pieces (bolt, chevrons, diamonds, squeeze bars) keep one uniform scale k = TW/cellW; vertical placements (diamonds above the foot, chevrons on the top edge, the meter chip) follow TH. lingerMarks() takes TW/TH/cellW/cellH. Square boards draw call-for-call as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 12:40 pm
fa529d494VFX Ward (turns): 24 x 20 ground squares, tile width and height apart2 files, 195 +, 69 −Commit message
createFx({T, TW, TH}) (B's confirmed contract: T = TW, TH defaults to TW; B's page 48 x 40 over a native cellW 24 x cellH 20, ctx.origin). One tileGeom helper maps tiles (rect, centre, foot, head). Plates, empty sockets, corner ticks, stake feet, the Stand Fast root bar, plant chevron and preview crosses lie on the 24 x 20 rect; stakes, brackets, cap, the catch row's fall and the held press stay upright at the uniform art scale. Tests at 24x24, 32x32, 40x40, 24x20 and 48x40. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 12:39 pm
3482e2761Claude B · systems Grid tint: warm ground gets the darker line too2 files, 13 +, 4 −Commit message
The user's look at Room building's study (c12bcbef): plot soil is as bright as grass, so a brightness switch lifted its lines into it. Warmth (red over green) now picks the press as well, matching the study. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:38 pm
fcca2efcdClaude A · rooms Merge claude/expeditions-hearth at e653ab85 (fork 2: Hearth boards load at 24x20)Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:38 pm
27a2b60f2Claude B · systems Turn page: 24x20 ground-square tiles, an actual grid with a heavy border3 files, 254 +, 60 −Commit message
User (2 Nov) picked ground squares, 24 x 20 px under the 57 degree camera, and asked for "an actual grid, with a heavier outest border, not the impression of a grid". grid.js gains gridLines (every walkable tile's edges; the playable area's outline, holes included, as the border) and paintGrid (lines at the art's own px, tinted from the ground under them, never black, no light fade; an optional ground-pass alpha hides lines behind standing objects). play.js draws tiles at TW 48 x TH 40, caches the ground and grid per room, passes TW/TH/cellW/cellH/origin to the VFX modules (VFX's contract), marks a hovered blocked square and shakes it when a click there is refused. Also loads the Tracts frames through a plain base: Vite's glob rewrite missed the sub-folders. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:38 pm
e653ab85aClaude A · rooms Hearth boards on 24×20 ground squares: 21×14 crops, ground-space footprints, drops by world point5 files, 106 +, 75 −Commit message
The user picked ground squares 24×20 (2 Nov, via General). hearth-map.js derives COLS/ROWS from the layout and CELL_W/CELL_H, keeps each crop's screen window (old row × 24/20, rounded), and measures every footprint clearance on the ground (a screen dy is dy / (CELL_H / CELL_W) there). Drops, clumps and fall slots are placed at the line tile nearest a world point, so they follow the grid instead of counting tiles. board.js is main A's; the verdict table follows separately. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:30 pm
05b0eeaacClaude A · rooms Shuffle tables at 24x24: Quiet Tracts 14/15 pools, rosette and four-lobes re-forged3 files, 2768 +, 290 −Commit message
Forged on B's oracle (bots.js badaa5c6f; Tracts judgements reused from the 983fe6a5 pin, seed rules unchanged), pool 8, distance 1.5, at most 4 low-priority workers. - Quiet Tracts: 14 rooms ship pools of 6-8; precursor-and-trim ships its base (no class split found, novice fails 100% vs 50-85%). botLimited 0. - waiting-precursor: decoy-2 now sits far east; decoy-1 has two far slots, so class splits are common enough for the tier-2 band. single-precursor, long-tract and steered-wrap gain one knob each (settleBy, start, d2.slot). - Gardens: rosette pool 8 (t2, novice fail 75%), four-lobes pool 8 (t3, 100%, expert 6%). botLimited 0. - shuffle tests read every table entry through the shuffle library. The user has since picked 24x20 ground squares; these tables are the record before that switch and will be re-forged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:29 pm
1b246e261HUD Run HUD overlap check: read the board's cellH and placement2 files, 25 +, 11 −Commit message
The user picked 24x20 ground squares. The check now uses Claude A's board cellW/cellH and originY when the pinned board has them (BOARD_Y to place it by hand); output unchanged on today's square-tile pins. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:02 am
99c10622dClaude A · rooms Pin B's bots.js at badaa5c6f (Tracts pool bands); forge reuse and pool fill3 files, 52 +, 9 −Commit message
- vendor/turns/bots.js byte-identical to claude/skills badaa5c6f (blob 82b3ef55): Quiet Tracts pool bands re-set (t2 novice fail 50-85%, t3 60-100%); seed rules unchanged (confirmed by B's fork). - Forge: --reuse-oracle <hash> accepts judgements cached under an older oracle, for a re-pin that leaves judgeSeed untouched; the pool's first fill is now the largest pairwise-far set (depth-first in candidate order) instead of a greedy fill that left small spaces at half their size. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:02 am
a3e3dacd9Claude B · systems Record final Hearth gating numbers on the fixed bots (doc 31 §22.5)1 files, 13 +, 8 −Commit message
Claude A fork 2's run on 983fe6a5 with boards 1e00d729: tier 1 50%, tier 2 75%, overreacted 50% / 86%, expert 0% throughout; surge-west disallowed for overreaction. SIMULATION. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:02 am
b33231a48Claude A · rooms Merge claude/expeditions-hearth at 1e00d729 (fork 2: Hearth tier-2 retune, overreaction rounds, verdicts on 983fe6a5)Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:01 am
1e00d729bClaude A · rooms Report addendum 2: Hearth bands on B's fixed bots, final overreaction rounds1 files, 29 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:01 am
bc8a0d192Claude A · rooms Hearth verdict table on B's fixed bots (983fe6a5): rounds need solver and expert2 files, 9 +, 9 −Commit message
87 rows, hash 7d6a4a56. Every board x home state clears on B's engine as Warden and Sentinel. Overreaction rounds: leaf-fall 4, rosette-surge 5 (B's expert clears both classes); surge-west none, barred. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:45 am
badaa5c6fClaude B · systems Tracts bands re-set: tier 2 novice fails 50-85%, tier 3 60-100%3 files, 16 +, 5 −Commit message
Claude A's forge on the fixed bots: the Tracts novice is a script, so each seed is all-or-nothing per class. A tier-2 seed it clears in every class is too easy, because it always tidies and so always gets the bonus. So an accepted tier-2 seed fails half its runs (a class split) or all of them, and 30-60% was out of reach. - Tier 2 is now 50-85%: at least about a third of a pool must split the classes. - Tier 3 is now 60-100%, like the Gardens' 85-100%: an all-fail pool is allowed for rooms both kits play the same way. Doc 31 Bands by location records why. Skills tests pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:43 am
6790c3f79Claude A · rooms Hearth: the tray footprint and plaza start use CELL_W/CELL_H (A's tile W/H split)2 files, 4 +, 4 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:43 am
a2795a41bClaude A · rooms Merge commit 'b649e518' into claude/expeditions-hearth - 09:43 am
ac649c74eClaude A · rooms Hearth: tier 2 into band on B's fixed bots; overreaction rounds need B's expert too6 files, 61 +, 33 −Commit message
- storm-and-litter gains a mild east front in round 3 (the relay post holds the bend, but walking the litter costs the east line): tier 2 base on B's fixed bots (983fe6a5) is 75% / 0% / 7.0x, in band. - Overreaction round search: a round counts only if A's solver AND B's expert bot (judgeSeed) clear it as Warden and Sentinel (B fork). - G1/G2 routes approved by the user (cell-slime 99fd3fec): no board is provisional any more. - The tray is its drawn disc (rx 25, ry 15) blocking the tiles it mostly covers (Room building); the mask is unchanged. The verdict table is regenerated in the next commit. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:42 am
b649e5186Claude A · rooms Expeditions step 3: 15-room Vessel and Tracts sets, forge sharding, tile W/H split12 files, 1289 +, 81 −Commit message
- Quiet Tracts: 15 rooms (6/4/5 by tier) with shuffle declarations; B's fork's levers (decoys, fuses, flows, steered pulses); a `wear` knob (on-path integrity) and far decoy slots as the easy end where a probe showed a one-class novice save. crowded-tract drops its Process lesson (every variant cleared without it). - Vessel Margins: 15 rooms (5 per tier) with shuffle declarations; retune pending on B's fixed bots (983fe6a5). - Hearth entries in the shuffle library; rosette severity knobs; four-lobes strike-load invariant applied early. - Forge: location/room filters (prefixed ids), up to 4 low-priority shard workers, oracle hash in cache keys, botLimited log, merged --write; a worker now keeps its earlier judgements when re-run. - board.js: CELL_W / CELL_H (both 24) and cellSize(board), read by tileAt, tileCentre, snapTile, Vessel paths, Hearth crops and the demo renderer, so a tilted grid is cheap. No geometry change. Unit suite before the last knob edits: 297/298; the one failure is room:rosette's stale pool, fixed by the re-forge now running. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:37 am
06e9f4954Claude B · systems Re-pin Astro VFX to 62cae82c: the supported tint is a solid block, gapped only on the overlay grid's lines1 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:36 am
62cae82cbVFX Astro: supported tint is a solid block, gapped only on B's grid-line pixels (cd665c26e)5 files, 89 +, 29 −Commit message
B's grid (play.js drawGrid, white 50% overlay on half-pixel walkable edges) is drawn BELOW the module's 'board' layer, as is the study's copy. The tint dropped the retired inset ring (1 px in from each edge) that left a bare floor ring inside every tile; it now fills each tile solid except a 1-px gap exactly on B's line pixels (gridGaps: an inner tile's first column/row when the neighbour is walkable, border lines on the border tile's last pixel), from ctx passable and the board size. Tint colour, room-tick pulse and edges unchanged. onGrid tests updated at T=24 and T=32; astro-3-link.gif re-captured at T=24. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:31 am
c12bcbef2Environment art Hearth grid study: faint darker grid on plot soil8 files, 9 +, 7 −Commit message
User (2 Nov): the grid is meant to be faint, only a guide, but fix it on the soil. Plot soil is as bright as grass, so the light/dark switch cancelled its lines; warmth now picks a darker line. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:30 am
bb2d9ec00VFX Vessel study: board grid matches B cd665c26e (overlay, walkable edges only)6 files, 136 +, 22 −Commit message
The study grid is now drawn exactly as claude/skills play.js drawGrid at cd665c26e (user, 2 Nov: "the black is ugly"): gridEdges from B's grid.js (pinned read-only, aed1bd51 logic, PROVENANCE), rgba(255,255,255,0.5) on 1-px half-pixel lines with an overlay blend. Blocked tiles get no outline. B_GRID now describes the overlay line, with gridOver(floor) for its colour (#20342a -> #304e3f, #bed0bb -> #dfe8dd, matching Edge). The contrast test composites it over the pale floors, the path, the Vessel floor and B's dark floor: the better of core/rim reads 5.4:1 or more everywhere (was 2.5:1 on the old line). Mark colours unchanged; approved review GIFs are not re-captured. Unit 58/58; browser 20/20 on 4383 (review, vessel specs). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:30 am
773b3bf49VFX Astro study: board grid matches B cd665c26e (overlay, walkable edges only)5 files, 122 +, 16 −Commit message
The study grid is now drawn exactly as claude/skills play.js drawGrid at cd665c26e (user, 2 Nov: "the black is ugly"): gridEdges from B's grid.js (pinned read-only, aed1bd51 logic, PROVENANCE), rgba(255,255,255,0.5) on 1-px half-pixel lines with an overlay blend. Blocked tiles get no outline. The onGrid test helper now says it describes the retired a77881b3 inset ring the module's marks still keep clear of (no logic change). Approved review GIFs are not re-captured. Unit 69/69; browser 23/23 on 4382 (review, astro specs). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:30 am
294cfcf22VFX Care study: board grid matches B cd665c26e (overlay, walkable edges only)4 files, 124 +, 15 −Commit message
The study grid is now drawn exactly as claude/skills play.js drawGrid at cd665c26e (user, 2 Nov: "the black is ugly"): gridEdges from B's grid.js (pinned read-only, aed1bd51 logic, PROVENANCE), rgba(255,255,255,0.5) on 1-px half-pixel lines with an overlay blend. Blocked tiles get no outline. The retired rgba(44,70,55,0.4) inset ring is gone. Approved review GIFs are not re-captured. Unit 50/50; browser 31/31 on 4381 (review, care, care-turns specs). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:26 am
e559ac159Environment art Hearth grid study: grid laid on the ground in H15's camera15 files, 164 +, 1 −Commit message
User (2 Nov): the grid looks tacked on; lay it in 3D, tilted with the camera, Overlay-like blend. grid_pass.py renders ground visibility and light (other objects held out); grid_study.py draws the full open-field grid, hidden where objects stand, step lighter on grass and darker on paving. Panels: today, 24x24 laid on ground, 24x20 ground squares. Two blind rounds. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:22 am
d65cd3ec2HUD Run HUD overlap check: TILE_H for a tilted board2 files, 36 +, 15 −Commit message
The run HUD places nothing on screen by tile; the overlap report is the one tile-based check. TILE_H (unset = square tiles, output unchanged) lets it report on a board tilted to about 24x20 px squares. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:21 am
cd665c26eClaude B · systems Grid lines blend with an overlay (user, 2 Nov: 'the black is ugly'): white at 50% lightens the ground under it1 files, 8 +, 1 −Commit message
Walkable edges only, as before (aed1bd51). On the prototype floor #20342a the line reads #304e3f, one step lighter, and never darker over any art. A blind reviewer read it as tile seams in the floor, readable, with no black or harsh lines. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:14 am
7e209e631Claude B · systems Doc 31 §14: loadout pick rates with the score fix; restore the oracle heading lost by an earlier edit1 files, 19 +, 13 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:13 am
6a8c0a375Claude B · systems Doc 31 §14 and §22.5: Vessel and Hearth re-measured with the score fix (983fe6a5); still no option above 35% overall3 files, 9035 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:52 am
16c9aab43Character art Hearth growth lines under preparation (p005, PREVIEW ONLY): G1/G2 dashed17 files, 538 +, 13 −Commit message
Doc 30's middle state ('dashed until built'), requested by General. Same approved route; solid hillock stub, then outlined width_2 dashes that stop short of the home line, with no collar. Blind round 5: LOW. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 08:48 am
c1e23842bEnvironment art Pin Hearth boards to approved growth lines (p005, 99fd3fec)4 files, 11 +, 13 −Commit message
Status only: the user approved G1/G2 as merging routes; art and boards unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:47 am
99fd3feccCharacter art Record user approval of Hearth growth lines G1/G2 (p005)4 files, 7 +, 5 −Commit message
The user approved the merging routes on 2 Nov 2026. Status recorded in the README and both state JSONs; the tool writes it for growth states. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:18 am
d31c32d51Claude A · rooms Pin B's turn engine, catalog, grid and bots at 983fe6a5 (the bots' score fix)5 files, 63 +, 20 −Commit message
Byte-identical from claude/skills 983fe6a5 (blobs in vendor/README.md): the final loadout numbers (1757ae38), judgeSeed widening the expert to width 64, and the score fix that lets the bots see connection function in Vessel Margins and the Hearth (room.value now adds to the connection terms). Every earlier Vessel and Hearth bot verdict is void; the Tracts and the Gardens are unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:18 am
1ecd9b23eEnvironment art Re-cut Hearth boards from A's fixed geometry (24ecae55)14 files, 16 +, 11 −Commit message
A's hedges, lamps, G1/G2 line tiles and growth lawns now match the art; every growth line tile holds drawn line. Ground and canopy art unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:16 am
b761a3e60Claude A · rooms Merge fork 2's Hearth geometry from the art and the overreaction fix (claude/expeditions-hearth 451da651)Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:15 am
451da6510Claude A · rooms Report addendum: Hearth geometry fixes and overreaction search1 files, 53 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:15 am
24ecae550Claude A · rooms Hearth geometry from the art; overreaction tries every round7 files, 437 +, 156 −Commit message
- hearth-map: the neurons' yard hedges, yard lanterns and plaza lamps are solid (environment art 50aca508); G1/G2 follow the drawn p005 routes, merging into East and West (claude/cell-slime 37923dd5, preview, boards marked provisional); each growth's cleared lawn is floor and the pond stays water (3fe9c045); cut-off floor pockets count as solid. - Boards: four clumps re-anchored to the same physical tiles; East Bend's start knob tops up two steps out. - Overreaction (B fork's rule): the extra front tries 3,4,5,2,6 then later rounds; the verdict table records the first round B's engine clears as Warden and Sentinel. surge-west still has none. - Verdict table regenerated on the final geometry (611e92d8, 87 rows). Tier bands held: B's bots are being fixed (f301d8d1). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:08 am
983fe6a52Claude B · systems Bots: add a room's value to the connection terms (it replaced them); the expert walks to lingering lines2 files, 59 +, 7 −Commit message
- score(): a room's own value is added to the connection terms, as Claude A's solver does. Before, it replaced them, so in Vessel rooms both bots were blind to connection function, and Hearth rooms saw it only through the value's lighter line terms (main B found it). The Gardens (no value) and the Tracts (no connections) are unchanged. - The beam only: -0.1 per tile to the nearest connection whose response still lingers, in rooms scored by their own value. This fixes the Warden expert missing After the Storm and The Long Evening (A fork 2): equal Ward plans crowded out the walk to the far line. The novice is untouched. - Re-measured (SIMULATION; widths 16, 32, then 64) on Vessel (a95c8ef7) and on Hearth (A fork 2's geometry-fix working tree): - Vessel tiers 2 and 3 are mostly too easy for the sighted novice. - Hearth base: tier 1 in band; tier 2 accepts every board, with the novice 1 point under 70%. - Overreacted leaf-fall, rosette-surge and surge-west are too hard, so they are disallowed. - Report section 5. - Skills tests 290/290. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:56 am
f301d8d1fClaude B · systems Doc 31: mark Vessel and Hearth bot numbers provisional (the score dropped connection terms where rooms export value)1 files, 5 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:30 am
1757ae384Claude B · systems Report addendum 25: turn loadouts host contract1 files, 17 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:30 am
5dd551bd3Claude B · systems Loadout pick rates measured (SIMULATION): no option above 35% overall; Long Anchor tuned to 59 files, 28136 +, 12 −Commit message
- Expert pick rates for every upgrade, Imprint and Workshop tool. 51 rooms per class: Gardens, Vessel, Tracts (a95c8ef7) and the 20 Hearth boards (cd7b683e). Strict and tolerant counts (loadout-picks.mjs: under 1 score point is a tie, because beam search noise moved strict picks). Highest overall, tolerant: 29%; strict: 35%. - Tuned: Long Anchor pulls to 5 (42% strict at 6). Light Membrane's −1 Composure and Within Reach's +15% were tuned in 64846fe7. - Doc 31 §14: method, tables, per-location leaders, what bots cannot measure (info Imprints, Quiet Handoff without Call rooms, Coordinator options), and the finding that choices change the result in only 1 room in 4 to 2 in 5. - Results JSON in results/turns-loadouts (run 1 before tuning, run 2, Hearth, the Long Anchor re-measure). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:46 am
788caf5c0Claude B · systems judgeSeed widens to 64 before calling a seed too hard (rules owner, Claude A's Vessel mismatch)2 files, 5 +, 2 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:35 am
517834be2Claude B · systems Doc 31 §22.5: Hearth boards measured (tiers 1 and 2 in band); overreaction must clear every class1 files, 26 +, 1 −Commit message
Fork 2's boards cd7b683e with both bot runs (fork 2 on 6a2b9e33, my fork on 9e9ae56d with the overreacted and scorch variants). surge-west stays disallowed for overreaction until a round clears both classes; the host falls back, so strain 4 is never skipped. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:34 am
3fe9c045eEnvironment art Hearth boards: growth 1/2 boards carry the G1/G2 lines (p005 preview, 37923dd5)18 files, 52 +, 26 −Commit message
The growth states swap in p005's full line layers, checked to keep p004's lines except within 4 px of the two merge points. Adds rosette-g2 and south-g2 review sheets. Records for A: the hearth-map g1/g2 routes predate p005 (5-7 line tiles per board miss the drawn line), and the growth lawn is not floor in the mask. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:34 am
c4d32bfa7Claude B · systems Report: bot verdicts on A fork 2's Hearth strain boards; overreaction must clear every class1 files, 35 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:32 am
37923dd5cCharacter art Hearth growth lines G1 and G2 (p005, PREVIEW ONLY): p004 axon style, merged into the east/west lines17 files, 636 +, 37 −Commit message
G1 (Act III) and G2 (Act IV) grow from their somas through their contacts and loop crossings, rise beside the tray and merge into the east and west home lines, which carry them to the rosette (fasciculation). Four blind rounds: lines meeting the knot from the south framed the tray and read as anatomical; the merged routes rate low. hearth_axons.py takes PIECES GROWTH; growth 0 reproduces p004 byte for byte. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:21 am
d9175e073Claude B · systems Merge claude/skills-fork aed1bd51: the grid draws walkable edges onlyCommit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:21 am
64846fe7aClaude B · systems Loadouts: first tuning, rooms re-pinned to a95c8ef7, Hearth boards in the pick-rate harness6 files, 74 +, 12 −Commit message
- Light Membrane also costs 1 maximum Composure. With reach −1 alone it was the top pick for both classes (Warden 39%, Sentinel 35% in the Gardens). - Within Reach gives +15% Care on supported ground, not +25% (it was picked 39–44% in the Gardens). - Rooms re-pinned to claude/expeditions a95c8ef7 (Full Length in tracts.js). Claude A fork 2's Hearth boards (claude/expeditions-hearth cd7b683e) are pinned into .pinned/hearth for the bots, and loadouts.mjs now plays them. - Doc 31 §9 "Built 2 Nov": the rules owner's readings of the drafts, the Workshop tools in turns, and the tuning. §13 marks loadouts as built. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:20 am
aed1bd51cClaude B · systems Grid on walkable edges only: a blocked tile has no outline3 files, 63 +, 2 −Commit message
General's call (2 Nov), keeping the user's rule of a grid on walkable tiles only. Room building's blind review of the Hearth board art found that a blocked tile surrounded by walkable ones looked gridded: its neighbours' per-tile outlines boxed it in, so buildings didn't read as blocking. - grid.js gridEdges(cols, rows, passable): each edge shared by two walkable tiles, plus a walkable tile's edge on the border, once. play.js draws them as single half-pixel lines; the colour and opacity (rgba(44,70,55,0.4)) are unchanged. - Checked: - a unit test (a blocked centre and a blocked corner); - all 20 Hearth crops (A fork 2, cd7b683e) and the 3 Gardens shells: 0 drawn edges touch a blocked tile, and none borders a blocked tile enclosed on all four sides; - pixels: the 3 px ring round an enclosed blocked tile went from 108/324 grid pixels to 23/324, which are only the perpendicular walkable lines that meet it; - the prototype page (First Steps). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 06:16 am
a437ff927Environment art Hearth boards: record the buildings, podium and tray as user-approved (2 Nov, via General)3 files, 3 +, 3 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:15 am
7542fe67cHUD Run HUDs: Hearth boards on the real engine; home rules in the goal box, gauges and cards8 files, 225 +, 22 −Commit message
- engine-check drives Claude A's Hearth boards (cd7b683e) on B's engine (220886dc): every board in each act's home states, the strain check and every board overreacted; 87 cases, 511 states. - Fixed what the real facts showed: the goal box and last-round card said the Gardens 80% target; Hearth gauges now mark the 50% bonus floor only where the bonus uses it; settle squares and two type cards no longer mention the target or the removed flag; the handoff arrow follows `types`. - Strain: the first type chip's card says the board overreacted and scorch costs 2 moves. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:15 am
50aca5088Environment art Report: Hearth disturbance boards art sample (environment art)1 files, 63 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:14 am
301e52375Environment art Hearth disturbance boards: crops of the approved Hearth art per crop and growth (sample, not approved)27 files, 686 +Commit message
Claude A's 20 boards (claude/expeditions-hearth df4abdb2) are five 21x12 crops of H15, so the board art is H15 itself, never repainted: ground (H15 layers + p004 neuron lines over the tufts) and over (bottom canopy) per crop and growth state; buildings, posts, podium, tray, neurons and scorch stay runtime sprites with feet listed per crop in boards.json. Checks: layers flatten byte-identical to H15, growth never puts ground under a line, canopy covers 0 walkable px. Gaps: G1/G2 lines have no art yet; west yard hedge sits on walkable tiles (A's geometry). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:07 am
c985c5e7bClaude A · rooms Merge fork 2's Hearth home-disturbance boards (claude/expeditions-hearth df4abdb2)Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:02 am
df4abdb26Claude A · rooms Report: Hearth home-disturbance boards (A fork 2)1 files, 202 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:02 am
cd7b683e5Claude A · rooms Hearth strain (B 220886dc): overreaction front, scorch marks; tier 2 in band7 files, 1882 +, 58 −Commit message
- Overreaction (strain 4): one extra mild front on the struck line, telegraphed as usual, placed after shuffle knobs; boards whose overreacted form B's engine cannot clear are not queued as overreactions (surge-west, from the verdict table). - Scorch: deterministic marks beside shown lines, moveCost 2 in the room's geo costly set only (Pull/Glide cross free), own surface, art piece per mark; B's numbers pinned as STRAIN_RULES. - Tier 2: rosette-surge surgeLoad 0.2; surge-west tired north with a second severe front. judgeSeed: tier 1 ok (novice fail 29%, ratio 2), tier 2 ok (75%, expert 0%, ratio 5). - Verdict table generated (85 rows incl. strain check and overreacted boards); gates on B's engine as Warden and Sentinel. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:01 am
3569613cdClaude A · rooms Shuffle step 3 groundwork: Vessel and Tracts appliers, a library of shuffle-ready rooms, a sharded low-priority forge3 files, 252 +, 48 −Commit message
applyVessel (walls permute the diagnosis, caller slots, vessa, surge rounds) and applyTracts (path, clump slots with decoy-/fuse- ids, misplaced sheath, cell wait/window, flow rounds); location invariants (caller-near-a-reactive-wall, a-leaky-wall, decoys-off-the-tract, fuse-at-least, path-is-covered); shuffle-library.js lists every shuffle-ready room by location. The forge runs --location/--rooms over it, shards rooms over at most 4 workers at below-normal priority (General's cap) with one cache file each, withholds the lesson from every base action, takes class+flex (warden+engulf), and --write updates only forged rooms. Re-run of the Gardens prototype from cache: identical results. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 05:57 am
3720f503dClaude A · rooms Shuffle prototype results: 3 of 4 rooms ship validated pools; measured cost; the first rule found5 files, 450 +, 3 −Commit message
Forge over four Gardens rooms (POOL 8; B's judgeSeed/bandCheck at 6a2b9e33): first-light t1 80% pass, pool 7; rosette t2 50% (15 too easy) -> pool 5, ships its base; storm-eye t3 100%, pool 8; four-lobes t3 41% (23 unsolvable) -> pool 8 brought into band by the lexicographic quota. The forge's first finding: impossible variants pile strike load on one connection; strike-load-per-connection<=2.5 would reject 21/23 in < 1 ms (registry + test; not yet in four-lobes' declaration). Near-copy threshold 1.5 (2 starved pools). variantFor(): the game's pick, refusing a stale table. Measured: 26-143 s per candidate, B's oracle 65-80% of it; a full forge ~30-120 CPU-h, so forge per location as rooms are authored instead. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 05:34 am
a95c8ef73Claude A · rooms Pin B's turn engine, catalog and bots at 9e9ae56d; the forge reads location-aware bands5 files, 359 +, 91 −Commit message
Byte-identical from claude/skills 9e9ae56d (blobs in vendor/README.md): LOCATION_BANDS and bandsFor, segment-lost as a hard loss, the Tracts novice (Trims, Processes) and expert (drags), and the turn loadouts. room-forge.mjs selects pools against bandsFor(location, tier) and passes the location to bandCheck (TIER_BANDS fallback for older pins). npm test 417/417. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 05:16 am
7c54d3631HUD Report: Hearth strain bar1 files, 13 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 05:15 am
ddc5a9801HUD Hearth strain look sheet for the user1 files, 0 +, 0 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 05:14 am
304599e69HUD Hearth strain bar on the home HUD: B's level and the departure preview (strainPreview)39 files, 669 +, 37 −Commit message
- A chip beside Supply, shown only at home: the hearth icon and four separate pips (gold to ember red). With the host's departure cover it previews B's strainPreview: striped pips this outing adds (blinking), teal-dashed pips a quiet return clears, a red-dashed '?' pip for the worst case, and a red up or teal down arrow. The last pip glows at 4. The hover label is the title only; the card holds the words, the arranged calming visit and an AI-checked science line (Frank 2012, Weber 2019). - Three blind rounds (3, 2, 2 readers): the battery read and the fraction misread were fixed; round 3 read direction, worst case, relief and arrows 2/2 each. - Re-pinned B's services byte-identical at claude/skills 220886dc (v3); the calming visit now says stress and strain fall by 2. - New hearth-strain icon; Aseprite repacked and frame-checked. - Shared hud.js, demo.js and info.js: only these hunks are staged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 05:09 am
9e9ae56d3Claude B · systems Oracle bands by location; the Tracts novice Trims and Processes; the Tracts expert drags5 files, 336 +, 54 −Commit message
- bots.js: - judgeSeed reads the band from room.location (a location option overrides it) and records it; bandCheck reads it from the judgements. - LOCATION_BANDS and bandsFor(location, tier); TIER_BANDS is unchanged and stays the Gardens default. - segment-lost is a hard loss like overloaded (the tier-1 gate and the expert's score). - The Tracts novice: every base verb (Tend, Trim, Process, Support), nearest first, no foresight. The Tracts expert: Pull-drag; score terms for a carried load, sheaths still giveable, and distance to work that matters. The distance term fixes Clear the Tract as Warden, which was segment-lost at width 32. - Quiet Tracts bands (bot terms): - t1: novice fails at most 25%; - t2: novice fails 30-60%; - t3: novice fails 60-90%; too easy only if the novice clears every class. - SIMULATION, Claude A's 6 Tracts rooms at width 16: both bots clear all 12 runs with the bonus, so tiers 2 and 3 are too easy. Probes with decoys and a tight load separate the bots (doc 31, Bands by location). Claude A's rebuild uses these levers. - Report: docs/ops/agent-messages/2026-11-02-claude-b-fork-bands-and-strain.md (also the Hearth strain HUD contract and A fork 2's board rules). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 04:54 am
48b516ad2Claude A · rooms Tracts: Full Length (patient Imprint) counts the Ranger's Support twice2 files, 14 +, 4 −Commit message
The engine passes support: 2 on the Ranger in resolve's units (Claude B, claude/skills 3c607cbc); absent means 1. An OPC's wait now shortens by the best unit's support beside it, still only once the debris near it is gone. A test covers it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:52 am
3c607cbc2Claude B · systems Turn loadouts (doc 31 §9): run upgrades, the seven Imprints and the Workshop tools in turns7 files, 455 +, 38 −Commit message
- catalog: TURN_UPGRADES (the 8 §9 upgrades at 24 px), TURN_IMPRINTS (the same seven keepsakes: passive, chosen at home), TURN_TOOLS (steady grip, quick hands, reaching frame), and LOADOUT_REGISTRY for Claude A's shuffle forge. - engine: createEncounter takes {upgrades, imprint, tool}, validated per class. loadoutFacts merges them. Applied to moves, reach, Survey's slot and radius, Pull's range and cooldown, the Ward ring, Deep Roots (Stand Fast holds 2 rounds, no action in the second), Settled Hands, Shared Turn, Eager Friend, Care multipliers, Shared Boundary's lead, Known Turns, The Space Between, Steady grip, Full Length (support 2 to resolve) and Quiet Handoff (prompt on the Call work). - bots: loadout passthrough and a margin for ranking equal outcomes. Only the expert now also plans Stand Fast, a bonus Pull or Glide, and a bonus Survey; the novice stays on walk-and-act, as calibrated. - prototype page: Upgrade, Imprint and Tool pickers. - 13 new engine tests. analysis/turns/loadouts.mjs measures expert pick rates. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 04:45 am
8f2aa3a73Environment art Point the worktree-sort handoff at the in-scene animation commit1 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:45 am
d6c552a6eEnvironment art Record the Starwell revision and in-scene animation commits in the worktree-sort handoff1 files, 2 +, 2 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:45 am
234c8103cEnvironment art WIP: Starwell residents on the vessel conduit, occlusion from the 3D scene21 files, 505 +, 82 −Commit message
Not approved by the user yet. Residents move off the street: four astrocytes on the vessel conduit behind the plaza, the rest staggered round the plaza. starwell_residents_blender.py renders what hides each resident in S13's own Blender scene; resident-front-after.png carries those S13 pixels for runtime. Scenery coverage stays 33.4%. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:45 am
f1c91369bEnvironment art Build the approved Threadway animations into the working scene4 files, 187 +, 1 −Commit message
highway_live.py, canal_live.py and grass_live.py put the approved Neural Highway pulse, canal water and grass tufts into the user's live scene (frames 1-48 at 12 fps), reusing highway_anim.py's, canal_water.py's and grass_kit.py's own shaders and builders. Handoff report updated with what the game needs. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:42 am
7e804b659Environment art Record the Gardens draft cleanup in the worktree-sort handoff1 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:42 am
f3755cfa4Environment art Record the Threadway injury states commit in the worktree-sort handoff1 files, 2 +, 2 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:42 am
b17a00c9dEnvironment art Hand off the worktree sort: approved, awaiting review, and records1 files, 83 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:41 am
484728008Environment art WIP (suspended, not approved): Threadway Act V injury states, 2D first pass on p2324 files, 677 +Commit message
A suspended candidate, kept as the brief for a 3D rebuild. The user suspended the Threadway injury on 31 Oct 2026 until Threadway was fully built. Threadway is now a live 3D scene with a moving camera, so these flat overlays won't ship as they are. The proposed rebuild uses switchable state collections in the scene. - threadway_states.py builds the overlay pieces on render p23 at the Studios crossing (x ~690-745), plus a manifest and 512x288 previews. Every pixel is checked against p23's own palette. - States: intact, ruptured (chasm, slumped podium west end, lights out, STARWELL sign askew) and recovering (plank walk, shores, hoarding, half light). - Changed area in the 512x288 camera view: 62% / 54% / 38% for intact->ruptured, ruptured->recovering and intact->recovering. Three blind tests with an identical control pair all passed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:40 am
f4102ac32Environment art wip: Threadway build passes, 31 Oct - 1 Nov (not approved)16 files, 2136 +, 74 −Commit message
Owners: - Threadway build session (local_906017a7): westfill_kit, gapfill_kit, s04_kit, walk25_kit edits, fetch_blenderkit + provenance (alley_bistro, alley_barrel, glade_arbor; bicycle removed), paintover overlays (Studios garden ref). - Shared with Specific Fixes (local_1beab017): build_podium.py, podium_kit.py, finish_threadway.py, QUEUE.md. - Specific Fixes / apartments work: supersample.py, apartments_stairs.py. - Earlier Threadway build passes (owner not recorded): despeckle.py, overlay_walk25.py, validate_walk25.mjs. Note: build_podium.py no longer reproduces the user's live scene; renders/p24_blend/scene.blend is the source of truth (see a72e506a). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:40 am
4fb367cc4Environment art wip: Neural Highway H04/H06, Threadway B09 powerline fixes, superseded Starwell interior brief (not approved)268 files, 123075 +Commit message
Environment-art work from 29-31 Oct that was never committed: the Neural Highway candidate packages and their handoff, B09's structural corrections to B08, and the Starwell interior brief and concept, which follow the wrong reference (old top-down S03) and are kept only as history. None of this is approved or integrated. Renders, candidates and scratch stay local. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:40 am
0ae1fd69fEnvironment art Keep render folders out of git in five environment-art studies3 files, 6 +Commit message
Renders stay local; reviewed deliverables are committed explicitly. Files already tracked under renders/ are unaffected. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:37 am
7af9c37e9Claude A · rooms Hearth boards shuffle-ready (A's authoring guide §5, engine a82de1d4)3 files, 419 +Commit message
Every board declares knobs (64-144 combinations), Hearth-shaped invariants registered in A's one registry (drops on walkable line tiles, fronts on shown lines, settle after the last threat incl. surges, start not struck, lines reachable before their first strike), a lesson and the classes. applyHearth adds drop slots and surge starts to A's grammar; restoreHearth rebuilds a variant from saved knobs. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:31 am
a72e506a1Environment art Threadway live-scene handoff to the lead (2 Nov)1 files, 150 +Commit message
What changed in the user's working scene since 31 Oct and what the game needs: walk map regeneration, the tract tunnel as a fast-travel corridor with a porthole stop, the notice board fill states, and the 2D sign letters to switch off. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:30 am
d10f3b190Environment art Threadway live-scene passes, 31 Oct - 2 Nov: tract tunnel kit, CAD building swaps, signs, board states27 files, 2167 +Commit message
Scripts that drive the user's open Threadway scene (renders/p24_blend/scene.blend, not committed) over the Blender MCP socket, plus the modular tract kit (tract_kit.py, TRACT_KIT.md). Handoff to the lead follows in docs/ops/agent-messages/2026-11-02-environment-art-threadway-live-scene.md. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:28 am
27892b81cClaude B · systems Report: the approved scorch art pieces and how to place them1 files, 5 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:28 am
528a26833Environment art Hearth strain scorch marks approved by the user (2 Nov: "Approve as is")3 files, 4 +, 4 −Commit message
Pieces unchanged from bd671df2; status recorded in README and scorch-pieces.json. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:27 am
bd671df2eEnvironment art Hearth strain scorch marks: Blender sample (fresh 2-tile, fading 1-tile), not approved13 files, 316 +Commit message
Claude B's Hearth strain (220886dc, doc 30 §8.1): an overreaction leaves a 2-tile scorch beside the struck line, fading one tile per return. Modelled in a clean scene with H15's camera, late sun and field material (as Threadway's potholes); quantised to B08. One piece set serves board and overworld, since Hearth boards are 1:1 crops of H15. Three blind reviews at 1x: read as scorched ground; fading revised after a rock-pile read. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:26 am
6910f60edClaude A · rooms Hearth boards: residents defend only lines under strain; tier-2 bait boards2 files, 127 +, 60 −Commit message
Resident Care follows B's doc 31 §22 reading (82b4ea86): only a line a visible front or surge strikes this round, or whose response lingers; ties go struck, lingering, lowest function, id. The tier-2 boards set a bait on one line and strike the line a stretched keeper leaves. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:19 am
934291433Claude B · systems Re-pin Vessel VFX to f8f27fbd (monocyte v2 with its own outline)1 files, 1 +, 1 −Commit message
VFX session, user-approved: monocyte v2 from claude/cell-slime 4539b617 replaces v1, and VFX's code-drawn outline is dropped. Still two files (vessel-turns.js, vessel-monocyte.js). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:17 am
00c6136d6HUD Run HUDs report: the user approved the action icons, bar, unit cards and result screens1 files, 4 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:17 am
72123faf9Claude B · systems Report addendum 24: Hearth strain host contract, Vessel callers, current pins1 files, 46 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:16 am
220886dc1Claude B · systems Hearth strain (user-approved 2 Nov): the home's fail state, the overreaction and scorch marks6 files, 449 +, 24 −Commit message
- Services v3 gains strain {level 0..4, marks}. strainReturn eases 1 (2 if you stayed home), then adds 1 per stretch, 1 per gap (2 when that return's disturbance hits its line) and 1 per frazzled resident, with one clamp. strainPreview shows the departure delta and the worst case. - At 4, disturbanceFacts flags an overreaction (one extra pressure front). No lockouts. - disturbancePlayed leaves a 2-tile scorch mark on an overreaction. It fades one tile per return, with at most 2 marks (a third replaces the oldest), and costs 2 moves to enter. - The calming visit now lowers stress and strain by 2 (never straight to 0). The new stress cause duty-covered applies to a resident holding someone else's duty while stretched. - v1 and v2 saves migrate (strain 0, no marks). - Docs: doc 30 §8.1 rules, science and fiction; doc 31 §12 and §22.6 updated. The model moved to analysis/home/hearth-strain-model.mjs and reproduces the approved numbers (MODEL: typical 0%, struggling 21%, rough 86% reach 4). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 04:14 am
f8f27fbd7VFX Vessel VFX: Monocyte v2 (claude/cell-slime 4539b617, user-approved) replaces v1; our code outline dropped23 files, 176 +, 186 −Commit message
Re-pinned the sprite read-only at 4539b617 (Monocyte v2 polish: round ellipses, cream catchlight, cleaner nucleus) with PROVENANCE, and regenerated vessel-monocyte.js. v2 carries its own cream outline over a dark rim, so the code-drawn outline is dropped; adhered poses keep their dark contact edge (no cream there); the empty pads layers draw nothing. The gate monocyte's thicker rim is now a dark ring then a bright ring outside the sprite's own outline, never a blob. Unit 58/58 (T=24 and 32), browser 20/20 on 4351 (sprite rows checked against the PNGs). Five clips re-captured. B is not to pin until the coordinator says go. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:13 am
cff9e28acHUD Run HUDs report: the user approved the goal strips (fe0d00c3)1 files, 1 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:13 am
fe0d00c30HUD Run HUDs: squares shrink only for what would not fit; Hearth type chip moves with them; now-frame fix5 files, 41 +, 17 −Commit message
The user, 2 Nov: something counts as above or below the squares only if it "would be unable to fit in the current frame if added": the quiet bracket does not fit (squares stay A4), the Hearth's handoff arrow does (its squares enlarge). The Hearth type chip sits in the squares' row and grows and centres with them. Bug: the Hearth layout reported A4's square size while its squares were enlarged, so they were drawn too small and the "now" frame did not fit them. Unit 46/46, browser 33/33, engine check 0 failed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:12 am
a9e63a1c1Character art Monocyte v2 approved by the user ('Yes, it works')1 files, 2 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:11 am
0e8464051Character art Monocyte v2: record blind round 41 files, 3 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:11 am
82b4ea866Claude B · systems Doc 31 §22.3: a resident's 'under strain' is a visible strike this round or a lingering response, not a tired line1 files, 2 +Commit message
Confirms Claude A fork 2's reading (the fn < 1 reading let residents heal every line before the first front, and the tier-2 novice failed 19% against a 70-90% band). Adds the job order: struck this round, then lingering, then lowest function, then id. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:11 am
4539b6177Character art Monocyte v2 polish: true round silhouettes (octagons read boxy), cream catchlight, cleaner nucleus; same canvas/anchors12 files, 41 +, 49 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:09 am
e473c5ed4Character art Monocyte v2 (user: 'needs to be better drawn'): mid-lilac body off the pale floors, solid rounder kidney nucleus, cream outline drawn in over a dark rim, adhered as a whole cell squashed on a narrow dark contact patch; same canvas/anchors19 files, 68 +, 52 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:07 am
bdfe51861Claude B · systems Re-pin Vessel VFX to 02a586a1 (the approved monocyte with its cream outline)1 files, 1 +, 1 −Commit message
VFX session, user-approved: the cell-slime 77c147f5 monocyte replaces the stand-in bead (drift frames; the adhered pose faces the wall's side), with a 1 px cream outline. The sprite comes in as vessel-monocyte.js, a relative import the pinner already follows. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:05 am
7d878f926HUD Run HUDs: only the squares move; gauges, signs, bonus and Hearth parts stay at A4's row6 files, 58 +, 44 −Commit message
The user, 2 Nov: "Only the squares move when there's nothing above or below THE SQUARES. Not any other thing." The squares enlarge unless the quiet bracket (or the Hearth busy evening's handoff arrow) stands over them; a ring over a gauge no longer counts. Gauges, signs, rings, bonus, type chips and holders keep A4's row. Hearth squares enlarge too. Scene pressure -> pressure-revealed animates the change. Unit 46/46, browser 33/33, engine check 0 failed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:05 am
02a586a14VFX Vessel VFX: a 1-px cream outline round the monocyte everywhere it shows (user: "Add the outline")8 files, 69 +, 5 −Commit message
Drawn in our code just outside the silhouette (drift frames in the lumen and on the floor, the squash and squeeze at the wall, the adhered pose with its pads); the pinned sprite is untouched, and the reduced-motion still frame has it too. The gate monocyte's thicker rim is the outline, a bright ring and one dark bounding ring, so the creams never blur into a blob. A new test checks every opaque edge pixel has a cream neighbour outside it, at T=24 and 32. Unit 58/58, browser 20/20 on 4351, smoke on B a77881b3. Five clips re-captured. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:58 am
e3d155dfbCharacter art Rigid eyes on lean frames for every identity (General: an artefact): Fen top/side E/W, Mote/Rill side one frame each; sheets regenerated; nothing else changed; blind: eyes whole, no safety flag84 files, 4 +, 4 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:57 am
7caf42128Character art Bram unheld: all six facings animated on the approved bun (new bun side view, safety-checked), old three-lobe study replaced, eyes rigid on lean frames; bram-sheet.png/.json; other identities byte-identical1283 files, 2866 +, 504 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:56 am
d7e2dc3c8HUD Run HUDs: goal strips rolled back to the A4 arrangement; squares enlarge when nothing is above11 files, 137 +, 102 −Commit message
The user, 2 Nov: "roll back ... and just enlarge the squares. only make the squares smaller when there's things above or below", animated if it happens mid-turn; the flag and separator stay out. - Gardens: the 41 px A4 frame, upright gauges with signs and rings above, the quiet bracket above. The squares keep A4's size under the bracket or a lingering ring; otherwise they enlarge by 2 px and the track centres. goal-ui.js steps a mid-turn change (60 ms a step; reduced motion skips). - Hearth: its A4-style layout again (badges above gauges, A4 squares), keeping the goalView handling (connections by line, a chip per type); a lingering response is a pink outline round the gauge (the ring under it left the frame). - The sideways bars and the beside-the-gauge layout are undone. The Tracts strip is unchanged. Unit 46/46, browser 33/33, engine check 0 failed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:55 am
a0ba90a7aVFX Mark the stale VFX catalogue stop note as superseded1 files, 5 +, 4 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:55 am
66e30fde4VFX Vessel VFX: the approved monocyte sprite replaces the stand-in bead; study grid matches B's lighter grid24 files, 518 +, 79 −Commit message
The monocyte (claude/cell-slime 77c147f5, user-approved 2 Nov) is pinned read-only with PROVENANCE and drawn from generated pixel rows (vessel-monocyte.js; the browser spec checks them against the PNGs): drift frames in the lumen and on the floor (alternating every 100 ms, one still frame under reduced motion), squash/squeeze/pop resampled from the real frame, and the adhered pose facing the vessel (wall side north/south/west/east -> up/down/left/right) with its contact line. The ghost is the dashed outline of that pose; the gate keeps its cream ring round the sprite. The study's grid copy is B's lightened grid (a77881b3: rgba(44,70,55,0.4)); the contrast test now composites it over the floors (best tone 2.5-2.8:1 on the 1-px line, rim 4.7:1+ on the floor). Unit 56/56 (T=24 and 32), browser 20/20 on 4351, smoke on B a77881b3 (adhesion-bend, warning-signs). All five clips re-captured; reduced motion checked for teleports. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:55 am
15a3d4760VFX Astro study: board grid matches B a77881b3 (same hue at 40% opacity)3 files, 10 +, 7 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:55 am
be93f0d58VFX Care study: board grid matches B a77881b3 (same hue at 40% opacity)2 files, 9 +, 5 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:54 am
a82de1d40Claude A · rooms Shuffle engine prototype: knobs, variants, invariants, runtime pick, and the forge5 files, 699 +Commit message
Step 2 of the accepted design (bee74570). shuffle.js: the knob grammar (values, range, slots, permute, choose); variants drawn per knob (replay-stable) or, for small spaces, listed in full in a fixed seeded order; restore from saved knob values; the weighted near-copy distance; the invariant registry with registerInvariant() for location rules (fork 2's Hearth); pickVariant() for the runtime. shuffle-rooms.js: knob declarations for four Gardens rooms (first-light t1, rosette t2, storm-eye and four-lobes t3). room-forge.mjs: the resumable forge (structural rules, my solver per class, B's judgeSeed) and a deterministic pool quota checked against B's bandCheck lexicographically (expert ceiling, then novice share, then bonus; B's conditions). Results to follow. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:53 am
0fa994078VFX Record the user's approval of the redrawn companion icons1 files, 2 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:52 am
a77881b3aClaude B · systems Vessel callers: the calling loop on the original Pip/Mote; lighter board grid3 files, 65 +, 2 −Commit message
- pin-rooms.mjs pins the approved calling sheets (claude/cell-slime 77c147f5) into .pinned/vessel-cast. play.js draws each caller at native scale on its tile: the 8-frame loop while calling, the unchanged idle frame once Care settles it, and the held reach as a still under reduced motion. The plain marker stays as the fallback. - The always-on grid keeps its hue at 40% opacity (user, 2 Nov: too dark and jarring). - Doc 31 §21 records the caller wiring. The monocyte stays VFX's to wire. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:50 am
3a1cf3dc6VFX VFX home: redrawn 24x24 companion icons on the Companions board9 files, 45 +, 8 −Commit message
Character sprites redrew Mote, Fen and Pip as whole small bodies on 24x24 (claude/cell-slime 039a9b87, out-redrawn), copied byte-identical with provenance and wired through COMPANION_ICON. Clips 54, 58, 60 re-recorded. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:49 am
9866326b9HUD Run HUDs: Hearth strip ready for Claude A's goalView shape (connections by line, two-type boards)4 files, 45 +, 13 −Commit message
- Connections come keyed by their own id, each naming its line; a line with two (east and east-upper) shows its weakest on the bar, and its card lists both. - A two-type board (Act IV, goalView `types`) shows one type chip per disturbance. - A Hearth line's lingering response is a pink band just outside its bar, inside a threat frame. - Demo scene hearth-act4. Unit 46/46, browser 32/32. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:48 am
9005a52f8Character art Companion icons: record blind round 2 (faces weak on Mote/Fen at 1x)1 files, 4 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:48 am
039a9b87cCharacter art Companion icons REDRAWN: Mote, Fen, Pip as whole small bodies on 24x24 (user via VFX: 'the icons need to be redrawn'); 2x2 eye marks; blind match 3/3, no safety flag9 files, 140 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:47 am
35eed8269Character art Named cast production README: S/N on approved turned bodies, sheets, Bram held, blind rounds 1-41 files, 12 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:47 am
32ce38c30HUD Run HUDs: sideways gauges beside their signs and holder badges (the user: "turn the bar sideways")10 files, 77 +, 23 −Commit message
Gardens and Hearth gauges are 16 px sideways bars (fill left to right, target an upright tick), each 2 px from its sign or holder badge so the pair reads as one; a Gardens ring circles the sign, a Hearth lingering response is a pink band round its bar. Strips stay slim (42/46 px); a strip too wide to centre (Hearth rosette) moves left so it never meets the goal box. Result-screen gauges unchanged. A4 fixtures re-taken. Unit 45/45, browser 32/32, engine check 0 failed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:46 am
b0849f1faCharacter art Named cast production: S/N animated on the APPROVED turned bodies (Fen, Mote, Pip, Rill, Cress; 5 tags), S/N reach doubled and spread over 1 px cuts off the nucleus and underside; E/W unchanged; production atlases per identity (6 facings x 23 frames) + cells.json-shaped index; Bram held for the bun body2022 files, 11739 +, 696 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:45 am
313a3237aClaude B · systems Re-pin Vessel VFX to d4e95fb8 (two-tone recolour, still-path reduced motion)1 files, 1 +, 1 −Commit message
VFX session request: every Vessel mark is now two-tone (cream core, dark rim) for contrast after the user found the old colour too hard to see, and reduced-motion bead moves draw their dotted path as stills instead of jumping. Behaviour unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:44 am
9f9f2c216HUD Run HUDs: slimmer goal strips: signs and holder badges beside their gauges, with clear space7 files, 44 +, 22 −Commit message
The user, 2 Nov: Hearth "too fat"; then a ring "sticking together" with its gauge. - Gardens connection signs (and lingering rings) and Hearth holder badges now sit beside their gauges, so nothing tall stands above the centred round boxes. Gardens is 42 px (46 with a quiet bracket; was 50). Hearth is 42 px (46 on quiet clog; was 52). - 2 px clear between each sign, ring or badge and its own gauge; wider gaps between pairs (GAUGE_STEP 32, Hearth COL 28). A blind pairing check matched every badge and sign to its bar. - The A4 pixel fixtures are re-taken. Unit 45/45, browser 32/32, engine check 0 failed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:43 am
d4e95fb84VFX Vessel VFX: reduced motion never teleports — a moved bead's path is drawn as a still4 files, 123 +, 9 −Commit message
Under reduced motion (no tweening), every move now shows its path in the frame the bead arrives: a 2-px dotted cream trail with a dark rim, plus a faint ghost where it left, held 400 ms and thinned away in two whole steps. The release draws the trail along the lumen from the gate; adhesion draws it along the lumen to the crossing, through the wall on its side, then along the floor tile route; hops and enters draw a short dotted link between the pips with the pip fill. Unit 53/53 (a new test checks the reduced adhesion path in the lumen, the wall and the floor), browser 19/19 on 4351. vessel-5-reduced re-captured and checked frame by frame. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:43 am
795cf6be1Claude A · rooms wip: Hearth disturbance boards on the H15 crops (doc 31 §22)5 files, 1528 +Commit message
hearth.js is the room module from Claude B's §22 rules: lines' contacts are connections (a neuron at 0 fails at once), residents are room entities that act before strikes (stretched alternates, stress 3+ every other round, a gap empties the spot, the relay post holds the keeper watch), Stella's footprint is supported ground through B's room.supported seam, buildings are modifiers (Arbor, Nook, Relay Node), and cover is counted in §22.2 units. Six types: pressure-wave, debris-fall, lingering-aftermath, quiet-clog, rosette-surge, busy-evening. goalView emits Run HUDs' Hearth facts. hearth-rooms.js: 20 boards across Acts I-IV and all five crops, with two-type boards in Act IV, registered with the solver's location hook. Every board clears solo on the reference loop, Warden and Sentinel in its act's home states; tier-1 novices never overload. Not yet tuned against B's bands, and not yet shuffle-ready; both come next. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:42 am
cc283428cClaude B · systems Pin VFX Pull/Glide 2d9792e6 (reduced motion: still dotted trail and a start ghost, not a jump)1 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:41 am
2d9792e6cVFX Pull/Glide (turns): reduced motion draws the path, not a teleport6 files, 298 +, 7 −Commit message
User rejected clip 7: under reduced motion the mover vanished from its start tile and appeared on its end tile. The arrival still now also shows a 2-px dotted ink/cream trail along the real tile path and a faint ghost outline on the start tile; a drag's trail runs on to the puller's tile edge, a self-Pull's clamps sit on the trail. Held flow -> release, then the ghost goes and the trail fades in two whole steps. Same marks and total time; no tweened motion; paused stays frozen. The hub's temporary rope is a still under reduced motion. Tests: unit 70/70 (new trail/ghost tests at T=24 and T=32 for pull, glide, drag; pause on the still), browser spec 8/8 on port 4361. Clip 7 re-captured; clips 1-6 re-captured to scratch are frame-identical, kept. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:40 am
1594b1773VFX Vessel VFX: two-tone recolour for contrast (user review); behaviour, timing and shapes unchanged9 files, 128 +, 59 −Commit message
Every vessel mark is now a cream #f1dfba core in a dark #4d526e rim, the delivered monocyte sprite's own highlight and rim (claude/cell-slime 77c147f5, not pinned), so the bead swap later is seamless. Passed pips solid cream with the dark rim; empty pips a dark rim with a dotted cream inner line; the gate bead's cream rim is an extra ring outside its dark rim; the ghost alternates dark and cream dashes. One tone of every mark reads at 4.7:1 or more on the lumen reds, the floor, the path and B's grid (unit-tested). Unit 51/51 (T=24 and 32), browser 19/19 on 4351, smoke on B 17da245e in vessel:adhesion-bend and vessel:warning-signs. Five clips re-captured. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:38 am
31e5bae24HUD Record the user's approval of the redesigned Apothecary2 files, 9 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:37 am
7509e805dVFX VFX home: back to small companion faces; 2:1 stand-ins until icons are redrawn7 files, 40 +, 15 −Commit message
User (2 Nov): the 48x48 faces were "way too big" and "the icons need to be redrawn". The board returns to 24u faces in 32u slots, showing 24x24 stand-ins (each master frame reduced 2:1, snapped to its own colours); a redrawn whole-body set is requested from Character sprites. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:37 am
17da245eaClaude B · systems Pin VFX Astro 64086820 (calming-visit refusal removed; the user approved the other nine clips)1 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:37 am
64086820eVFX Astro: remove the calming-visit booking refusal (user, 2 Nov: shop UI, not Astro)8 files, 23 +, 46 −Commit message
The user rejected astro-2-calming-refused ("I think that belongs to shop ui"): a refused booking on the Apothecary card is the UI panels group's box shake. Removed cuesForCalmingTrade, the shop-row shake CSS, the two hub scenarios, their tests and the clip; astro.refuse now binds only the Link refusal. Other clips keep their numbers; the user approved the other nine on 2 Nov (noted in astro.md). Unit 69/69, browser 23/23 (review.spec.js groups/astro.spec.js, port 4321). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 03:35 am
dc8b3c4deVFX Record the user's approval of the podium Companions board and E prompt1 files, 11 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:33 am
77c147f55Character art Vessel cast LOOKs: lumen-scale monocyte (B08, drift + adhered x4, optional contact line) and calling loop on the original generic Pip/Mote; blind rounds recorded30 files, 337 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:32 am
0f932e624HUD Run HUDs report: Hearth strip aligned (a8693a20)1 files, 1 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:32 am
a8693a205HUD Run HUDs: Hearth strip aligned like the A4 strip: no dividers, type goal and gauges on the boxes' centre line12 files, 20 +, 9 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:30 am
1b92921e0HUD Fresh Apothecary look shots: signal tuning, rest and calming visit, at home and mid-outing5 files, 0 +, 0 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:30 am
b47f64e69HUD Run HUDs report: the original session hands the workstream to the fork1 files, 6 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:29 am
99a6f1492HUD Run HUDs: Gardens strip aligned without flag or divider; the game's fonts throughout16 files, 160 +, 59 −Commit message
- Gardens A4 (the user, 2 Nov): no deadline flag or divider; the round boxes sit in the middle of the frame on one centre line with the gauges and bonus; the quiet-front bracket sits below the boxes. The frame is 50 px tall. The last round's card carries the deadline rule. The A4 pixel fixtures are re-taken. - Hearth strip (compatibility only): reserves its room above and below on the A4 track and uses its centre line. - Fonts (the user: "Use the game's fonts"): Canopy for labels, titles and buttons (multiples of 6 px); Fieldnotes for sentences at 14 px on the normal scale; via the game's --font-display and --font-reading. The review page loads pinned copies (SHA-256 matches the approved list). - The goal box's progress sits on its own line. Unit 45/45, browser 32/32, engine check 9295 checks with 0 failed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:29 am
dd39a998cVFX VFX home: uncropped 48x48 companion icons11 files, 34 +, 27 −Commit message
User (2 Nov): "Companion Icons need to NOT be cropped". The icons are now the canonical masters' 48x48 first frames, untouched (claude/cell-slime 1362751c out-whole, byte-identical with provenance); faces 48u, slots 56u, panel 210u. Clips 53, 54, 58, 60 re-recorded. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:25 am
1362751ccCharacter art Companion icons uncropped: the canonical masters' 48x48 first frames untouched (user: 'Companion Icons need to NOT be cropped'); slot mock shows Mote edge-to-edge in today's 40 box vs whole in a 48 box8 files, 122 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:24 am
49f0385c5Claude B · systems Pin VFX vessel-turns 2655b187; no wall marker on adhered walls (the bead's contact pads)2 files, 3 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:22 am
bee74570fClaude A · rooms Shuffle engine and stitcher: design and authoring guide (step 1; blind-reviewed)1 files, 277 +Commit message
The user (2 Nov): a shuffle engine "smart enough not to make impossible rooms or too-easy rooms", then rooms built to it. Design: hand-made bases plus small declared knobs; per-knob seeded draws (replay-stable), full listing of small spaces; an offline forge with a gate (structural rules, my solver as the solvability proof per class, a lesson heuristic, B's judgeSeed for difficulty, a weighted near-copy rule) and a deterministic tier quota against B's bandCheck; a shipped pool table stamped with library/kit/engine/bots hashes; runtime picks by run seed and saves the knob values. Research (Into the Breach, Hades, Slay the Spire, Spelunky, Dead Cells, Brogue, Ropossum, King), a first measurement (shuffles rarely make rooms impossible but often easier), recomputed costs, and the authoring guide with grammar, registries and a worked example. No code yet. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:22 am
b99f411c3Claude A · rooms Pin B's engine and bots at 6a2b9e33 (the difficulty oracle); First Reading passes judgeSeed4 files, 260 +, 4 −Commit message
engine.js (room.supported) and bots.js (judgeSeed, bandCheck, TIER_BANDS: doc 31 §14) re-pinned byte-identical from claude/skills 6a2b9e33; blobs in vendor/README.md. First Reading's far connection starts at 90%: B's judgeSeed now accepts it at tier 1 (its Warden novice overloaded at 80%); the expert still seals the leak. npm test 409/409. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:21 am
2655b187eVFX Vessel VFX round 4 (final fixes): track pips on the lumen line, one-bead release, cancel that reads, squeeze through the wall9 files, 328 +, 248 −Commit message
Blind round 3 fixes (coordinator's list): hollow 6x6 pips and an 8x8 gate on the lumen's centre line in the dark lumen, passed pips solid cream, the left pip holds bright 300 ms; the release is one bead with a 2-px two-frame smear and no gate charge-up flash; the ghost is a full 10-px dashed bead; Care settling the caller shrinks and pops it while the gate bead's cream rim dims (cream only while a read wall is forecast to stick); the adhering bead squeezes through the vessel wall over five frames, walks the floor clear of the pits (weighted path, nudged half a tile) and stays with flat 4x2 pads in its rim colour between it and the wall. Unit 50/50 (T=24 and 32), browser 19/19 on 4351, smoke on B 67f414bb in vessel:adhesion-bend and vessel:warning-signs. Five clips re-captured. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:20 am
8a33cdb01HUD Run HUDs: goal box at top right (the user: like Into the Breach); Tracts strip without flag or divider6 files, 308 +, 17 −Commit message
- goal-box.js: a scroll banner "Goal" that unrolls the room's goal in words (rounds left as a big number, the goal rows with progress, the bonus), from the same goal facts as the strip; folds away like the town's quest scroll. hud.goal() feeds both, so hosts change nothing. - Tracts strip: no deadline flag or divider (the user, 2 Nov); the last round box's card carries the deadline rule. Unit 45/45, browser 32/32. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:13 am
67f414bbfClaude B · systems Doc 31 §22.4: research anchors for Rosette surge (hub cost and vulnerability; Crossley 2014, Bullmore & Sporns 2012) and Busy evening (sleep-wake surveillance; Gu 2023), hedged; board problems unchanged1 files, 3 +, 3 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:12 am
6a2b9e337Claude B · systems Difficulty oracle for the shuffle engine: judgeSeed, bandCheck and TIER_BANDS (SIMULATION bots); pin Claude A's bfc114884 files, 125 +, 2 −Commit message
judgeSeed runs the novice per class first and the expert only where the verdict needs it (width 16, widened to 32 before 'too-hard'). Per-seed rejections and pool bands per tier are in doc 31 §14; tiers must now climb. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:10 am
14173b20dHUD Run HUDs: Claude B adopts the hearth goal facts; record its guards (visible threats only, handoff clear = no clump, no unwarded front)2 files, 9 +, 3 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:10 am
83abe2e24VFX Vessel VFX round 3: countable pips, cream gate wait, slide-in, floor-route adhesion, Care quiets the ghost; bind A f1f9e51e and B 17383f3a12 files, 573 +, 291 −Commit message
Blind round 2 fixes (coordinator's list): hollow 4x4 pips on the lumen's room-side edge from round 1 and a 6x6 gate pip (the hollow pips ahead of a bead, gate included, are its rounds left); a hop fills the pip it leaves for two frames; the gate bead keeps a cream rim all round; new surges slide in from upstream; beads ride A's centre line (room.lumen points). Adhesion: the peeled bead squeezes out of the vessel (two-frame bulge), walks the floor tile by tile round blocked tiles, props and units, lands at full size over a smaller dashed ghost and stays solid with contact pads. caller-settles is a quiet step: the ghost thins away with the settle. Re-pinned A's vessel.js at f1f9e51e. Unit 48/48 (T=24 and 32), browser 19/19 on 4351, smoke on B 09bc6671 in vessel:adhesion-bend and vessel:warning-signs. Five clips re-captured. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:09 am
f4a58d89dHUD Run HUDs: the user approved the Tracts goal display (2852f321)2 files, 3 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:09 am
eb7b67fcdHUD Run HUDs: Hearth home-defence goal display (doc 31 §22), blind-tested18 files, 293 +, 7 −Commit message
- hearth-goal.js: when goal facts carry `hearth` (a block proposed to Claude A and Claude B), the strip shows the A4 track and flag, the disturbance type's goal chip, and per line a holder badge (Pip, Mote, Fen, the relay post, or you with Stella on north) over the line's A4 gauge. Stretched holders get a gold outline, gaps a dashed red badge, threatened lines a red frame; the busy evening's handoff round is marked, and a rosette surge's floor is a red mark. Hover titles are at most five words; cards carry the rule and each type's bonus. - Blind test, 2 rounds with 4 testers: threatened lines, holders, gaps, your line, the worst line, stretched holders and the handoff turn all read in round 2 (docs/run-hud/hearth/HEARTH_GOAL.md). Unit 43/43, browser 31/31. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:09 am
33ace0acaClaude B · systems Engine: optional room.supported(roomState) adds supported ground from round 1 (Stella's footprint at Hearth, doc 31 §22.3)2 files, 13 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:08 am
2852f3219HUD Run HUDs: Tracts strip: precursor bands below the round boxes, boxes in the middle of the frame9 files, 30 +, 20 −Commit message
The user: "move the precursor so it's below the squares". Oligodendrocyte bands go above, precursor bands below (a second oligodendrocyte's too when the top side is fuller), so the round boxes and the centre line sit exactly in the middle; stable height per room (42 px, 44 with two cells). Unit 41/41, browser 30/30, engine check 0 failed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:06 am
4df1ded7cHUD Run HUDs: Tracts goal strip aligned (user: elements fine, alignment needed centring)11 files, 114 +, 22 −Commit message
One centre line for the round boxes' inner line, the axon, the segments, the flag, the divider and the bonus; the whole block centred in the frame; one band row per cell in the room, so the height is stable all room; the precursor sign inside its own band (it overlapped the frame). Elements unchanged. Unit 41/41, browser 30/30, engine check 9645 checks with 0 failed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:06 am
152e14bc1Claude A · rooms Solver: a location registry for set-up (fork 2's Hearth boards)2 files, 30 +, 2 −Commit message
registerLocation(location, setUpFn): a location whose boards are not layout shells (the Hearth's H15 crops) supplies its own {board, room, roomState}, so solver.js never imports it. Every existing location behaves as before. Fork 2 adds the identical lines on its branch. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 03:02 am
bfc11488aClaude A · rooms First Reading eased for the tier-1 gate; the Tracts novice policy in the solver2 files, 52 +, 1 −Commit message
Claude B's §14 bots (2 Nov): First Reading was the only Vessel Margins tier-1 room where the novice overloaded (both classes). Its far connection now starts at 80%: the expert still seals the leak, and the novice clears on the reference loop and on B's engine (Warden, Sentinel). tidyNovice(): B's Tracts novice (Tend nearest, Process when full, support a waiting OPC, never Trim), for checking the Tracts tier climb. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:02 am
09bc66714Claude B · systems Doc 31 §22: Hearth disturbances, turn-based (rules owner's draft)1 files, 99 +Commit message
Replaces doc 30's real-time defence numbers. Coverage in duty units (watch 3, contact 2 or 1 by a Relay Node, +1 per 8 tiles walked, 5 covers; a second watch is a gap) reproduces all 12 of doc 30 §5's verdicts and retires the 440 px guard. Board rules (residents as room entities, buildings as modifiers, settleBy, 2-round telegraphs), six disturbance types with anchors and labelled fiction, act stages, the queueing rules and gating (Acts I-II tier 1, III-IV tier 2). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:00 am
3a78efeb8Claude A · rooms Hearth turn-based boards, step 1: crops of the permanent H15 map3 files, 312 +Commit message
User, 2 Nov (via General): home disturbances become turn-based, with many boards. This is the geometry only (rules are Claude B's, being agreed): hearth-map.js reproduces the painted cleared field exactly (environment art's build_scene.py oval and its random.Random(2) wobble harmonics), the Glade path to the gate, doc 30's places, plots and neurons, and the approved hearth-axons-p004 line routes. hearthBoard(crop, {growth, plots, relayPost}) gives a 21×12 board (same shape as createBoard) for five crops: west, north, east, rosette, south. Growth lines G1/G2 are provisional (no art yet; routes join doc 30's approved points). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 02:58 am
17383f3acClaude B · systems Pin Claude A's f1f9e51e (wall side, lumen centre lines); page ctx lumenPaths in draw and play2 files, 3 +, 3 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:57 am
f1f9e51e7Claude A · rooms Vessel Margins: each lumen also carries its centre line as fractional points (VFX's ask)2 files, 12 +, 3 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:57 am
4a9499661Claude B · systems Page ctx: walls carry Claude A's side (adhesion pads face the vessel)1 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:56 am
672da114bClaude B · systems Quiet Tracts: pin 35528eeb and the repair kit (claude/cell-slime b90fe68e); page hosts Vessel and Tracts rooms; Tracts novice bot and rates (SIMULATION); Astro af76698a with unitOffset5 files, 170 +, 14 −Commit message
- bots.js: Tracts novice (Tend nearest, Process when full, support a waiting OPC); expert scores with room.value; beam signature adds room.signature and the Ranger's tile when a room has no connections. - play.js: Vessel Margins and Quiet Tracts groups in the room picker, created by location; Tracts segments, debris and cells drawn from the repair kit; plain markers for walls and callers; unitOffset hook. - pin-rooms.mjs: tracts files, the repair kit frames, Astro af76698a; ../ paths in VFX imports normalised for git. - Doc 31 §14: Tracts rates. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:56 am
c8e9051c9VFX Vessel VFX round 2: lumen stations and hops, release beat, steady ghost, bead adhesion; bind A 1b533eac and B 9b13cca213 files, 911 +, 678 −Commit message
Blind round 1 fixes (coordinator's list): 10-px pale-lilac beads with a darker rim and a cream highlight (round, distinct from the painted coral dashes); fixed stations along the lumen ending at a gate, each surge at the station equal to its rounds left, one whole-step hop per End turn and a flash on reaching the gate; release = pop then stream; the adhesion ghost is a steady 2-px dashed bead off the grid line, it scatters when an aim breaks the coincidence and returns on un-aim; one stream bead stops nearest the wall, crosses and fills the ghost, and stays with two contact pads (no legs, no body); no flicker after landing. Binds B's page ctx (walls, lumen schedule, forecasts on every aim) and Claude A 1b533eac (wall side, lumen tiles on surge telegraphs, foresight drawn as a dotted outline); no lumen = no lumen cues (shared-footprint). Re-pinned A's rules at 1b533eac. Unit 42/42 (T=24 and 32), browser 19/19 on 4351, smoke on B 4cf1c564. Five clips re-captured. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:54 am
80f2961e3HUD Run HUDs report: queue the Hearth home-defence goal display (waits on B's rules)1 files, 1 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:52 am
3d791fc45Character art Companion icons superseded by whole-sprite 40x40 icons on claude/vfx (user saw the 24x24 crops as clipped)1 files, 3 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:52 am
1aed0cbaaVFX VFX home: whole-sprite companion icons (the 24x24 crops cut them off)11 files, 30 +, 27 −Commit message
User (2 Nov): "Sprites are cutoff". The cell-slime 24x24 icons are fixed crops of 48x48 masters whose sprites are up to 40 px wide. The icons are now each master's whole first frame (claude/cell-slime 82dcea1a), cropped to its bounds and centred on 40x40, pixels untouched; slots 48u, panel 186u. Clips 53, 54, 58, 60 re-recorded. Tests: node --test tests/vfx/*.test.js tests/vfx/groups/*.test.js 92/92; playwright tests/vfx 77/77. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:47 am
1b533eac1Claude A · rooms Vessel Margins: wall side/adhered/condition on targets, lumen paths, surge foresight (VFX's asks)2 files, 94 +, 8 −Commit message
Wall targets carry side (where the vessel edge is) and adhered, and their condition once read. The adapter exposes the lumen's traffic paths as ordered solid tiles (lumenPaths), and each surge telegraph carries them as lumen (tiles stays empty: nothing on the floor is hit). A surge shown early by extraLead is flagged foresight, like the Gardens telegraphs. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:47 am
af76698a2VFX Astro (turns): room-end rings release with one bright step (#a4c7ba, 2 frames) instead of a grey fade4 files, 15 +, 11 −Commit message
Final check: the grey-green in-between step read mildly as wilting. Ring-by-ring timing kept. astro-8-room-end re-captured at T=24 (astro-9-reduced has no room end). Unit 69/69. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:45 am
07979a835VFX Astro (turns): blind round 4 fixes (ring-by-ring room end, Attune in three steps, residents bounce and hold)10 files, 202 +, 141 −Commit message
- Room end: ring by ring from the edges in (900 ms); each ring fades one step toward the floor for 150 ms while the next holds; marker relaxes with the last ring; seams stay; unitOffset('ranger') gives the linking cell a 1-px slack (hub applies it; request to B). - Hearth: moss under the giver removed; visitPose: slumped, a bounce with one frame of a light outline edge, then a pose held 3 px higher. - Attune: 5x5 at contact, the band's sides +100 ms, the final clipped footprint +200 ms (1133 ms, before the touch rope lets go at 1140); 2-px pale lavender rim. Clips 1, 4, 8 re-captured at T=24. Unit 69/69, browser 24/24 (port 4321). Smoke on claude/skills 4cf1c564 (act 081734c9): Link follows ctx.actPlan (contact 933 ms), process stays up, seams kept. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 02:44 am
1d1dcad9aCharacter art Record the user's ruling: keep Mote as approved (silhouette settled)1 files, 3 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:43 am
294e32f1eVFX VFX home: Companions board without duty assignment; greyed recruits; new icons14 files, 121 +, 136 −Commit message
User (2 Nov): residents cover missing posts automatically (Claude B), so the board keeps only Next outing and Companions; the host's cover fact is fixed to the residents, so no gap. All three companions show; not recruited yet = greyed (folds in an uncommitted greyed-row edit found in this worktree). Companion icons from claude/cell-slime 82dcea1a copied byte-identical with provenance and wired through the replaceable COMPANION_ICON table; slots 32u. Clips 53 (renamed), 54, 58, 60; 55 removed. Tests: node --test tests/vfx/*.test.js tests/vfx/groups/*.test.js 92/92; playwright tests/vfx 77/77. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:42 am
4f6dd869fEnvironment art Record the Tracts approval; label the unpainted axon IMPORTANT for integration2 files, 6 +, 2 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:41 am
4cf1c5644Claude B · systems Bots re-run on b21a9f26 with the Ward-range fix and Vessel Margins (SIMULATION): Gardens tier-1 novice overloads 0; expert 6/4/11%; Vessel tier-1 First Reading overloads the novice2 files, 870 +, 480 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:39 am
9b13cca2dClaude B · systems Page ctx for VFX Vessel: walls and lumen in the draw ctx; End-turn forecast on action previews too; guard telegraphs with no tiles (surge)1 files, 4 +, 3 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:38 am
abfcb25d1HUD Run HUDs: a waiting precursor's band runs its whole window (Claude A's f028205b goalView window)8 files, 11 +, 5 −Commit message
Re-pins the engine check to f028205b; it now checks every cell's window length and each precursor band's span. Screenshots refreshed. Engine check 9645 checks, 0 failed; unit 41/41, browser 30/30. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:38 am
642622edcVFX Vessel Margins VFX: monocyte surge countdown in the lumen and the adhesion overlay (turn-based)30 files, 5829 +, 1 −Commit message
New group `vessel`: src/vfx/groups/vessel-turns.js, createFx({T}) with handles (surge-passes, monocytes-adhere), layers, draw, preview, play, hoverText and busy (wall-clock backstop only in a hidden page). The surge is a forecast queue in the lumen, one slot per End turn (cluster = surge, small dim token = quiet round, the head token used up each round); the adhesion is a lilac clamp with tokens pressed into that wall tile's edge; ghosts only on read walls from the End-turn dry run. B08 only, no words, no rings, whole pixels, stills in reduced motion, frozen when paused. Hub study V1 on Claude A's real warning-signs room (b21a9f26, pinned with B's engine as A pins it, candidate art warning-signs-m5); mocks of the requested ctx.walls, ctx.lumen and act result.forecast are marked in vessel-rig.js. One registry line in review/groups/index.js. Unit 41/41 (T=24 and T=32), browser 19/19 on port 4351, smoke in B's prototype 01c995e4. Five review clips. Hook requests for B, A and the sprite owners in docs/vfx/groups/vessel.md. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 02:37 am
f028205b0Claude A · rooms Tracts goal view: each cell's whole window length (Run HUDs' ask)2 files, 5 +Commit message
A waiting OPC has windowLeft 0, so the goal strip needs the window's length to draw its whole band. A test checks it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:37 am
82dcea1a9Character art Companion icons (Mote B, Fen A, Pip A): 24x24 exact 1x crops of the canonical masters for COMPANION_ICON; blind match 6/6, no icon safety flag11 files, 153 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:36 am
aaaf33356HUD Run HUDs: Quiet Tracts goal display (segments and sheaths), blind-tested; Tracts rooms in the engine check19 files, 432 +, 13 −Commit message
- tract-goal.js: when goal facts carry `segments` (Claude A's tracts.js goalView via B's goalFacts), the strip shows the tract in the approved repair-tile language (b90fe68e): bare slots, strain beads (red when close to lost), extending, loose and kept sheaths, lost and unused segments, a misplaced sheath under scissors; each cell's window as a band with sheath pips; a precursor's dashed band; the A4 round track, flag and bonus. All words are hover titles (at most five words) and cards with "in the brain" lines. - Blind test, 2 rounds with 4 testers: time, segments to work on, misplaced = cut it and red = in danger all read; kept vs tentative 3/4 (docs/run-hud/tracts/TRACTS_GOAL.md). - The engine check re-pins to A's 35528eeb and B's 5d8958b5 and plays the six Tracts rooms: the strip, every title and card, and Trim and Process on the bar (32 rooms, 9550 checks, 0 failed). The tutorial mirror is re-pinned to 35528eeb. Unit 41/41, browser 30/30. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:35 am
13190e6d2Environment art Report the Quiet Tracts turn-based shells1 files, 9 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:34 am
82ff5f43dEnvironment art Paint the Quiet Tracts turn-based shells (24 px)104 files, 26482 +, 1 −Commit message
quiet-tract, valve-chain and tract-and-vessel for Claude A's Tracts rooms (35528eeb). On a board the axon is left to the approved repair kit's runtime segment tiles, and the floor vessel no rule uses is dropped (Claude A); obstacles round. Blind-tested at 1x under the grid with the repair art placed. Collision is unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:34 am
01c995e45Claude B · systems Withdraw the larger Ranger (user, 2 Nov): the prototype draws the original Ranger again; doc 31 §17 note marked withdrawn3 files, 2 +, 45 −Commit message
Kept: units drawn south over north, and the telegraph edge redrawn above units. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:34 am
792654c32Character art Withdraw the larger Ranger and the recoloured/resized generic Pip and Mote (user: 'don't make the ranger, pip and mote bigger. and remove the colour change as well'); originals stay as they are8 files, 14 +, 6 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:32 am
0f0a6bc0eVFX Astro (turns): blind round 3 fixes (no wither colours, Attune under the rope, wavy giving visit)14 files, 213 +, 76 −Commit message
- Room end dims toward the floor (#bed0bb), never yellow-olive; then recedes as before. - Room-tick pulse and Attune edge: one step lighter, cool pale moss #a4c7ba; lobes never cream. - Attune: 5x5 rings 50 ms apart, the band 100 ms later, all before the touch rope lets go (1140 ms). - Aim clip: preview about 450 ms, rope starts about 120 ms after it ends. - Hearth: wavy rope (pin timing/radii/colours, a 2-px travelling wave added here), a sparkle stream flowing astrocyte -> resident, tip-first release; residents slumped before, rise once and stay up; 17x5 moss cushion; the Ranger stands still out of the way. - Linked-rounds clip starts at the Link's resolution with the touch rope attached. Clips 1, 4, 6, 8, 10 re-captured at T=24. Unit 69/69, browser 24/24 (port 4321). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:28 am
5d8958b5cClaude B · systems Roster: name who may cover a duty (doc 30 §4); bots: debris load and count in the beam signature2 files, 5 +, 2 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:26 am
35528eeb3Claude A · rooms Quiet Tracts turn-based rooms: the anchored wrap, debris, OPC support, Trim8 files, 1022 +, 10 −Commit message
Quiet Tracts (user-approved page 213565c9 §3; "Oligos don't walk, they only extend"): tracts.js pulses the path every round (a bare segment strains; a lost segment fails at once); an anchored oligodendrocyte extends toward a pulsed segment on an open line, tentative after two steps, kept by the next pulse or retracted; windows; an OPC whose wait debris stalls and Support shortens; debris wear, flows, Engulf, the load and Process; Trim of a misplaced sheath. Six hand-made rooms on the three Tracts shells: all clear on the reference loop and on B's engine (Warden, Sentinel, Warden+Engulf); none without Tend; Misplaced needs Trim; the Long Tract needs Process. Engine loop: Tracts verbs, the load in the search signature, a flex option. A Survey in the Tracts no longer throws. npm test 404/404; Playwright 2/2; build OK. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:26 am
6d89e6499Environment art Report the round obstacles on the turn-based shells1 files, 8 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:26 am
d739cbb06Environment art Keep turn-based obstacles round, as in the shells281 files, 79838 +, 38 −Commit message
The user: obstacles need not fit the grid, since the grid is shown in play. Islands now keep Claude A's own hole shapes and the shells' own clumps, sprigs and ledges; the tile-squared islands are gone. Nine shells re-rendered; blind-tested at 1x under the grid. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:22 am
b69c86491Character art Ranger v4 + generic Pip/Mote v2 after user review ('trash', 'outline too wobbly'): smooth traces, one even 2 px outline, hand-listed sprigs; generics azure (Pip) and tangerine (Mote) picked blind on real lawn tones; harsh blind critiques recorded102 files, 216 +, 81 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:21 am
a498175fbVFX Astro (turns): blind round 2 fixes; rope re-pinned to microglia-motion 081734c9 (lighter process)20 files, 489 +, 273 −Commit message
- Rope pin -> 081734c9: the user-approved #8a87b8 over #625f8b; the Hearth visit uses it as is. - Seam 2 px tall and one step lighter; pore and lobes never use the dark #5a5877. - Tufts only on tinted tiles (spread, tick, room end). - Room tick while linked: one calm lightening travels out from the socket (400 ms). - Hearth: the visit comes FROM the astrocyte sprite (host-drawn, astroEase squash); one process per resident out of its body; a compact moss cushion stays at its feet; no dash ring. - Aim: full tint on alternate whole tiles + 2-px outer-edge outline + bracket, from frame one. - Attune: rings beyond the 5x5 land a beat later and keep a lighter edge. - Room end: dim one step, then recede inward; sockets keep their seams. All ten clips re-captured at T=24. Unit 67/67, browser 24/24 (port 4321). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:19 am
66204d6daHUD Shops open from the E prompt: hookup note; no hover corners to remove2 files, 27 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:17 am
8bf054e9dEnvironment art Report the four Vessel Margins turn-based shells1 files, 7 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:17 am
92d494856Environment art Paint the other four Vessel Margins turn-based shells (24 px)127 files, 35181 +Commit message
adhesion-bend, quiet-bend, warning-signs and shared-footprint to the approved Border Walk standard. Walkable tiles >=86% floor; vessel walls and openings read uniform, so wall states stay hidden until Inspect. Blind-tested at 1x under the grid. Collision is unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:17 am
889598b42VFX VFX: modular E interact prompt for world objects; grey outing slot10 files, 207 +, 12 −Commit message
User review (2 Nov): no hover corners in the overworld. src/vfx/interact.js draws a small E keycap over the interactable the player is near (pop, 1 px bob, 1 px press; reduced motion still); any interactable is { id, anchor, prompt, radius? } and the hub routes E to study.interact. The podium uses it; world hit boxes carry data-world (no corners, no press inset). On the Companions board the outing slot greys out while a face that cannot go is dragged; the refusal shake on drop stays. Clips 61 (new), 54, 47. Tests: node --test tests/vfx/*.test.js tests/vfx/groups/*.test.js 92/92; playwright tests/vfx 77/77. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 02:15 am
47a7d5d50Environment art Record the user's approval of the Border Walk turn-based sample1 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:13 am
a34078627Claude B · systems Pin tendrils 081734c9 (user-approved lighter astrocyte process)1 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:13 am
081734c98Character art Astrocyte process: approved lighter colours #8a87b8 over #625f8b10 files, 24 +, 8 −Commit message
The user approved the lighter pair (2 Nov, "Your choice is ok", via General) after VFX's blind review read the old shadow-over-outline pair as a "near-black spike / burnt match". Width B unchanged; no 2 px minimum. ASTRO_COLOURS updated (act.js, drawAstro, astroPixels follow), review renderer and a001 re-rendered, comparison board added. Tests: 18/18 module, 10/10 turns, 9/9 astro, 6/6 oligo, 150/150 npm test. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:12 am
87681d4ddEnvironment art Report the Vessel Margins turn-based sample1 files, 12 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:11 am
4457d0f02Environment art Add the Vessel Margins turn-based sample (border-walk, 24 px)35 files, 13764 +, 1 −Commit message
Boards for Claude A's five Margins shells (b21a9f26) pinned with the Gardens eight. On a board a small vessel feature moves, all layers together, to sit across its own blocked tiles. Border Walk t3: walkable tiles >=85% floor, stem tiles 93-100% solid; the vessel wall reads uniform (wall states stay hidden until Inspect). Blind-tested at 1x under the grid. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:08 am
557db432bClaude B · systems Pin the front c33b9fb1 (telegraph edge redrawn above units on occupied tiles)1 files, 3 +, 3 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:07 am
2c5463bc4Character art generic microglia blind round 1 raw answers1 files, 16 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:07 am
c33b9fb18VFX Pressure front: a threatened tile under a unit shows its edge again in 'top' (doc 31 §17)5 files, 104 +, 1 −Commit message
The large Ranger covers ~85% of its tile, so the floor ring under it is lost. In the top pass, each telegraph tile a unit stands on redraws its ring edge only, one px inside the tile like B's fallback (claude/skills 18f0acef): coming dashed rust/amber, striking solid wine/amber/rust, forecast dotted ochre; at least 2 px, sized from T and the cell. Unit tests at T = 24 and 32; front-2-striking and front-3-resolve re-captured. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:07 am
e4ba97966Claude B · systems Pin Claude A's b21a9f26 (se-open to tier 2, lesson-ward slack, Vessel Margins rooms); bots: Ward range 4, callers, Vessel rooms; doc 31 §14 solver verdicts4 files, 21 +, 6 −Commit message
The bots searched Ward rings only within 3 tiles (the 32 px range); they now read ACTIONS.ward.range (4). Plans include recovery Care on callers; the beam signature includes wall, caller and socket state. bots.mjs plays the 8 Vessel Margins rooms. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:07 am
74c3dde30Character art Ranger v3 (thicker 1-3 px outline, 1.375x) and generic Pip (moss) / Mote (sage) traced at 44 px with the shared tracer; lineup board; blind check running69 files, 621 +, 107 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:06 am
7369c9347HUD Report: helpers join through quests1 files, 14 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:06 am
1a57b6a49HUD Helpers join through quests: lock and Imprint wording no longer suggest a recruiting menu5 files, 11 +, 9 −Commit message
User rule (2 Nov): a companion joins only by completing a quest. The HUD had no recruit or invite buttons; the locked reason and the Imprint cards now point at the quest instead. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:05 am
1e46d7829Claude B · systems Recruitment is a quest outcome (user, 2 Nov): each companion joins only through its story's recruitment step8 files, 78 +, 35 −Commit message
Side-quest steps can carry recruits: role (Mote M5, Pip PIP7, new optional Fen F5a). Completing one emits recruit-earned with the only receipt the roster accepts (questId 'quest:step'); RECRUITS.recruitQuest now names those steps. Invitations are that step's dialogue; the Hearth podium only arranges companions already won. Doc 29 §1, §2, §7, §9 and doc 31 §11 updated; a test pins the rule. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:05 am
6de0e129cVFX VFX home: board without invitations; coverers leave the row; replaceable icons11 files, 71 +, 59 −Commit message
User review (2 Nov): invitations become quests, so Yes / No leave the board and the Companions square appears with the first recruit (a "recruitment quest completes" scenario lights the Coordinator chip). Bug: a companion dragged onto a duty stayed in the Companions row; now whoever is out or covering leaves it. Companion faces read from one replaceable COMPANION_ICON table (new icons requested via General). Clips 51 (renamed), 53-55, 57, 58, 60 re-recorded; 59 removed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:04 am
7e61b7e97Claude A · rooms Recruit hosting: a companion joins only through its quest (user, 2 Nov)2 files, 11 +, 1 −Commit message
States the rule in the hosting contract and on recruitedHelper(): B's recruit() already refuses any receipt that is not the recruitment quest's; the host adds no other route; the lab helper builds that receipt for tests only; chooseCompanion picks whether an already-recruited companion comes; residents answering a Vessel Margins Call are not recruits. Comment and docs only. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:04 am
b21a9f26bClaude A · rooms Vessel Margins turn-based rooms; engine solver loop for any class; B's §14 asks15 files, 1187 +, 30 −Commit message
Vessel Margins (user-approved page 213565c9 §2): vessel.js reads walls (leaky, reactive, uninvolved; hidden until Inspect), Seal with the three-round overstay cost, adhesion only where a calling microglia, a reactive wall and a monocyte surge coincide, endfoot Link, Vessa's delayed tone, and the surge as a forecast clock. Eight hand-made rooms on the five approved shells, all solo-clearable; novice clears tier 1, fails every tier 3. engine-loop.js: the solver on B's pinned engine for any class (Ward, Stand Fast, Attune). All nine rooms B's width-48 bots failed clear as that class; every tier-2 quiet-front room clears for a Warden planning blind (class-check.mjs). B's asks: se-open to tier 2 (verdicts f645e39a, 94 rooms); lesson-ward starts at [4,6] with the connection at 20% (a Ward-capable tile with 3 steps to spare; Care alone overloads). B's engine re-pinned at 1d239992 (recovery Care on a caller), byte-identical. npm test 395/395; Playwright 2/2; build OK. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:04 am
3cd321b87VFX Astro (turns): blind round 1 fixes; rope re-pinned to microglia-motion 39d8c25424 files, 682 +, 229 −Commit message
- Rope re-pinned (39d8c254: a standing process stays while its Link plays); smoke on B's d8505761 page: the process stays up in rounds 2-3, Link follows ctx.actPlan (contact 933 ms). - Supported AREA: a flat B08 tint (#a9b783) on every supported tile except B's grid outline, tufts on top; 5x5 vs Attune 7x7 now differ by whole tinted tiles. No ring, no outline. - The node: our pore is lavender (nothing darker than #5a5877); LINKED is rounded lobes + a bud, not spikes. The dark upright spine is the pinned drawAstro: request filed in astro.md. - Room end: the area recedes inward ring by ring (600 ms), lobes fold, the pore relaxes to its seam and every socket keeps its seam. - Aim: the predicted area (same tint, half coverage) on 'board' plus a socket bracket on 'top'; the hub's dead hold cut to 1.4 s. - Hearth visit: the rope reaches the nearest resident; no "+" marks; residents ease (visitEase squash-and-settle); a moss patch stays at the seed (astro.moss). - Captures use grayscale text (no ClearType fringe). Linked-rounds pip: real round reset, noted. All ten clips re-captured at T=24. Unit 59/59, browser 24/24 (port 4321). Critique copied to docs/vfx/critique/groups/astro/turns-round1-critic.md. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:01 am
655e0eabeClaude B · systems Report Addendum 23: Care pin f89db141; unit load and optional inflamedSpecks in the draw ctx1 files, 2 +, 2 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:01 am
d8505761bClaude B · systems Pin Care f89db141 (Process load, inflamed split, Trim on the carry tip); units[].load in the page ctx2 files, 2 +, 2 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:01 am
bef5b91c0Character art Bram look board: beside the v2 large Ranger1 files, 0 +, 0 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:01 am
9aa8c7078Character art Ranger large v2: traced from the approved 32 px frames at 1.5x (user: v1 'not very similar', 'too square and regular'): original stair-steps, slit eyes, tree sprigs; blind similarity 6 -> 7-8/10, no suggestive shape31 files, 196 +, 138 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:00 am
f89db141dVFX Care C1 inflamed: the dropped half lands on a red speck and fizzles there3 files, 36 +, 7 −Commit message
The half that flakes off now lands exactly on the nearest red speck of the tile it split over (the host's speck positions, ctx.inflamedSpecks, requested of B; the study passes its own), then shrinks to 2 px while the speck flashes light, and the speck is red again. 50/50 unit, 31/31 browser; care-5-inflamed re-captured. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:58 am
54240e65fCharacter art Bram bun: kidney as a mid-tone organelle with a dark rim (blind r1: solid dark bean read as a bite/mouth), east eyes forward; blind r2 clean (no suggestive shape, nucleus reads as nucleus, all facings correct); look board beside both Rangers20 files, 31 +, 5 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:56 am
c4a5df854VFX Care C1 inflamed: a visible pellet, a visible split, the bar grows flush2 files, 41 +, 49 −Commit message
The pellet is cream, rimmed in light teal, 4 px, so it shows on the dark rope; it travels the whole reach in 8 x 50 ms. Over the first inflamed tile past the cell it splits into two 3 px halves: one goes on to the bar, the other drops to that tile's floor where a speck flashes light, then red. On arrival the bar's fill grows along its length, flush and in its own colour, with a two-frame light sweep: no raised block, no outline, no dots on the cell. The preview's outline exists only while aiming. 50/50 unit, 31/31 browser; care-5-inflamed re-captured. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:55 am
18f0acef5Claude B · systems doc 31 §17: restore the code spans in the larger-Ranger note1 files, 3 +, 3 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:55 am
8f83c5441Claude B · systems Larger Ranger on the board (user-approved art, claude/cell-slime 1159e370): placement, depth order, telegraph edge above occupied tiles3 files, 59 +, 2 −Commit message
No rule change: one unit per tile; hits, reach and pathing by tile. Feet on the tile centre column, 18 native px down: the body fills ~85% of its tile and ~6 px of the tile north. Units drawn south over north. A telegraph under a unit is redrawn as an edge above the units. The prototype pins and draws the sprite (?ranger=small: disc). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:53 am
27c9662e3VFX Care doc: name the re-captured inflamed clip1 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:53 am
4254d48a8VFX VFX home: drag-and-drop Companions board14 files, 222 +, 114 −Commit message
User review (2 Nov): the list-of-buttons panel was unreadable. The third podium square now opens a board: Next outing (one slot, no Ranger face), a Companions row (face + name, the drag source) and Home duties (a card per duty; a companion going out leaves a dashed gap, drag someone onto it to cover). No Ask button: the story opens invitations, the player answers Yes / No under the card. Every drop goes through B's chooseCompanion; a refused drop shakes. Hub API open(id, fixture). Clips 58-60 and 51, 53-55 re-recorded (54, 59 renamed). Tests: node --test tests/vfx/*.test.js tests/vfx/groups/*.test.js 89/89; playwright groups/home.spec.js 20/20 (full run before the last two check fixes: 72/74). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:52 am
12f20acbdVFX Care C1 inflamed: the flow — a restore pellet travels to the bar, splits on inflamed ground, no outline3 files, 97 +, 55 −Commit message
A calm pellet in the restore colour travels from the cell toward the target's bar at contact; crossing the inflamed ground it splits: half fills the half-segment on arrival (the bar's own dark fill, one light edge), half flakes off into the nearest specks, which blink once. The rust lost-half outline is removed. The preview shows only the dark confirm corners and the predicted half-segment as a 2-px outline. 50/50 unit, 31/31 browser; care-5-inflamed re-captured. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:52 am
7b9cfed4cCharacter art wip: Bram redesigned as a broad scalloped bun in all facings (user: three-lobe body read as phallic); blind safety check running44 files, 321 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:48 am
1159e3705Character art Bram turned views remade (one smooth back dome, nucleus inside a lobe, no central opening/crease); Cress seams single; safety blind checks (rounds 5-6) clean; Ranger large LOOK (top+side frame, scale strip, footprint)58 files, 490 +, 3 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:47 am
7b612c2baVFX Care C1: Process breaks down a visible carried load in the cell; inflamed polish; Trim rides carry6 files, 165 +, 52 −Commit message
Process is rebuilt around a CARRIED LOAD: the cell shows up to three small clumps in its lower body (a persistent per-unit state from units[].load, requested of B; derived from played engulf/tend/trim/process when absent); Process shrinks them away inside the cell one per 300 ms, then the calm squash. Nothing leaves the cell; no rust or red. Inflamed: the gained half uses the bar's own dark fill with a one-frame light edge, a calm cream contact blink, and the lost-half outline only after the rope lets go, clear of the gained half. Trim's propAt rides the rope's `carry` tip when its plan frames provide it (microglia 9b230184), else the own path. 50/50 unit (24/32), 31/31 browser; process and inflamed clips re-captured. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:44 am
b90fe68e3Character art Tracts demos re-rendered with the real oligo rope (claude/microglia-motion 9b230184 oligo_rope.js, pinned read-only); one-gap board; blind 2+1 critics read keep=success, retract=failure24 files, 2573 +, 58 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:44 am
4d12bdccaClaude B · systems Pin tendrils 39d8c254 (Link's process stays); report Addendum 23: lead handoff update for turn-based play2 files, 56 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:43 am
39d8c254aCharacter art Fix: Link's astrocyte process vanished on its first frame in the prototype2 files, 27 +, 1 −Commit message
act.js dropped a standing process whose socket was not in ctx.linked, but while the Link plays the page shows the board from before the command, so the new socket is not listed yet (VFX's report, claude/skills c53f80f8). A standing process is now dropped only once its socket, having been listed, is gone from the list. Checked in c53f80f8: still up in round 2. Test added. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:43 am
3c7762bd9Claude B · systems Width-48 expert check (SIMULATION) in doc 31 §14; pin Care 45eb12bb and tendrils 9b230184; unitSquash hook3 files, 18 +, 5 −Commit message
Of 23 expert failures at width 32, 10 clear at width 48; 13 remain (12 Warden): tier 0 lesson-ward, tier 1 two se-open rooms, tier 2 sw-severe+ne-quiet twice, tier 3 eight. Rules-owner calls: hidden fronts at tiers 1-2 survivable without Survey; tier-3 rooms go to Claude A's solver before any kit change. The page scales a unit about its feet when a module's unitSquash(id) says so. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:40 am
d23e322b2VFX Astro (turns): the real pinned rope, LINKED roots that persist, clips re-captured, smoke on c53f80f814 files, 227 +, 75 −Commit message
Finishes the wip b7d01fc8. The rope is the microglia session's own (claude/microglia-motion cffce890, pinned read-only with PROVENANCE.json; astro-rope.js deleted). Link timing follows ctx.actPlan's astro marks (the pinned planner when it returns null): open at the Ranger's touch, sparkle at contact, never the 900 ms default when units/board are given. LINK_ASTRO_STAYS: the process and opening stay until the room ends; the Hearth visit is one-shot via spec.root [420,248]. New LINKED state: three 2-px lavender roots (B08) from the open opening, every round; no ring, clear of B's #2c4637 grid. AS2 draws B's grid and the Ranger's touch rope. Clips 1, 3-9 re-captured; new astro-10-linked-rounds. Unit 58/58, browser 24/24 (port 4321). Smoke on B's c53f80f8 page with act cffce890: the marks are followed (open 333, contact 933). The act module's standing process is dropped during B's pre-result play (request in the doc). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:40 am
9b230184dCharacter art Corner reaches: Pull routed too; 17-room sweep confirms no ropeless actions5 files, 49 +, 18 −Commit message
- A Pull whose straight line touches a wall corner lays its rope round the corner, flows the body once it touches, and keeps the rope taut through the waypoints still ahead (12 Two Basins lines had no rope before). - 17 hand-made rooms at 24 px under Claude A's pinned lineOfEffect (2513e971): 76,096 legal reaches, 3,052 at a corner, 0 with no rope (85 before routing); every Pull line: 2,658 at a corner, 0 with no rope. - corner_sweep.mjs: per-verb counts and --pinned-only. Tests: 18/18 module, 10/10 turns, 8/8 astro, 6/6 oligo, 150/150 npm test. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:40 am
45eb12bb0VFX Care C1 round-5 fixes: Process off the cell, inflamed gain stays, kinked refusal; bind c53f80f817 files, 285 +, 78 −Commit message
Final fix round on blind round 5 (trim 4, settle 3, refusal 3, inflamed 2, process 1; saved verbatim; Engulf/Tend/Trim untouched). Process: a stored clump in debris colours at the cell's edge breaks into specks that drift a tile out, settle on the floor and fade; nothing red on the cell; then the squash. Inflamed: the bright gained half stays on the bar after the tendril leaves; the lost-half outline shakes once and fades; 2-px blink on the carer's tile. Refusal: kinked corners (shape, not just colour) with the 2-px shake; 2-px aim dots off the grid lines. Settle: dark-teal completion pop; empty segments keep a 2-px dark outline. Binds claude/skills c53f80f8: the engine's response-eases plays the ease ring (hub stand-in dropped, engine re-pinned), inflamed/sustained from the ctx, ctx.actPlan honoured, no turnsProto reads. 49/49 unit (24/32), 31/31 browser; smoke-tested on c53f80f8. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:38 am
622ee2c00VFX VFX home: two podium squares before companions; Companions panel for several13 files, 178 +, 69 −Commit message
User review (2 Nov): companions unlock mid-game, so until one is met the podium raises two squares (Imprint, records). The invitation square opens a Companions panel: a row per met companion (Mote, Fen, Pip) with Ask / Yes / No, then who covers that companion's duty; Next outing picks Solo or one recruited companion; chosen options wear sage; a pick without cover is refused (the pick and that companion's cover shake). Host fixtures unmet / eligible / recruited / several. Clip 52 removed; clips 57-59 added; 51, 53-55 re-recorded. Tests: node --test tests/vfx/*.test.js tests/vfx/groups/*.test.js 89/89; playwright tests/vfx 73/73. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:37 am
81a1ddb54Character art Turned top-down bodies (pose study): south/north for six identities + Rill east; 4 blind rounds recorded; look board2 files, 45 +Commit message
Bram, Pip, Cress, Rill read both ways; Mote reads for Sonnet; Fen back view weak (flipped hook reads as drips) - needs a hand-drawn back view (user's call). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:37 am
a27031171Character art wip: turned bodies round-3 fixes (Fen back to turned crescent, faces low-centre on the near part; Mote far landmark hidden from behind); round 4 running31 files, 44 +, 6 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:35 am
6210fbfe3Character art wip: turned bodies after blind rounds 1-2 (Fen rebuilt head/tail, Cress crest tilted, Rill back without core, Pip eyes lifted); round 3 running45 files, 236 +, 13 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:32 am
1d239992aClaude B · systems Turns: caller target for recovery Care (Vessel Margins, Claude A's ask)4 files, 30 +, 5 −Commit message
care-recovery accepts targets of kind 'caller' (a signalling resident microglia); the room gets work({verb: 'soothe'}) and decides the outcome (caller-settles). Fast Care on a caller is refused with its own reason, in command() and actionProblem(). The Care event carries caller: true. Sustained recovery reaches a caller too. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 01:32 am
dc8416b44Character art wip: turned top-down bodies for all six (plan views turned + foreshortened; Pip/Cress front/back from mirrored front half; Rill back + turned east); blind round 1 running155 files, 687 +, 3 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:29 am
7f7a21b78Claude B · systems Pin Claude A's 402c08ca (one step per trigger; untaught Stand Fast and Pull dropped) and Run HUDs 6484bd9f1 files, 2 +, 2 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:38 am
e5e823748VFX wip: VFX catalogue fork stopped for the usage limit; next step noted1 files, 6 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:37 am
1b880fc3cVFX VFX home: one "No" on the invitation; the chosen option wears sage8 files, 30 +, 7 −Commit message
User review (2 Nov): "Not this time" removed (defer and decline are identical in the roster rules). In each pair (Pip covers / Leave gap, Solo / Bring Mote) the chosen button wears the sage frame and the other stays gold; row labels no longer repeat the choice in words. Tests: node --test tests/vfx/*.test.js tests/vfx/groups/*.test.js 89/89; playwright tests/vfx 70/71 on the full run: "repeated refusals" (review.spec.js, first slice) failed once, then passed 4/4 on reruns (flaky, untouched here); groups/home.spec.js 17/17. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:36 am
405b3380fCharacter art WIP turned top-down bodies (user: stop and save): plan-view turn for Fen, Bram, Mote (south/north first pass, unreviewed); Pip/Cress/Rill not started95 files, 666 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:35 am
b7d01fc88VFX wip: astro on the pinned microglia rope (cffce890), LINKED roots state, B grid in AS213 files, 2640 +, 202 −Commit message
Pinned astro_rope/turn_tendrils/pixels/runtime/act from claude/microglia-motion cffce890 (PROVENANCE.json); astro-rope.js deleted. astro-turns: opening timed from the act plan's astro marks (ctx.actPlan, falling back to the pinned plan when null), process stays up (LINK_ASTRO_STAYS), drawAstro in the hub, LINKED roots on the socket every round. Hearth visit: drawAstro one-shot from spec.root [420,248]. AS2 draws B's #2c4637 grid and the Ranger's touch rope. Where I stopped: unit tests mid-fix (2 failures: look.rope is null at OPEN_MS+100 in the "link step" test - the default spec's rope is not yet out then; adjust the test time to after spec.out). Next step: fix that test, add linked/grid/actPlan tests at T=24/32, run browser specs, re-capture clips (incl. a linked-across-rounds clip), smoke on claude/skills c53f80f8, update astro.md. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:34 am
a41f7c9deClaude B · systems wip: doc 31 §14: the one width-48 room that finished (two-basins clears)1 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:34 am
340f23346Environment art wip: note where environment art stopped on turn-based shells1 files, 6 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:34 am
124ad1c55Claude B · systems wip: 24 px bot rates (SIMULATION) in doc 31 §14; merge keeps the shards' rooms label5 files, 1455 +, 685 −Commit message
Bots over claude/expeditions 2513e971 (24 px rooms, 4/3 kit), width 32, 198 runs: novice fails 50/83/78/86% at tiers 0-3, expert 6/11/8/17% (32 px: 50/67/64/79, 0/0/0/11). All 12 tier-1 novice overloads use section se-open; lesson-ward is winnable but has no slack (exhaustive two-round search). Rules-owner decisions recorded in §14. Also commits the regenerated Apothecary-rest MODEL results. Stopped for the usage limit. Next: re-run the width-48 expert check on the 22 expert-failing rooms (list in bots.json); pin rooms 402c08ca and Run HUD 6484bd9f; send Claude A the se-open and lesson-ward asks; report to General; refresh the Codex handoff addendum. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:34 am
b7ef62c2dHUD wip: HUD/inventory stop note for the usage-limit wrap-up1 files, 8 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:34 am
309a5143cCharacter art wip: corner reaches routed round corners, Trim rope, oligodendrocyte process9 files, 589 +, 27 −Commit message
- Blocked straight reaches now go round on the corner-safe tile path (routeTo), laid kinematically: README sweep no-rope reaches 10 -> 0 (old line) and 4 -> 0 (Claude A's pinned lineOfEffect, 2513e971). - Trim: one process grips the input and draws the piece back (carry on tip). - turns/oligo_rope.js: anchored oligodendrocyte process (two-step extend, wrap-1..3 hold, keep with keep-2 dither fade, or retract), corner-safe. - pixels.js: widthB and alongPath shared helpers. Tests: 18/18 module, 9/9 turns, 8/8 astro, 6/6 oligo, 150/150 npm test. Where I stopped: the 17-room sweep with routing on was not rerun (stopped for the wrap-up). Next: run tools/corner_sweep.mjs, check Pull corner cases, fill the README room number, send the SHA to General/VFX/B. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:34 am
97914e93fClaude A · rooms wip: re-pin B's engine at c53f80f8; high pressure narrows Survey in the reference loop5 files, 175 +, 24 −Commit message
B's catalog and engine re-pinned byte-identical from claude/skills c53f80f8 (blobs in vendor/README.md). The reference loop's Survey drops by 1 in a round a visible front strikes, as B's engine does (doc 31 §21), and a new test proves both engines agree (passes). Where I stopped (General: usage limit): the full npm test, the Playwright run and the verdict regeneration (node tests/expeditions/room-verdicts.mjs, for the kit stamp) were stopped before they finished. Next: run those three, commit the verdicts if they changed, then start the Vessel Margins and Quiet Tracts rooms on B's location verbs. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:34 am
80e520ba1HUD wip: Run HUDs report: where I stopped and next steps1 files, 9 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:31 am
0a9d3436aVFX Care C1 round-4 fixes: Settle reads on the cell, inflamed as one half segment, Trim drags in10 files, 234 +, 131 −Commit message
Coordinator's decisions on blind round 4 (engulf 4, tend 4, process 3, trim 3, refusal 3, settle 2, inflamed 2; saved verbatim; Engulf and Tend untouched). Settle: a gained point goes empty -> full dark with a one-frame light edge, the cell squashes and settles (new host hook unitSquash), the gauge holds 800 ms with the corners only on the pop; Run HUDs owns the lasting Composure readout. Inflamed: no flying piece; one segment on the bar, its real half filling bright and its lost half an empty brown-rust outline that shakes once (2 px); the study meter is no longer stress-orange. Trim: the input itself is dragged along the reach into the cell on Tend's path (new hook propAt). Process: clumps rise out of the cell and break down, then the squash. Aim: dark confirm corners from the first frame, a 2-px three-beat shake, red only under the cursor. 48/48 unit (24/32), 31/31 browser; five clips re-captured. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:31 am
59afcc2cbCharacter art Named cast: top-down south and north views (cast convention: same body, face turned; vertical crawl), layered .aseprite, facings board2674 files, 11001 +, 36 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:31 am
6484bd9f9HUD Run HUDs: re-pin Claude A's tutorials at 402c08ca (one step per trigger)19 files, 46 +, 47 −Commit message
- The demo mirror, engine check and overlap check now pin rooms at 402c08ca (engine 8b79435b; 7871 checks, 0 failed). - Lesson 3 opens with Fast Care lit; the goal strip lights after the first Fast Care. The demo scene and tests follow. The newest-two rule stays as a guard only. - Tutorial screenshots and contact sheets are regenerated; every text still fits. Unit 39/39, browser 29/29. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:29 am
e6d314008HUD Run HUDs report: the user approved the tutorial text screens1 files, 1 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:29 am
c53f80f87Claude B · systems Turns: re-pin five VFX groups, response-eases event, actPlan and inflamed in the page ctx4 files, 50 +, 13 −Commit message
Pins pressure a3acf17f, survey 2be822f6, pull/glide 6b9c3b78, ward 2fca50ea, astro dadf3187 (hidden-tab busy() backstop, final contract). The engine emits response-eases {target, from, to} right after Care that shortens a lingering response without ending it. The play ctx passes actPlan (the tendril planner) and inflamed tiles; the draw ctx gains inflamed and sustained. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 12:29 am
402c08ca9Claude A · rooms Tutorials: one step per trigger; drop untaught Stand Fast and Pull from allow3 files, 28 +, 35 −Commit message
Claude B (doc 31 §16): nothing untaught is offered, and each step has its own trigger. Second ideas now follow the action they explain (after:care-fast, after:care-recovery, after:settle); lesson 2's round-2 prompts merged; the severe-front note moved to 7a's intro. A test enforces distinct triggers. npm test 383 (382 + the STE test re-run after a title fix: tactics 24/24); Playwright 2/2; build OK. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:27 am
263a2d3e9Character art Tracts README: attribute the pickup-source ownership note to General1 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:27 am
876985154Character art Tracts kit README: the oligo process is the existing microglia rope (ropePixels, width B, r007 colours), not a stamp; process_line() demo-only1 files, 14 +, 16 −Commit message
Corrects the withdrawn stamp contract, which was wrongly attributed to the lead. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:27 am
2758e289dHUD Run HUDs: every tutorial text fits (A's ad7fd6c9); look-review screenshots44 files, 274 +, 2 −Commit message
- The demo mirror now holds all nine of Claude A's lessons (engine check: 7874 checks, 0 failed). - A demo hook, lessonText(id, 'intro' | 'prompt' | 'result', arg), shows any lesson's text. - A browser test checks every lesson intro, prompt step and won/lost text on the 512x288 stage: inside the stage, nothing clipped, prompts clear of the bar and goal strip. All pass, with no changes needed. - docs/run-hud/tutorial-text/screens: per lesson, the intro, first prompt, won and first lost result at scale 2, plus four contact sheets. Unit 39/39, browser 29/29. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:26 am
46b683764Character art Named cast animation README: blind check results1 files, 12 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:26 am
600b99149Character art Named cast animation: forward lean + thick-column cuts after blind round 1; round 2 with real travel reads 6/6 directions correctly; softened gather frame2335 files, 136 +, 46 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:25 am
656818d2aVFX Record the user's review of the VFX catalogue groups (1-2 Nov)1 files, 17 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:25 am
29e13365fVFX VFX review: Ask shows for a fresh invitation; re-record stale clips11 files, 3 +, 1 −Commit message
The no-ribbons pass hid Ask whenever the roster's invite state was set, but a fresh invitation is 'none', so Ask never showed. Ask now hides only once accepted. Spec checks it. Clips 35, 36 (no blocked-edge mark) and 48, 50, 51–55 (podium layout) re-recorded. Tests: node --test tests/vfx/*.test.js tests/vfx/groups/*.test.js 89/89; playwright tests/vfx 70/70. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:24 am
1d710c2f7HUD Run HUDs: Claude A's STE tutorial text; "settle" only for the action; 24 px overlap re-run15 files, 355 +, 89 −Commit message
- Prompt line: steps sharing a trigger show the newest two at most (MAX_LINES). The newest step's focus wins, and the other shown step's focus lights too (`also`): lesson 3 lights the goal strip and Fast Care. Room-event triggers (after:survey-reveals) work through the engine log. - The demo tutorial mirror and engine check are re-pinned to A's ad7fd6c9 and B's 8b79435b (26 rooms, 7839 checks, 0 failed). Demo scenes follow A's new step order. - On Claude A's proposal (STE: one meaning per word), "settle" is now only the Settle action. The goal strip and result screen say "targets" ("Rounds to reach targets", "Deadline: reach targets by here", "Connections protected", "Targets not reached in time"). Ids are unchanged. - tests/run-hud/overlap-check.mjs, run on A's 24 px rooms: no start, connection, socket or marked tile (99) is under any HUD piece. The prompt line lies over up to 25 floor tiles in tutorials. Unit 39/39, browser 28/28. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 12:22 am
83b9ef97eCharacter art Named cast animation study: idle/start/move/stop/tend for the six canonical identities, top and side, east authored + west mirrored5366 files, 22219 +Commit message
Row/column deformation of the approved layered masters (no redraw); 1 px eye-nucleus separation in production frames only (Pip, Mote side, Cress top), masters untouched; scale strip beside Ranger and a generic NPC at 1x/3x; east .aseprite per view. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:21 am
dadf31878VFX Astro (turns): B's ctx sockets/linked/supported, act plan().astro.marks, preview once; backstop only when hidden3 files, 120 +, 24 −Commit message
No window.turnsProto read: sockets/linked from draw ctx, supported/supportedAfter from play ctx, result.supported for the aim (B f4c43034); replaces supported + sockets. Link timing follows the act module's plan().astro.marks (LINK_ASTRO_STAYS: release/done Infinity, the opening stays open) when a plan function is given (option, ctx.actPlan or a function ctx.plan; B's Direct plan object is ignored). preview draws once ('top'). Backstop runs only in a hidden page. Rope and visuals untouched. Unit 52/52, browser 23/23 (port 4321); smoke on B's e2e879b5 page. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 12:20 am
ad5c6ef4cVFX Care C1 round-3 fixes: fill-only gauge, darker corner pops, stronger confirm, no mock draw-in15 files, 249 +, 125 −Commit message
Coordinator's decisions on blind round 3 (settle 2, engulf 3, inflamed 2, process 3, tend 4, refusal 3, trim 3; saved verbatim). Settle's gauge only fills, previews the points to come as a 2-px gain bar, gains a lighter value step and holds 600 ms; every pop is darker, corners only. Inflamed: no red box in the preview, the ground under the carer blinks at contact, a chunky half pop, inflamed read from the play ctx. Aim offer < confirmed (solid dark, never doubled) < locked; refused tiles get 2-px rust corners off the grid lines and shake; nothing is drawn on targets not in play. Engulf takes every clump while the rope holds (it staggered past the release); the study mock no longer invents the draw-in, and a real room draw-in plays as a later plain slide. Trim's block holds 3 frames; Tend pulls the clump toward the cell; Process clip starts on the scene. Study-only: rope at least 2 px and meeting the sprites. 48/48 unit (24/32 included), 31/31 browser; seven clips re-captured. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:17 am
2fca50ea3VFX Ward (turns): settled ruling, ward-ticks event, B's wardRings/stance, preview once; backstop only when hidden3 files, 204 +, 69 −Commit message
Ruling (B f4c43034): a Ward holds back 60% of harm to everything inside, never Composure; Stand Fast = the reaction (first hit, no Composure) + its tile warded at 60%, drawn with the ordinary plates (tested; no bubble, ward-5 GIF unchanged). Hover titles say so; the CONFLICT section is gone from the doc. Ticks play on ward-ticks before stand-release (handles), the round-change fallback goes once it is seen; ctx wardRings/stance replace window.turnsProto. preview draws once ('top'); legal crosses before hover. Backstop runs only in a hidden page. Unit 62/62, browser 31/31 x2 (port 4316); smoke on B's e2e879b5 page. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 12:17 am
7cc35dafdClaude B · systems Pin Claude A's tutorial text pass (claude/expeditions ad7fd6c9; tutorials.js only)1 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:17 am
6b9c3b785VFX pullglide-turns: run the busy() backstop only in a hidden page3 files, 34 +, 3 −Commit message
A visible page keeps drawing, and the hub steps fixed time there: wall time must never move its clock (a ward hub spec flaked when a draw came before the first advance()). The backstop now engages only when document.hidden (or there is no document). Frames unchanged. Unit 66/66, browser 30/30 (port 4314). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:17 am
a3acf17f9VFX pressure-front: run the busy() backstop only in a hidden page3 files, 31 +, 3 −Commit message
A visible page keeps drawing, and the hub steps fixed time there: wall time must never move its clock (a ward hub spec flaked when a draw came before the first advance()). The backstop now engages only when document.hidden (or there is no document). Frames unchanged. Unit 59/59, browser 31/31 (port 4318). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:17 am
2be822f65VFX survey-turns: run the busy() backstop only in a hidden page3 files, 30 +, 3 −Commit message
A visible page keeps drawing, and the hub steps fixed time there: wall time must never move its clock (a ward hub spec flaked when a draw came before the first advance()). The backstop now engages only when document.hidden (or there is no document). Frames unchanged. Unit 56/56, browser 29/29 (port 4313). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:16 am
8236b5b36VFX VFX review: shorter trails, no blocked-edge mark, more air above Back10 files, 28 +, 52 −Commit message
User review (2 Nov): - Walk and Flow trails shorter: dots live 300 ms (walk) and 280 ms (Flow), about two dots behind the body. - The cream mark traced on a blocking edge (read as an unidentified effect) is gone; a blocked or refused move only shakes the body. - Every panel's Back / Close button sits 3u lower (6u under the last row). Tests: node --test tests/vfx/*.test.js tests/vfx/groups/*.test.js 89/89; playwright tests/vfx 70/70. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:16 am
ad7fd6c94Claude A · rooms Tutorial text in naturalised ASD-STE100, checked by test and two blind reviews4 files, 264 +, 106 −Commit message
Every player-facing field of the nine tutorials rewritten (user: "Write the tutorial in naturalised ASD-STE100"): word limits, no contractions or -ing verbs, one name per thing, Run HUDs' part names, no prototype drawing. Fixes the reviews found: Care in the strike round prevents a response (now taught), fronts hit units beside their connection (now taught), false "every threat warns" / "no recovery" claims removed, prompts re-timed to when they are true (lesson 7b waits on survey-reveals). A test enforces the limits; another proves the Survey prompt's event fires on B's engine. No room rule changed. npm test 383/383; Playwright 2/2; build OK. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:15 am
ba186f153Character art Fix process root offset in the stamp contract1 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:15 am
247900c74Environment art Add stocked and empty states for the Hearth delivery tray9 files, 102 +Commit message
The delivery tray is the only overworld pickup source that can run out (sprite audit finding 2). Stocked sets six outlined HUD Supply tokens round an edge-on stack in the H15 hollow; empty is the hollow H15 already shows; an optional glint frame twinkles the stack. A 1x blind test told the two states apart with high confidence. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:15 am
76392d721Character art Record canonical named-cast identities (user accepted all six picks); document the Tracts process stamp contract3 files, 92 +, 6 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:12 am
5d5e572ebCharacter art Quiet Tracts repair kit (candidate): precursor idle/stalled/maturation, wrap-by-extension keep/retract, myelin segment states and debris on 24 px tiles137 files, 1375 +Commit message
Anchored cells only ("Oligos don't walk, they only extend"); r007 light oligo palette, neuron-gold axon, cast outline. Layered .aseprite per manifest. Blind critique: 2/2 read keep as success and retract as failure; raw answers kept. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 12:07 am
be88f8e53Claude B · systems Pin VFX care group (claude/vfx-care 23a03969); the VFX pinner follows nested and ../ imports into subfolders1 files, 4 +, 1 −Commit message
Browser: front + care + run HUD on the 24 px Before the Front: Care and End turn play; no errors captured. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:04 am
23a039690VFX Care C1 blind rounds 1-2: success pop, 2-px marks, gauge, Trim/Process, grid-safe colours25 files, 978 +, 239 −Commit message
Round 1 (12 clips) mostly 2/5: successes read as absences and 1-px marks broke up at 24-px tiles. Fixes: a positive success shape (the target's corners spring outward and hold; green and wider on supported ground; half of them for an inflamed, halved restore, with the lost half as a rust box); every mark at least 2 px; Settle as a Composure gauge with a pop; a kinked broken tether and a dropping latch; slow drawn-in slides with a path chevron; the Care step capped near 1.1 s after contact. Round 2 (14 clips, B's grid on): fade/tend 4, seven at 3, trim/settle/engulf/refusal/order/inflamed 2, process 1; then pods carry taken clumps and Trim targets back to the cell (taken() lets hosts hide props), bigger Process pellets and Settle gauge, a shaking refused hover box. Binds B 35a29e8f's trim, process and debris-moved {by: 'engulf'}; Seal is not Care's. No hard-coded range. Both critiques saved verbatim. 48/48 unit, 31/31 browser; smoke-tested on 35a29e8f. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 12:04 am
106856bd0VFX VFX review fixes: dot trail, built Fit button, Hearth podium squares, Apothecary rest34 files, 1055 +, 538 −Commit message
User review of clips 33-55 (1 Nov): - Walk: a short trail of fading dots instead of the hop; Flow uses a sparser, shorter trail. - Build: no "Built" / "In use" words; a built tool's Fit / Take off button wears the sage slot frame (slot-built.png). - Home: pressing the Hearth podium raises three squares in the overworld above it (Imprint, invitation, run records); each opens its panel beside the podium. Podium art pinned. - Rest moves from Starwell to a proposed Apothecary row; Starwell keeps the endurance strip. - No words on the mock HUD: place chips, recruit ribbons, the Equipped line and record tags removed; endurance as pips; Coordinator chip as its class icon. Tests: node --test tests/vfx/*.test.js tests/vfx/groups/*.test.js 89/89; playwright tests/vfx 70/70. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:03 am
412317aafVFX Survey (turns): bind to B's reveal, foresight telegraphs and event tiles; no mock, no turnsProto9 files, 175 +, 85 −Commit message
ctx.reveal (B f4c43034) via revealFrom(); the look-ahead marks telegraphs flagged foresight (B e2e879b5 telegraphsFor; Alert's first round when no reveal). survey/survey-ribbon tiles (narrowed: true included) drive the preview and sweep; survey-reveals carry their own tile. preview draws on 'board' only; result null before hover is no refusal. The hub fixture's mockReveal is replaced by B's rule over the pins (lead + 2): clips 2, 3, 6 re-captured. Unit 55/55, browser 29/29 (port 4313); smoke on B's e2e879b5 page. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:02 am
50f744d97Character art Named cast rig prep: anchors, contact spans, width-B sockets, masks, eye/nucleus gaps and scale for all 24 masters52 files, 3068 +Commit message
Master pixels unchanged. Flags: Pip/Mote-side/Cress-top eyes touch the nucleus; Rill top faces south; named microglia are 1.0-1.5x Ranger width (scale is a look decision). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Sun 1 November 2026
- 11:59 pm
8f36ca1e2HUD Run HUDs report: B fixed the legend overlap and HUD scale1 files, 4 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:59 pm
8b79435b1Claude B · systems Prototype: board shown at least 1024 css px so the Run HUD lays out at scale 2; legend hidden under the HUD; the Hearth podium squares credited to VFX (comment and doc 31 §11)3 files, 7 +, 2 −Commit message
Browser at 1400x900: canvas 1024 css px, HUD --px 2, legend hidden, a click still lands on its tile. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:58 pm
52e5179f0Character art Named cast: copy approved product-02 masters with provenance; blind A/B review and proposed identities1052 files, 11198 +Commit message
Masters copied from the untracked main-checkout faces-v1/product-02 (sha256 manifest in PROVENANCE.json). Three fresh unlabelled testers; raw answers kept; proposal Fen A, Bram B, Mote B, Pip A, Rill A, Cress B awaits the user's look decision. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:57 pm
b61ddab2dHUD Run HUDs: always-visible grid readability check on B's prototype; rest screen parked3 files, 20 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:56 pm
85caf7642VFX Pressure front: handles for B's page ordering, lingerMarks() for Care, foresight forecast6 files, 191 +, 15 −Commit message
handles add response-eases (Care's proposed event; drops play on it, not from before → after). lingerMarks(connection, {T, cell}) exports the exact diamond rects (lingerBeads draws from the same helper). Telegraphs flagged foresight: true (B e2e879b5) draw as a forecast: the coming ring's quiet dotted sibling, still, no chevrons; new clip front-6-forecast (clips 1-5 re-captured byte-identical). Unit 58/58, browser 31/31 (port 4318); smoke on B's e2e879b5 page. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 11:55 pm
12f6c2375Claude B · systems Pin Run HUDs f98cf15a (location verbs group, rest-stop panel retired)1 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:55 pm
924f03e17HUD Apothecary rest on B's adaae961; away-from-home wording follows B36 files, 278 +, 108 −Commit message
Resting moved to the Apothecary (user): B's apothecaryRest, 2 Supply for +2 endurance up to 4, once per outing, not the recovery step. During an outing Rest leads and tuning follows, locked. Run HUDs' rest icon is ported. Services re-pinned byte-identical at claude/skills adaae961; the away-from-home refusals now read "... is not home". Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:54 pm
f98cf15a6HUD Run HUDs report: location verbs and the retired rest stop1 files, 26 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:54 pm
4249a97c8HUD Run HUDs: retire the rest-stop panel (rest moved to the Apothecary)11 files, 29 +, 283 −Commit message
The user moved resting to the Apothecary (Claude B: REST_STOPS and restAt removed, replaced by APOTHECARY_REST and restAtApothecary). The Apothecary menu belongs to the HUD and inventory session, so this workstream's rest-stop panel is deleted, as the tuning picker was: mountRestStop (outing-ui.js), restFacts, restCard, REST_TITLES, createRunHud's restStop/onRestStop, and the demo's rest scenes and tests. The endurance chip and result cards keep the endurance rule, now worded for the Apothecary rest (+2, never above 4, once per outing, 2 Supply). Unit 37/37, browser 28/28, engine check 6420 checks with 0 failed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:52 pm
e1e30a087HUD Run HUDs: location verbs on the action bar (Claude B's 35a29e8f)20 files, 513 +, 84 −Commit message
- Trim, Process, Seal and Call form their own group after the flex skill, on an ochre strip, only when the room lists them (s.verbs); never on the companion's bar. - Debris load: pips before Process, with a "Debris you carry" card. The count also goes on the Tend, Engulf and Process cards. Calls paid for: pips after Call, with the count on its card. Refusals stay the engine's own words. - A bar too wide for one row lifts the location group onto a row above its right end. - Four new icons, blind-tested over 4 rounds with 8 testers: Trim 3/3, Seal 2/3, Call 3/6 (its misses all chose Direct) and Process 1/2 (the weakest; the load pips carry it). - "In the brain" lines come from Claude A's PubMed-checked location pages (AI literature check). - The demo catalog mirror and the engine check are re-pinned to 35a29e8f (24 px ranges). The engine check now confirms each verb's card carries actionProblem()'s refusal word for word. Unit 38/38, browser 29/29, engine check 6420 checks with 0 failed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:50 pm
5078f1f87HUD Remove the old Outing record podium view: the podium belongs to VFX12 files, 33 +, 188 −Commit message
The podium's squares and pages are world pop-ups owned by the VFX session (user: "Not a shop!!!"), so podiumView, its scenes and chalk styles go. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:49 pm
6ca5061cfVFX Pull/Glide (turns): B's f4c43034/35a29e8f hooks; real drag events, no mock15 files, 263 +, 124 −Commit message
preview draws once per frame (on 'top'; B calls it for 'board' and 'top'), and before any hover draws the legal set straight from `legal`. Pull on debris binds to the engine's own pull {mode: 'drag'} + debris-moved {by: 'pull'}: the study pins B's 35a29e8f engine/catalog and its room moves the clump on work('drag'); the drag mock is gone. No range is assumed (Pull/Glide 4 now); the wider legal set changed clips 1-4 and 7, re-captured (5, 6 identical). Unit 65/65, browser 23/23 (port 4314); smoke on B's 35a29e8f page: Pull aimed, legal set before hover, committed; a Pull with frames stopped released input after 756 ms. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 11:48 pm
e2e879b56Claude B · systems Pin Claude A's 24 px rooms (2513e971, 21x12); foresight: telegraphsFor() passes extraLead 2 in round 1 under Alert tuning and for the rest of a Surveyed turn6 files, 35 +, 8 −Commit message
The Alert tuning's first-round foresight did nothing before (it needed the room's extraLead); Survey's 'see two rounds ahead until your next turn' (doc 31 §3) is now real too. The page draws and describes tiles from telegraphsFor. npm test 164/164. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:47 pm
8553ef218Environment art Confirm the turn-based shells against Claude A's 24 px rooms (2513e971)2 files, 10 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:46 pm
2513e971cClaude A · rooms Re-place every turn-based room on 24 px tiles; corner rule; B's 4/3 kit; tutorial intros15 files, 821 +, 475 −Commit message
The user chose smaller tiles (Room building's t13 sample approved). Boards are now 21×12 tiles of 24 px with an 8 px decorative east strip. Every authored tile (starts, connections, sockets, jolt pads, inflamed ground, tutorial tiles) was re-placed by pixel position, so connections stay where Room building paints them. Claude B rescaled the kit by 4/3 to match (catalog 9c8adf7f, re-pinned byte-identical): movement 5, reach 3, supported radius 3, Survey 5, Ward range 4. The reference loop now reads B's pinned numbers. Line of effect refuses a diagonal step between two wall tiles, matching movement. Verdicts are stamped with board rules and the kit. Gates at 24 px: all 17 hand-made rooms clear solo and every hard one defeats the novice; 20/27/22 usable stitched rooms in tiers 1-3; every tutorial clears with its lesson and fails without it (the composure jolt now reaches through walls). Telegraphs take an extraLead for foresight; Survey reveals carry their tiles. Tutorials gain intro paragraphs and one-idea steps on their own triggers. npm test 381/381; Playwright 2/2. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:43 pm
f0eef6387Environment art Report the permanent-grid check of the turn-based shells (1585d9b1b4e0778beb66f9680094932bc344b5c3)1 files, 15 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:43 pm
1585d9b1bEnvironment art Make the turn-based shells read under a permanent grid241 files, 71048 +, 13 −Commit message
The user keeps the full grid visible in fights (Claude B's overlay). Blind tests under it: coloured wall specks read as pickups, the way-home tuft cloud as debris, still-pool's pool as a marked zone. On a board those are gone: pixel re-runs of the approved renders (-g, ~1% of pixels) and still-pool t6 without its pool. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:42 pm
9ac77150cClaude B · systems Pin VFX orders b78f0ba6 (Call bound to the real engine events; Direct's full walk)1 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:42 pm
b78f0ba6aVFX Orders VFX: bind Call to the engine's signal events; use B's full Direct walk12 files, 308 +, 209 −Commit message
Call is in the prototype module's handles: call (radius from the event) -> arcs out to its edge; helper-arrives -> that resident's own reply and a lasting notch; call-unanswered -> nothing comes back; helper-task -> teal ticks. Mock events removed; the study wraps its room with a stand-in for the room side (the Gardens rooms do not offer Call yet). Direct's plan.path is B's full walk (26017003), so the fill-in is deleted. Engine pinned at 26017003 (24 px rescale); no ranges in the module. Unit 66/66, browser 21/21; orders-11-call re-captured; grid readability checked. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:41 pm
adaae9617Claude B · systems Resting moves to the Apothecary (user, 1 Nov); the full grid stays visible; home choices on the Hearth podium9 files, 116 +, 73 −Commit message
- rest.js: REST_STOPS and restAt removed (no "Rest here" at Starwell or along an outing); APOTHECARY_REST {restore 2, ceiling 4, price 2} and restAtApothecary, once per outing. Not the return's recovery step (doc 30). loadoutChangeAt allows only 'home'; elsewhere "... is not home." - services: apothecaryRest(services, economy, outing) charges 2 Supply, refused before paying when the rest is refused; the Apothecary building lists it. The Tea House no longer lends Imprints: the Imprint and invitations are on the Hearth podium (the HUD session's menu). - rest-model.mjs re-run on the real rules: one +2 rest between two 3-room branches completes 99% (typical), 84% (struggling), 48% (rough) vs 74/37/11% without (MODEL). - Doc 31 §11, §10, §17: the Apothecary rest, and the always-visible grid (1-native-px dark ink at ~22%, no fill, above the floor art, under telegraphs, front, units and VFX; the move range on top). npm test 163/163. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 11:37 pm
260170034Claude B · systems Direct's plan carries the companion's full walk (walkPath: king's moves priced by the room's own pathCost); pin VFX orders 149eecb02 files, 38 +, 2 −Commit message
Browser: Pip from [1,7] to the west connection previews a 4-step walk, each a single king's move; no errors. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:35 pm
a7a7a65f1VFX Astro (turns): busy() and play() end on schedule without draw (hidden tab); guard partial host input3 files, 183 +, 22 −Commit message
A wall-clock backstop moves the same clock, deadline by deadline, when frames stop for 250 ms while a step, spread or room end plays (timer + busy()); a host stepping advance() keeps sole control. Rope and visuals untouched. Unit 50/50, browser 23/23 (port 4321). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:35 pm
35a29e8f4Claude B · systems Location verbs the user approved (1 Nov): Trim, debris load + Process, Pull-drag, Seal (and Inspect on walls), high pressure narrows Survey, and Call as a paid signal residents choose to answer8 files, 237 +, 37 −Commit message
- Location verbs (trim, process, seal, call) only where the room lists them in room.verbs; companions never use them. Trim: input or sheath target, final (no Undo; Rewind works). - Debris load where room.loadCap is set: Tend +1, Engulf +every clump it clears, refused when it wouldn't fit; Process empties it. Pull aimed at a clump 2-4 tiles away drags it up to 2 tiles toward you (no corner-cutting); pull {mode: 'drag'} and debris-moved events. - Seal on a wall target; Inspect reads walls. Survey and the ribbon narrow by 1 in a round a visible front strikes (narrowed: true). - Call: opts.calls paid by the host; the room decides who hears it and chooses to answer (helper-arrives) or call-unanswered. - Blind review (subagent): one bug fixed (actionProblem now refuses Tend/Engulf on a full load, as command() does), plus the location check before slot checks, hidden fronts ignored, old states safe, drag corner rule, copied event arrays. - Doc 31 §16, §20-§21: the user's approvals and these rules. Tendrils pinned at cffce890 (the process stays up after Link; §10 unchanged). npm test 162/162. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 11:35 pm
149eecb05VFX Orders VFX: consume B's Direct plan and legal tiles, fix busy() without draw, Call as a signal15 files, 563 +, 170 −Commit message
Reads B's chained Direct result/plan (12d4238d), legal offers and two-layer previews (f4c43034), ctx.forecast and move-hover forecasts for Huddle, tiles on direct/swap events, and the engine's trialOrders for the Act II3 one-off (mock removed). busy() now advances by wall time while the host is not drawing (hidden tab), with a test; every optional field is guarded and hooks never throw. Call reworked as a signal residents choose to answer (MOCK events, hub only, until B's event lands); one blind review (3/5) acted on. Unit 65/65, browser 21/21, smoke on f4c43034. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:34 pm
cffce8903Character art Astrocyte process: stays up after Link again (doc 31 §10, General confirmed)8 files, 40 +, 25 −Commit message
General withdrew the one-shot call (0eebd2e7): doc 31 §10, user-approved, says the process stays up for the rest of the room. LINK_ASTRO_STAYS is on; act.js releases it on room-cleared/failed, drops it on a rewind of that turn and on a new room. The calming visit stays one-shot. a001 re-rendered. Tests: 8/8 astro, 8/8 turns, 18/18 module. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:33 pm
9cbd85d7aVFX Ward (turns): busy() and play() end on schedule without draw (hidden tab); guard partial host input3 files, 177 +, 23 −Commit message
A wall-clock backstop moves the same clock when frames stop for 250 ms while a step plays (timer + busy()); a host stepping advance() keeps sole control. Frames unchanged. Unit 59/59, browser 23/23 (port 4316). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:32 pm
30ceb1aaeEnvironment art Record the user's approval of the five extra turn-based shells1 files, 3 +, 2 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:32 pm
4d74d2e33VFX Turn-based Care / Tend / Engulf / Settle VFX (C1) for Claude B's module-list hook42 files, 9247 +, 9 −Commit message
Rebuilds the care group for the approved turn-based encounters (doc 31) at 24-px tiles: createFx({T, cell}) with handles; three result shapes from the engine's committed before/after (function restored = the missing meter piece seats in and a signal pulse runs; lingering reduced = a ring on the front's own diamonds, which the front then drops; material removed = clumps gathered and gone one at a time at the rope's release); Settle pips with the supported bonus; a sustained-Care tether as the room-tick state; dry-run previews in two passes with the page's legal offer. Result marks land on the microglia rope's own plan() marks (pinned 3f115364); no resolve-time rope is drawn. busy() frees on the module's clock without draw; hooks never throw. Study C1 on the paired-patches room (real engine 9d7329f7 and rooms e0f6078c, pinned; debris and requested event fields are marked mocks); old real-time studies marked superseded. 47/47 unit, 31/31 browser; twelve review clips; smoke-tested in the prototype at 12d4238d and f4c43034. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 11:31 pm
0eebd2e7aCharacter art Astrocyte process: one-shot after Link (General's decision), hold kept as a switch8 files, 35 +, 39 −Commit message
General decided (1 Nov) that Link's process is one-shot: the link's persistence is VFX's supported ground and the socket's linked state. VFX agreed. LINK_ASTRO_STAYS (false) keeps the hold mode and act.js's room-end/rewind/new-room handling. Doc 31 §10 still says the process stays up; flagged to General for its owner to amend if one-shot stands. a001 re-rendered. Tests: 8/8 astro, 8/8 turns, 18/18 module. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:31 pm
2a9f7c8f4VFX Pull/Glide (turns): busy() and play() end on schedule without draw (hidden tab); guard partial host input3 files, 188 +, 19 −Commit message
A wall-clock backstop moves the same clock when frames stop for 250 ms while a step plays (timer + busy()); a host stepping advance() keeps sole control. Events without tiles are skipped. Frames unchanged. Unit 63/63, browser 23/23 (port 4314). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:30 pm
a999471caEnvironment art Record the walkable-water blind tests in the shells report1 files, 4 +, 4 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:30 pm
09dfdf7f9VFX Survey (turns): busy() and play() end on schedule without draw (hidden tab); guard partial host input3 files, 163 +, 19 −Commit message
A wall-clock backstop moves the same clock when frames stop for 250 ms while a sweep plays (timer + busy()); a host stepping advance() keeps sole control. Frames unchanged. Unit 52/52, browser 23/23 (port 4313). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:30 pm
4dbe023cbEnvironment art Make walkable water read as floor on turn-based boards65 files, 15520 +, 5 −Commit message
Blind testers could not tell whether pale shallows were walkable, and stepping stones read as 'only the stones are safe'. On a board those tiles are plain floor: quiet-ford's crossings are floor with pebbles (t5), still-pool's pool a shingle hollow (t4); deep water gets a stone bank and ripples. Re-tested blind at 1x. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:28 pm
617a73b1fCharacter art Turn hook test: handles now include room end and rewind1 files, 2 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:27 pm
9c8adf7f1Claude B · systems Adopt the 4/3 rescale for 24 px tiles: movement 5 (Fen 6), reach 3 (Long Reach 4), supported radius 3 (Attune 4), Survey 5, Ward range 4, Pull/Glide 4, Flex Ward 3, stake 3, ribbon 34 files, 51 +, 50 −Commit message
Claude A's solver on the pixel-re-placed 24 px rooms: the old kit left 4 hand-made rooms unclearable and cut usable tier-2/3 rooms 27->19 and 22->15; the rescale restores the 32 px figures (all 17 hand-made rooms solo-clearable). Tests follow the new ranges; npm test 156/156. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:27 pm
0ca2f9b61Character art Astrocyte process: stays up after Link (doc 31 §10); drawAstro for hosts10 files, 150 +, 37 −Commit message
Doc 31 §10 (user-approved): "The process stays up for the rest of the room, its tip gently moving." act.js keeps Link's process standing, withdraws it on room-cleared/room-failed, drops it silently on a rewind of that turn and on a new room. The calming visit stays one-shot (§12). Adds drawAstro(g, spec, ms) for the Hearth town map and the VFX hub, and astro.rise/withdraw marks. a001 re-rendered. Tests: 8/8 astro, 8/8 turns, 18/18 module. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:27 pm
86d364c2fVFX Pressure front: busy() and play() end on schedule without draw (hidden tab); guard partial host input3 files, 169 +, 19 −Commit message
A wall-clock backstop moves the same clock when frames stop for 250 ms while a resolution plays (timer + busy()); a host stepping advance() keeps sole control. Frames unchanged. Unit 54/54, browser 31/31 (port 4318). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:25 pm
d3294e8beHUD Run HUDs report: prototype wiring status at B's f4c430341 files, 10 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:24 pm
bd891cd3aEnvironment art Report the five extra turn-based shells1 files, 18 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:24 pm
f4c43034cClaude B · systems Ward rules settled (60% held back for everything inside, never Composure; Stand Fast's two separate protections); page hooks for the VFX encounter groups and Run HUDs' lesson card; five more VFX pins5 files, 124 +, 40 −Commit message
- Rules (doc 31 §3, catalog text): a Ward holds back 60% of the harm to everything inside, never all; neurons and segments lose 40% as fast (fractions kept by the room); a Ward never lowers a unit's Composure loss. Stand Fast: the first hit on you costs no Composure, and the tile you stand on is warded. "Take no harm" is withdrawn as contradicting the user's 60% rule. - engine: ward-ticks event before Stand Fast releases; survey and survey-ribbon carry tile and tiles. - play.js: modules run in URL order; hover titles are read after the redraw; preview is called twice a frame (layer 'board' before units, 'top' after), also while aiming before any hover, with `legal` tiles and result.supported; replaces 'supported', 'sockets', 'wards'; draw ctx sockets, linked, wardRings, stance, reveal; play ctx supported and supportedAfter; Survey and the ribbon are aimed. Run HUDs c0aa7b19: the lesson card (onLessonStart) and the prompt title; the result panel carries a lesson's won/lost lines. - pins: front e4bb343a (24 px), survey 1f959e9f, astro 34a4e1f2, ward 1fb4be02, pullglide 95aa4a96, tendrils ddee4bcd (five files). npm test 156/156. Browser with all seven modules and the HUD: Survey aimed and fired, Link, a Pull preview's title, a Ward ticking down over two rounds; no errors captured (console.error and uncaught both hooked; the pane was hidden, so frames were driven by advance()). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:24 pm
36682a227Environment art Paint the five extra Gardens turn-based shells (24 px)155 files, 45064 +, 8 −Commit message
root-hollow, quiet-ford, still-pool, quiet-hedge and tag-garden for Claude A's hand-made rooms (213565c9), to the approved t13 standard. On a board the way-home trail stops at the doorway with a few tufts, and long rocks are rows of boulders. Blind-tested at 1x. Collision is unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:23 pm
0fd8511a4HUD Run HUDs report: the prompt line stays above the bar (A keeps tutorial boards' lower middle clear); decide-don't-ask rule noted2 files, 9 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:23 pm
ddee4bcd9Character art Astrocyte process rope (Link, calming visit) and review study a00113 files, 480 +, 55 −Commit message
turns/astro_rope.js: the astrocyte's anchored process. It rises out of a ground opening (straight up 0.56 tile, or up and over onto a resident or tile), holds with a 1 px held-pose sway, and withdraws down its own path. Kinematic (astroAt(spec, ms), marks(spec)), width B, astrocyte colours #625f8b over #16353d, tile size from ctx.cell. act.js: Link now has the Ranger touch the near side of the socket tile while the astrocyte answers out of the opening (plan(e).astro); plan is exposed on the module object; a Directed companion's rope starts from ctx.plan.stand. ropePixels moves to turns/pixels.js (still re-exported by act.js). a001: Link and a calming visit on Root Hollow v5 (24 px), plus a palette check against the astrocyte NPCs. Tests: 6/6 astro, 8/8 turns, 18/18 module, 150/150 npm test. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:22 pm
c528952a0VFX Review clips 33–55: movement, construction/repair, home23 files, 0 +, 0 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:19 pm
b1a4af48bHUD Run HUDs: delete the run HUD's tuning picker (the Apothecary's is the one in use)7 files, 3 +, 299 −Commit message
Removes src/run-hud/tuning-picker.js, its facts and cards in outing.js, its CSS and tests, so Codex never integrates two pickers (General). The in-outing tuning badge, card lines and grey lamp stay. Unit 35/35, browser 26/26. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:18 pm
fb07c60ffHUD Run HUDs: re-pin the HUD icon generator to cc38f206 (its Survey ribbon redrawn as the sweep ring); only that icon changes7 files, 3 +, 3 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:18 pm
12d4238d3Claude B · systems Orders: Direct refills the companion's moves (doc 31 §4), tiles on direct and swap events, the Act II3 one-off order (trialOrders); prototype aims Direct and Swap, forecasts End turn, and guards module hooks4 files, 145 +, 30 −Commit message
- engine: Direct is the extra move-and-act now (movement refilled); direct {recruit, tile, trial} and swap {units: [{id, from, to}]}; opts.trialOrders lends Direct to any class n times (doc 28 §8: the one optional Direct-style order to Mote in II3), kept through rewind. - play.js: Direct and Swap are aimed. Direct at a connection or debris runs one chain (the order, the companion's cheapest move, its Care or Tend) with plan {path, stand, target, action} in the preview and play ctx. The draw ctx gains forecast (a cached dry run of End turn), cooldowns and passable; a move preview carries result.forecast. Every module hook is guarded: a module that throws is reported once and skipped, never stopping the page. - pins: VFX orders (claude/vfx-orders ad1ada49), tendrils re-pinned to 3f115364 (24 px). npm test 156/156. Browser: Direct at the west connection played direct, move, care-fast (Pip's jobs 3 -> 2); Swap traded tiles. The pane was hidden, so frames were driven by each module's own advance(); no console errors after the hook guard. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 11:17 pm
8748d7061HUD Run HUDs: park the embeddable tuning picker (the Apothecary's version is in use); keep the in-outing badge7 files, 9 +, 36 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:17 pm
0218fa04fHUD Run HUDs report: the Apothecary ported the tuning picker; two copies now, lead to keep one1 files, 8 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:17 pm
cc38f2060HUD Survey ribbon icon: the ribbon laid out as a sweep ring around a find8 files, 19 +, 18 −Commit message
The ribbon now sweeps 2 tiles for hidden things (B's doc 31 §12), so the old map pin (mark a landmark) no longer fit. One blind AI reader read it as revealing what is hidden on nearby tiles. Aseprite repacked, 54/54. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:16 pm
c0aa7b193HUD Run HUDs: tutorial text (user: tutorials explain everything): lesson intro, titled prompt, paragraph results19 files, 402 +, 25 −Commit message
Lesson introduction panel (name, paragraphs, goal, Start); prompt line with the lesson's name and plain-weight sentences; result lesson text as paragraphs; a step's focus can light the goal strip, unit cards or endurance chip. Text fields are Claude A's (intro and focus proposed as optional). Unit 36/36, browser 27/27, engine check 6289/0. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:14 pm
cfedb86daHUD Apothecary: signal tuning on each signal's inverted U, with Run HUDs' icons36 files, 367 +, 24 −Commit message
"Tune your signal": Alert, Reach-out and Settling, each with Run HUDs' inverted-U curve; pick a level (its effect and starting endurance show), then Tune for 3 Supply on B's tuneSignal; fixed until you return. The signal icons (pixel-identical), level texts and Goshen 2007 line are ported from claude/run-hud 46fbb6f2 so the shop and the outing badge match. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:12 pm
1fb4be025VFX Turn-based Ward and Stand Fast VFX (W3) on the real room at 24-px tiles33 files, 7448 +, 11 −Commit message
ward-turns.js is a drop-in for Claude B's final hook (claude/skills b1e12ba6 / 9d7329f7): createFx({T}) with handles, ctx.cell native pixels, draw/preview/play/hoverText. Ward is an area of plates (3 of 5 solid on every tile, corner ticks, no ring) with one stake per round; plant on the committed ward/flex-ward/ward-stake event; the share plays per warded front strike (a lifted row: 3 pieces caught, 2 through, in the front's 460 ms step); stakes sink and the ward lifts away at the room tick; Stand Fast roots, a held hit on a cap (no squeeze), release. Previews come from the engine's dry run; undo/rewind play nothing. Attune keeps no cue; attune.link/moved dropped to the astro group. B08 palette only, whole pixels, no words. Hub study W3 on Two Patches (Room building dee8d9cd) with Claude A's createBoard cell 24 and room module (e0f6078c) and B's engine (9d7329f7), pinned read-only with PROVENANCE.json; W1/W2 marked superseded. 23 node + 8 browser tests; seven review clips; prototype smoke test passed. Doc records the no-harm vs never-immunity conflict and six hook requests for B. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 11:12 pm
8b58e00a3HUD Run HUDs: tuning picker as a mountable component for the Apothecary menu (embedded mode)11 files, 329 +, 4 −Commit message
mountTuning(container, { scale, embedded, onChoose, onTune(signal, level), onUntuned }) with tuningFacts; embedded draws into the host's section with no frame of its own (the API the HUD and inventory session proposed). In-run tuning indicator kept. Unit 34/34, browser 24/24. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 11:11 pm
e4bb343a7VFX Pressure front at 24-px tiles: scale only from T and the board's cell13 files, 1273 +, 220 −Commit message
The user shrank encounter tiles to 24 px (a 21x12 board on the same 512x288 camera). The approved states are unchanged; only the scale is. - frontMetrics(n) derives every size (ring, ripples, chevrons, brackets, bars, meter piece) from the native cell in whole pixels; no tile size is written in. Small tiles keep bold pieces and shed count instead. - Art is drawn on the board's native cell (ctx.cell, Claude B 9d7329f7) and placed/scaled by T, nearest-neighbour onto whole screen pixels. - Body-hugging marks are fixed in room px (bodies do not shrink): squeeze bars stay outside the unit, diamonds clear the neuron's head, hit brackets and hold clasps frame the body. - Hub study on the 24-px Two Patches board (createBoard cell 24); the c24 board pin is pinned and reproduced by a test. Clips regenerated. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:11 pm
1f959e9ffVFX Turn-based Survey VFX (S3): look-ahead layer, exact area preview, evidence on the target, at 24-px tiles35 files, 5718 +, 11 −Commit message
Rebuilds the held Survey group for the approved turn-based encounters (doc 31 §4; re-scope §1) on Claude B's final module hook (b1e12ba6, ctx.cell from 9d7329f7): createFx({T}) with handles ['survey', 'survey-ribbon', 'survey-reveals'], draw / preview / play / hoverText / busy. - Preview: B08 scan-line tint on the exact area from the dry run; refused = nothing offered. - Resolve, one step at a time: two scan columns leave your column; found = evidence frame and lens on the revealed front's connection, nearest first; swept-nothing-new = the scans come home hollow to your feet; the look-ahead thins in. - Intent (held until your next turn): tint on telegraphs seen early, lens on found quiet fronts; fronts are left to the front module's coming state. Thins out at the next player phase; a rewind clears it with no cue. Dropped: watched, refuse-clear, the floor ring, words. Study S3 on the real paired-patches room art and Claude A's board at 24 px (real engine, rooms, front pinned read-only; look-ahead is the one marked mock). S1/S2 marked superseded. Unit 49/49 (Survey at 24 and 32), browser 29/29, seven review clips, prototype smoke test. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 11:11 pm
494014e30VFX Field journal box 6 u wider; rows keep their place2 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:11 pm
34a4e1f2eVFX Astrocyte opening VFX: Link in turn-based rooms (?fx= module) and the calming visit at Hearth42 files, 3763 +, 10 −Commit message
One set of marks (astro-marks.js) for doc 31 gap 6. astro-turns.js follows claude/skills 9d7329f7's hook: handles link / room-cleared / room-failed; the opening opens on the socket, the sparkle spreads ring by ring from the act module's `contact` over the engine's new supported tiles, supported ground stays as a static B08 moss stipple (no outline, no grid), the aiming preview is ghost dots from the dry run only; room end dithers the ground and closes the opening after `done`. The process rope belongs to the microglia ?act= module in the prototype; the hub keeps astro-rope.js (temporary). Art in native board pixels (ctx.cell, 24 px) scaled by T; no hard-coded tile size. Calming visit: opening, rope process, pulse sparkle to Pip and Mote (rest -> idle), once per purchase; a refused second purchase only shakes the shop row. No words in VFX. Hub AS2 runs the real engine on the real paired-patches room (Claude A's board at 24 px, pinned); the old real-time Link study is removed. 47 unit + 23 browser tests; nine review clips. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:11 pm
3f115364dCharacter art Microglia tendrils: 24 px tiles, Pull fixes and turn review study t00118 files, 480 +, 33 −Commit message
- Native tile size from ctx.cell (24 px default since the user's 21x12 rooms; 32 still tested). Engulf's grips scale with the tile. - Turn plans hold the heading for the whole action, reel fast without ever going below the span, and pay out only on real stretch. - t001: Care, Inspect, Link, Engulf, Pull and recovery Care for the Ranger, Care for Pip and Tend for Mote, on three "3D made 2D" Gardens renders read as 21x12 boards, with the supported/inflamed tints on one; GIFs, key frames and 4x close-ups, plus rope contrast numbers in the report. - Tests: 18/18 module, 8/8 turn hook (0 visible crossings in 34,420 frames; 10 of 660 reaches are exact corner cases with no rope). m003 unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:11 pm
6ade49fc1Claude B · systems Prototype: Run HUDs 46fbb6f2: HUD scale from the canvas width, active tuning passed to the endurance chip, action bar and unit cards2 files, 5 +, 4 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:11 pm
287d34572Environment art Record the user's approval of the night-shift and storm-season shells1 files, 4 +, 3 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:11 pm
95aa4a96bVFX Turn-based Pull / Glide VFX at 24-px tiles: previews from the engine dry run, one-step resolution, debris.slide30 files, 4628 +, 5 −Commit message
createFx({T, cell}) for Claude B's module hook (b1e12ba6 contract, ctx.cell from 9d7329f7): aiming offers only the tiles the engine accepts (dotted anchor diamonds / landing squares) and the hovered tile shows its exact endpoint (hollow diamond, ghost rope, route pips, two-tone landing corners); illegal tiles show nothing, so nothing is refused after commit. Resolution plays one step at a time: Pull contact, gripped (solid diamond + clamps on the rope plan's gripped mark), tile-step flow, settle ticks; Glide landing corners with high-contrast ink/cream in the wall shadow, nothing on the body; new debris.slide for proposed debris-moved events. Sizes scale from the native tile only. Hub study PG3 on Room building's paired-patches-s1 and Claude A's 24-px board (pinned read-only); PG1/PG2 marked superseded. 59 node + 30 browser tests; seven review clips; prototype smoke test on claude/skills 9d7329f7. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 11:10 pm
ad1ada495VFX Turn-based orders VFX (Direct, Swap, Huddle, Call) on B's final hook at 24 px tiles60 files, 11152 +, 118 −Commit message
createFx({T}) with handles, draw/preview/play/hoverText/unitAt/busy (claude/skills b1e12ba6, ctx.cell from 9d7329f7). Previews draw only from the dry-run result: Direct shows the recruit's route, landing corners, target ticks and meter gain from the engine's own chained commands; Swap shows both tiles exchanging (cut line = limit bar + cross); Huddle is a preview and resolve-step modifier: an arc says who pays (-1 Composure pip, +1 stress drop), or a pip over you when it cannot fire; never from a hidden quiet front. Locked/refused aims offer nothing. Resolution plays one step at a time. Native pixels on the board's cell grid; nothing assumes a tile size. Hub study O3 on the paired-patches room at 24 px (real engine and board, pinned); real-time O1/O2 removed from the hub list. Call and the Act II3 one-off are marked MOCKs. Unit 60/60 (cell 24 and 32), browser 20/20, 12 review clips, prototype smoke test. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 11:09 pm
46fbb6f26HUD Run HUDs: 24 px board check (stage-measured bar and unit cards); active tuning badge and card notes22 files, 311 +, 240 −Commit message
Bar and unit cards measure the real stage and avoid the turn controls on narrower ones (24 px boards, hosts at other scales); overlap of HUD pieces on A's shells at 24 px recorded (prompt line covers up to 24 walkable tiles, flagged). Tuning picker moved to the Apothecary menu (HUD and inventory session); the run HUD shows the active tuning as a badge, a line in each affected card and the given-up lamp. Unit 33/33, browser 23/23. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:09 pm
393923a5fClaude B · systems Doc 31: pair §20-§21 with Claude A's three research-backed location pages (213565c9); record the user's tutorial-text exception (§16-§17) and check the gating against longer prompts1 files, 33 +, 9 −Commit message
Tracts: Wrap gains the window and activity rule, debris replaces the unverified haze, plus Debris load/Process, Support and Trim of misplaced sheaths. Vessel Margins: Seal with an overstay cost, Inspect a wall, the monocyte surge as a forecast telegraph, Vessa's delayed answer to a link. Gardens: the optional 'high pressure narrows Survey' rule awaits the user. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:09 pm
5a97bcfd8Environment art Correct the base SHA in the turn-based shells report1 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:09 pm
a6ed612e0Environment art Report the turn-based shells; record the user's t13 approval1 files, 98 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:08 pm
2cddc78beEnvironment art Paint the night-shift and storm-season turn-based shells (24 px, t3)65 files, 19158 +, 2 −Commit message
Same standard as the approved Before the Front t13: the shell's organic outline grown so every walkable tile is whole floor, blockers covering whole tiles. Storm-season's boulders fill their 2x2 tiles as clusters; south-door lanterns stand near the canvas edge, side pairs 20 px in. Blind-tested at 1x. Collision is unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:08 pm
a725a058eVFX Review clips 21–31: quests group (journal, unlock, pickup source)11 files, 0 +, 0 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:07 pm
e75f2b8feHUD Apothecary is signalling: calming visit; field gear moves to the Workshop29 files, 478 +, 139 −Commit message
Built on Claude B's turn-based services (claude/skills eb0e4ee5), pinned byte-identical in B's layout because the lead's pin is still ed37622c. The Apothecary arranges the calming visit (icon: an astrocyte reaching up, replacing the removed parcel); the Workshop makes the stake and ribbon with the satchel; the parcel is gone; shop lead lines use the title face. Signal tuning waits for the user to confirm who builds the picker. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:06 pm
1a0547af1Claude B · systems Doc 31 §14: width-48 re-check: two tier-3 expert failures were the beam's limit; four-lobes as Warden still fails (expert 1 of 28 at tier 3)1 files, 4 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:05 pm
213565c98Claude A · rooms Rewrite the location mechanics as three research-backed pages (Gardens, Vessel Margins, Quiet Tracts)1 files, 225 +, 154 −Commit message
The user's correction: only three run locations; base each mechanic on real cell function; oligodendrocytes don't walk, they extend; monocytes only if they help; Fen has a sprite; some mechanics were already approved. Each page maps its core verb, threat logic and win condition to cited, PubMed-checked function, with simplifications and cautions marked. Gardens (approved) is grounded; Vessel Margins becomes "read the wall, answer with the right partner" (monocytes kept as a forecast clock); Quiet Tracts becomes "clear the way so the wrap can hold" (extension only; the led OPC is withdrawn). Approvals on record are quoted, and the six-page version is superseded. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:05 pm
33e4a5cb0Claude A · rooms Room batch 2 (Pressure & Aftermath): tier 3 to 12 sections, 5 more hard rooms; precomputed verdict table; Codex integration notes8 files, 657 +, 8 −Commit message
Tier 3 grows to three a side on every shell (22 of 27 pairings clear the solver; the assembler refuses the rest). Five new hard rooms (Root Shadow, Ford in Flood, Ring Around the Pool, Hedge Maze, Petal Storm), each retuned on the solver until it clears solo with the base kit and defeats the novice: 17 hand-made rooms in all. verdicts.js holds 91 precomputed verdicts, stamped with libraryHash(), so the game's assembler never runs the search (tableCheck); a test fails on a stale table. Tutorial steps carry `focus` for the Run HUD's prompt line. Codex integration notes: files to pin, the API, room and tutorial ids, and the save facts. npm test 379/379. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:04 pm
61f93cd67Claude B · systems Prototype: an outing loop with Run HUDs' result screen and endurance chip (pin claude/run-hud c176f551)2 files, 39 +, 7 −Commit message
Endurance carries from room to room through src/services/rest.js (spendRoom with outingOutcome, once per room; tutorials cost 0). Setup starts a fresh outing; the result's Continue moves to the next room, Retry repeats this one, Leave ends the outing. The HUD's result screen replaces the banner outside tutorials. Browser: 6 -> failed 5 -> retry 5 -> failed 4 -> leave 6; the chip hides in tutorials; no console errors. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:04 pm
a984f057bVFX Counters: number centred in the space beside the icon2 files, 3 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:02 pm
a29fd4e88VFX Panels: 6 u buffer below the last row too (Back button sat on the frame)2 files, 2 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:01 pm
c176f5513HUD Run HUDs: signal-tuning picker (inverted U) and the rest stop24 files, 681 +, 7 −Commit message
Tuning at the Apothecary: three signals, levels on an inverted U (level 3 past the peak), price and starting endurance, tune / go untuned, B's refusals; in-the-brain line AI-checked (Goshen et al. 2007). Rest stop: endurance lamps with the gain and the ceiling mark, rest / go on, B's restAt refusals. Unit 33/33, browser 22/22. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 11:00 pm
9d7329f78Claude B · systems 24 px tiles (user, 1 Nov): modules get the board's native cell; doc 31 records the grid change, the measured scale (steps x1.35, walkable x1.73; MODEL) and a candidate 4/3 rescale for the bots on Claude A's 24 px rooms to decide3 files, 71 +, 5 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:59 pm
208062750Environment art Fit the turn-based Pressure Front sample to 24 px tiles (t13)38 files, 10027 +, 36 −Commit message
The user chose smaller tiles and a free room outline: the shell keeps its organic floor, grown so every walkable tile of Claude A's 24 px board (createBoard cell 24, pinned) is whole floor; the island covers its tiles with rounded outer corners and no root ledge; lanterns stand clear of doorway tiles. Walkable tiles >=91% floor, island tiles 90-100% solid. Collision is unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:58 pm
9e49c13e5Claude B · systems Pin the microglia tendril animation (claude/microglia-motion 7f2a15ce) into .pinned/act for the prototype's module list1 files, 16 +Commit message
Browser: front + tendrils + run HUD on Before the Front; Care holds input while the rope is out, End turn resolves after it; no console errors. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:57 pm
ee55f155aVFX Counters locked to one size in one evenly spaced row; numeral buffer to the frame; panel top buffer3 files, 22 +Commit message
User review: counters changed length with their numbers, sat at odd gaps, and the last numeral touched the frame (as in Codex's HUD chip: -1 u kerning into 1 u padding). Every top-row counter is now 46 u wide, 2 u apart, number right-aligned with 2 u to the frame. Panels get the dialog's 6 u top buffer above their heading. Unit 87/87, browser 65/65. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:57 pm
556fdca95HUD Run HUDs: result screen and endurance chip; fix unit-card pip scale29 files, 679 +, 15 −Commit message
Parchment result panel (emblem, connections' end state, bonus socket, endurance lamps, icon choices go on / retry / walk out with refusal shake; tutorial lesson line) and the in-run endurance chip, with titles and cards from B's rest.js rules. Unit cards read the pip sheet's width instead of a hard-coded one. Reaction card covers Pip's steadiness and Huddle's adjacency. Verified after the crash: unit 30/30, browser 20/20, engine check 6247/0. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:57 pm
374cece02Claude B · systems Doc 31: three run locations from the user's correction (oligodendrocytes extend, never walk: Wrap replaces the escort), approvals on record, Fen's sprite and the h002 clips; §14 measured rates on 6eb06ef0 and the tier-2 call1 files, 70 +, 20 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:56 pm
7f2a15ce9Character art Microglia tendrils: turn hook for the ?act= / fx drop-in list4 files, 771 +, 9 −Commit message
turns/turn_tendrils.js plans each reach or grab action (Care, Tend, Inspect, Engulf, Link, Pull) frame by frame at the fixed step: the rope grows to the exact target tile within the action's clip (timings from the h002 atlases), holds, then slides home; Pull flows the body once the rope grips. turns/act.js is the drop-in for Claude B's loader (createFx, handles, busy, under-units layer, unitAt). Runtime: opt-in turn options, all off by default (the approved m003 reel is byte-identical): action.capture, reelRate, straighten and slide (kinematic retract along the rope's own path, which removes the tangling and the retract hook), plus MAX_LENGTH 160 for 3-tile diagonal reaches. Tests: 18/18 module, 7/7 turn hook (660 reaches + every Pull line on four boards: 0 visible crossings, no wall entry, stretch <= 1.10x). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:55 pm
ccf612defClaude B · systems Bot measurement (SIMULATION) over Claude A's 6eb06ef0 rooms, width 32, 154 room x class runs: novice fails 50/67/64/79% at tiers 0-3, expert 0/0/0/11%1 files, 1809 +, 245 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:43 pm
ec00f264eClaude B · systems Prototype: Run HUDs' unit cards (pin claude/run-hud b735a238): hud.units(unitFacts(...)), onSelectUnit, reactions2 files, 28 +, 8 −Commit message
Reactions passed: Stand Fast's hold (ready/used), Huddle off cooldown with a companion, the keeper's steadiness. The page's own unit panel hides while the HUD is loaded. Browser: Pip's and the Ranger's cards draw, Pip's reaction pip shows, a portrait click selects Pip and switches the bar; no errors. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:42 pm
b735a2383HUD Run HUDs: unit cards with Composure hearts, action/bonus/reaction pips and moves21 files, 514 +, 7 −Commit message
One parchment card per unit bottom-left: portrait (click selects), Composure as hearts, BG3-shaped action/bonus/reaction pips (extra actions from Direct), moves as tiles, Overwhelmed dizzy mark; titles and cards with the doc 31 §3 rules. Unit 26/26, browser 18/18, engine check 6247/0. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:38 pm
ce6b46fe6Claude B · systems Prototype: Run HUDs' companion bar (pin claude/run-hud 13c4d0ea); actionFacts gets the selected unit and RECRUIT_ACTIONS2 files, 5 +, 2 −Commit message
Browser: selecting Pip switches the bar to the companion badge, Care, Tend, wait and the turn controls. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:37 pm
a92278f9dHUD Icons: use Run HUDs' blind-tested Survey, Stand Fast and Small Ward drawings20 files, 28 +, 23 −Commit message
One picture per skill on every screen (user: "Yes, match them"). The three icons are pixel-identical to claude/run-hud 57d6f4df; Wide Survey and Deep Roots follow their base skills. Aseprite repacked and verified 51/51. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:36 pm
582e1f94fClaude B · systems Prototype: Run HUDs' tutorial prompt line and gear group (pin claude/run-hud a3903ade); a Gear picker3 files, 12 +, 4 −Commit message
hud.prompt(promptFacts(steps, triggered)) in tutorial rooms (null elsewhere) replaces the page's guide box when the HUD is loaded; actionFacts gets the carried gear counts. The setup row gains a Gear picker (stake, ribbon, both, two stakes) so the one-use actions can be tried; tutorials clear it. Browser: the prompt shows Claude A's step text in the graduation room and hides in Before the Front; the gear group appears, the ribbon is used as a bonus and leaves the bar; no console errors. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:36 pm
13c4d0ea5HUD Run HUDs: unit switch for the action bar (the companion's own actions, badge and job pips)13 files, 143 +, 18 −Commit message
With the companion selected the bar shows B's RECRUIT_ACTIONS plus the turn controls, headed by a companion badge ("Your companion: Pip") and job pips; no class group, flex or gear. Engine check moved to B's a3433598 and A's rooms 6eb06ef0: 21 rooms, 5119 checks, 0 failed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 10:35 pm
2712a7664VFX Restyle the animated pressure front for the 3D-made-2D encounter rooms43 files, 8931 +, 494 −Commit message
Same five approved states, timing and drop-in API; only the look changes, to the Room building session's spec: - B08 palette only, binary alpha, no ink outlines (a darker ramp step on the shade side); warm amber fronts, vessel-red lingering, teal hold. - Footprints are one rounded ring plus concentric ripples, never tile lines. - Rounds left are chevrons centred on the top edge (not lantern-like dots). - Optional shade(x, y): ground marks under baked wall shadows go a step darker. - 'board' = ground marks under walls/bodies, 'top' = over bodies, under foreground. The P3 study now draws the real Two Patches room (environment-art fb78805c) layer by layer on Claude A's createBoard (expeditions e0f6078c), with review-fixture fronts in a wall shadow and by both doors; Border Walk and Keeper Yard too. Rooms and board code pinned with PROVENANCE.json. Claude B's module list (skills b1e12ba6): createFx alias, handles and replaces declared; a turn played in slices plays each step once. Clips regenerated (40 ms, whole room, 3x nearest). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:34 pm
6c9ac0831VFX Review clips 12c–17: fonts and inventory effects7 files, 0 +, 0 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:33 pm
a34335980Claude B · systems Run HUDs action bar in the prototype; engine actionProblem gives command()'s own refusal text5 files, 100 +, 20 −Commit message
- engine: actionProblem(room, s, unitId, action) -> reason | null. act() shares the same precheck, so the bar's card always says what a press would be refused with. RECRUIT_ACTIONS exported. - play.js: createRunHud({stage, scale, onAction}); onAction routes catalog ids through choose() (targeted actions aim), 'undo', 'rewind', 'end-turn'; hud.actions(actionFacts({...})) on every redraw for the selected unit. - pin claude/run-hud 57d6f4df (the blind-tested action icons and bar). npm test 155/155. Browser: the bar draws 14 buttons on Before the Front, a refused press does nothing, Settle acts, End turn advances the round, no console errors. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 10:32 pm
368c9ce1dVFX No dark popups in the group studies' mock HUDs: parchment/slot frames for tags, cards, tabs and actions3 files, 15 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:31 pm
a3903ade1HUD Run HUDs: tutorial prompt line (cannot be dismissed, lights the awaited button); field gear on the bar27 files, 474 +, 18 −Commit message
Prompt line above the bar with progress pips, B's trigger rule, Claude A's step text, no close button; the step's awaited bar action glows. Workshop field gear (ward-stake, survey-ribbon, B's catalog 99cff73d) as a one-use gear group with the HUD session's icons. Unit 22/22, browser 16/16, real-engine/tutorial check 2617/0. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:30 pm
4e2ef5fe7Claude B · systems Doc 31 §20-§21: pair the per-location rules with Claude A's location pages (6eb06ef0); tags are hints, Starwell is delegation1 files, 22 +, 11 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:30 pm
865feefccVFX Review page uses Codex's approved fonts and the HUD's pixel numerals10 files, 69 +, 1 −Commit message
Canopy for labels/buttons/names, Fieldnotes for reading text (pinned copies of art/ui/fonts/out); counter chips render the HUD's numerals.png glyphs with the HUD chip spacing instead of browser text. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:29 pm
07c6677a6Claude B · systems Re-pin Claude A's rooms at 6eb06ef0 (batch 1: 29 sections, 12 hand-made rooms); bots cover tier-3 branch rooms and run in shards2 files, 17 +, 8 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:28 pm
a921e932aClaude B · systems Bot measurement (SIMULATION) over Claude A's e0f6078c rooms, width 32: novice fails 50/50/82/100% at tiers 0-3, expert 0%1 files, 127 +, 125 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:27 pm
f37472317Environment art Add a turn-based Pressure Front shell sample (Before the Front)39 files, 3666 +, 3 −Commit message
Square the room art to Claude A's 32 px board (claude/expeditions e0f6078c): floor = walkable tiles, blockers cover whole tiles, lanterns in the edge ring, no trails or threshold stones, one-step floor shadow. Blind-tested at 1x over four revisions; t4 is for the user's review. Collision is unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:27 pm
b1e12ba67Claude B · systems Prototype: one list of animation modules (?fx=a,b / ?act=), per VFX's proposal for the encounter groups2 files, 91 +, 71 −Commit message
Each module exports createFx({T}) (createFrontVfx / createActionVfx still accepted) with optional handles, replaces, draw('board' | 'under-units' | 'top'), preview (a dry run of the exact command a click would send), play (event-ordered dispatch; consecutive events with the same handlers in one call, all their handlers at once), hoverText (joined), unitAt and busy (holds input). Draw ctx gains selected, pending, round, phase and units with side, recruitId and overwhelmed. Tend, Inspect, Engulf and the ward stake are aimed on the board. act-demo.js shows the shape. Browser: the approved front (old export) plus act-demo plus the run HUD on Before the Front: preview tints, Care plays, End turn waits for busy, no console errors. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 10:26 pm
a363d39ddHUD Run HUDs report: lead handoff for the approved A4 goal display (module, hook, data contract)1 files, 44 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:25 pm
57d6f4df9HUD Run HUDs: action icons (blind-tested, 5 rounds) and the action bar with titles and teaching cards96 files, 2829 +, 110 −Commit message
22 action icons + class badges: 12 reused from the HUD session's tested set (generator read from git at c65ee5b1), 10 new or redrawn after 15 blind testers over 5 rounds (End turn, Settle, Care, Survey, Stand Fast, Small Ward, Tend, Inspect). Action bar: basic, class (badge and colour strip), flex, turn controls; parchment titles, cards with B's catalog text and the engine's refusal, dim/recharge/ready/shake states. Shared tips.js for goal and bar. Unit 18/18, browser 14/14, real-engine check 2580/0 at c93f6025 + rooms e0f6078c. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:23 pm
99cff73d9Claude B · systems Doc 31 §13: record what was built after the user's go-ahead1 files, 9 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:23 pm
df88d69a3Claude B · systems Report addendum 22: lead handoff for turn-based play (what to pin, how to wire it, save facts)1 files, 73 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:23 pm
6eb06ef0fClaude A · rooms Room batch 1 (Pressure & Aftermath): 29 sections in three tiers, 12 hand-made rooms; location mechanic proposals6 files, 1042 +, 9 −Commit message
The user: "continue designing the rooms. Make as many as they could." Sections grow from 13 to 29 (tier 1: 10, tier 2: 12, new tier 3: 7 for optional branch rooms), and hand-made rooms from 4 to 12 across three depth bands, using five more approved Gardens shells. Every section passes authoring; every accepted stitched room and every hand-made room is cleared solo with the base kit; hard rooms defeat the novice; depth-1 rooms are fair. Four Lobes and Two Fords were retuned on the solver. Default solver runs are cached. Also the one-page main mechanic per run location (the user's clarification): Gardens (approved), Tag Garden, Quiet Tracts, Vessel Margins, Starwell, Act V - proposals only. Catalogue generated by tests/expeditions/room-catalogue.mjs. npm test 377/377; Playwright 2/2. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:22 pm
eb0e4ee52Claude B · systems Turn-based services: Overwhelmed room cost, signal tuning, companion stress, calming visit, Workshop gear; ?act= tendril hook10 files, 411 +, 78 −Commit message
Doc 31 §11-§12, approved by the user with the turn-based prototype ("Just give the go forward", relayed by General, 1 Nov). - rest.js: spendRoom 'overwhelmed' (+1, never refusing a cleared room); startOutingEndurance takes the tuning level (2-3 start one down). - services v2: Apothecary is signalling only (tuneSignal, outingTuning; buyCalmingVisit, calmingArrival; addStress, stressEffects). Stress rises only from play, falls 1 per return. Field gear moves to the Workshop as one-use turn actions (ward-stake, survey-ribbon); the recovery parcel is removed and a version-1 save refunds any carried. - engine: opts.gear and opts.recruitStress; gear-used events; outcome.recruitHits and gearLeft; outingOutcome() for spendRoom; reach/grab events carry their target tile. - play.js: ?act= hook for the microglia tendril module (play, 'under-units' draw, unitAt), with act-demo.js as the contract example. npm test 154/154; browser smoke test with ?act=, ?fx= and ?hud= together: no console errors. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 10:21 pm
bb59a868aVFX VFX without words or popups (user review, 1 Nov): hover corners, press, light, shake32 files, 671 +, 261 −Commit message
The user's review: no words anywhere in VFX, no dark popups, refusal = the box shakes, success = the slot lights up, corners on hover only. renderUi reduces every core and group UI cue to those four effects; world labels and outlined outcome glyphs are gone and a refused cell jitters. The light follows the HUD frames' cut corners. Mock HUD uses the HUD's parchment/slot nine-slices; talk box approved (no tail, text inset to the buttons). Equipped = lit slot frame (no tick tab, no bar under it). Overlays sit on exact boxes; hover is mouse-only. Specs rewritten to the new language. Review clips + clip/gif tools added. Unit 87/87, browser 65/65. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:10 pm
c93f60256Claude B · systems Doc 31: record the user's approval of the animated front's five states and of Run HUDs' A4 goal display1 files, 11 +, 5 −Commit message
Both relayed by General, 1 Nov. The front's art may be restyled to the 3D-made-2D room look; its states and the ?fx= hook stay. §15 brought up to date (pins, tests, bots). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:05 pm
2d3ca99d2Claude B · systems Add the ?hud= Run HUD hook to the turn prototype and pin claude/run-hud 60ff21e92 files, 29 +Commit message
play.js loads a module exporting createRunHud({stage, scale}) and feeds it goalFacts every render, the same way ?fx= loads the animated front. pin-rooms.mjs materialises src/run-hud (no demo) into the git-ignored .pinned/hud; nothing of Run HUDs' is committed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 10:02 pm
4765fc983Claude B · systems Engine passes unit tiles to room.tick (escort rooms)1 files, 3 +, 2 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:02 pm
b6a1c7008Claude B · systems Bots as a callable module (bot(room, roomState, opts)); Tend, Inspect and Engulf in the engine; doc 31 §20 family rules and §21 per-location mechanics (rules side); rooms re-pinned at e0f6078c9 files, 1377 +, 6 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 10:00 pm
019eb7341HUD Run HUDs report: the user approved the built goal display (60ff21e9); in-the-brain lines stay AI-checked1 files, 9 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:59 pm
60ff21e9fHUD Run HUDs: build the chosen goal display (A4) with titles, teaching cards and B's goal facts43 files, 1203 +, 5 −Commit message
Pure layout from doc 31 §19 goal facts, native-pixel canvas identical to the tested mockup, parchment hover titles (hover, focus, press-and-hold) and click cards (deadline flag, lingering ring, regainable bonus; in-the-brain lines with an AI literature check). Review page with eight scenes. Unit 13/13, browser 9/9 (pixel match), real-engine check 2420/0 including 34 hidden-front moves that leave the display unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:59 pm
f124b488cClaude B · systems Prototype takes the VFX session's animated front: 'top' draw layer after units, units passed to play(), own lingering arc off while loaded; pin script materialises the module (ac63c559)3 files, 22 +, 7 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:53 pm
ac63c559cVFX Animated pressure front for turn-based rooms: drop-in for Claude B's ?fx= hook and hub study P344 files, 8348 +, 6 −Commit message
createFrontVfx({T}) -> draw/play/hoverText exactly as doc 31 §18 and claude/skills 23166283 play.js call them. States by shape and motion only: coming (edge, inward ripple, one bead per round left), striking (arcs; fronts press in resolution order), resolving one 460 ms step at a time (converging wave, press as deep as the fn delta, meter chip, unit squeeze), lingering (rose arch + diamonds per round), overload held at 0 (clasps and cradle, never removed). Jolts are the sharper sibling. Reduced motion = stills; paused world freezes. Real engine and rooms pinned read-only; 15 node + 7 browser tests; five review clips. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 09:51 pm
e0f6078ccClaude A · rooms Make Survey the only way through the Survey lesson; record tutorial placement as deferred4 files, 39 +, 12 −Commit message
General: habitual Care could pass lesson-survey, breaking "the lesson is the only way through". A tutorial rule, revealToSupport, makes Care, Ward or supported ground count against a quiet front only once a Survey has found it. The solver now clears the room with Survey and cannot clear it without; blind Care lingers. The report records the user's deferral of placement ("a later talk") and their lean, not a decision. npm test 377/377; Playwright 2/2. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 09:45 pm
f61b72028Claude B · systems Tutorials in the prototype: re-pin Claude A's rooms at 3f37b0b7 (tutorials.js the single source of lesson text and gating); steps that cannot be dismissed; goal panel from room.goal (no hidden-threat leaks); lesson results in its own words; retire lessons.js4 files, 72 +, 151 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:44 pm
c65ee5b14HUD Record user approval of the Common Hall blackboard: all nine menus approved2 files, 4 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:44 pm
e5f515f65HUD Run HUDs: blind readability test of the goal-display options; revised round track (A4) passes109 files, 1697 +, 6 −Commit message
15 blind subagent testers (A, A2, B, C, then the revised A3, then A4's quiet-front mark), glance at 1x, open and targeted questions at 2x, hover titles, a new state for learnability; colour-vision simulations and contrast for every meaning-carrying pair. A as first drawn failed (quiet front and bonus unread, settle cells fail greyscale); A3/A4 fix both and pass. Raw answers, stimuli and scores kept for checking. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:43 pm
8571a1f83HUD Record user approval of the themed shop menus (all but the Common Hall)2 files, 9 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:42 pm
1a89b6b0cHUD Shop menus: no hover label on the close button (user: double close button)2 files, 2 +, 3 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:42 pm
fb78805c8Environment art Add the Hearth outing podium by the exit12 files, 175 +Commit message
A runtime prop for the hearth-podium Outing record menu (user, 1 Nov): a symmetric lectern with an open blank ledger and three lit beads, one per remembered outing, with no painted words. It stands on the lighter clearing grass beside the gate path to Nearfield Glade and faces left. outing-podium.json gives the foot, interaction anchor and footprint. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:42 pm
cbe2fe52cHUD Record the Hearth podium's latest position1 files, 8 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:41 pm
3f37b0b7bClaude A · rooms Tutorials under Claude B's lesson ids; twice-solved lessons; authored deadlines and a goal view that never leaks quiet fronts8 files, 209 +, 34 −Commit message
Tutorial ids now match B's lessons.js (lesson-move ... lesson-graduation); the move goal is 7 tiles out and appears as a `mark` target. The solver takes an `allow` list, and four lessons are proven clearable with their action and not without it. Per B's doc 31 sec. 19, every composition authors `settleBy` and `quietPossible` (stitched rooms: fixed per tier), status fails 'unsettled' once the authored deadline resolves, and the adapter gains goal(state) listing visible fronts only. Re-measured: tier 1 novice clears 8/11, tier 2 5/10. npm test 376/376; Playwright 2/2. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:39 pm
097fd47e4HUD Record the Hearth podium's move to the exit1 files, 7 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:35 pm
b6c838e51HUD Record the Hearth podium art and its anchor for the lead1 files, 10 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:32 pm
af0568a46HUD Common Hall: only stuck-on notes, coloured by type; outings move to a Hearth podium10 files, 125 +, 46 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:30 pm
d752179a2Claude B · systems Goal must not leak hidden threats (doc 31 §19): authored settleBy, visible-only fronts, quietPossible as a room flag; engine goalFacts; page text fixed4 files, 45 +, 5 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:30 pm
c7c741872Claude A · rooms Add eight one-lesson tutorial rooms; fix rooms settling before their last threat12 files, 809 +, 36 −Commit message
The user could not tell how to play and asked for tutorial rooms. Eight hand-made rooms follow Claude B's lesson order (doc 31 sec. 16): move and end turn, reading warnings, protect then settle, fast vs recovery Care, Link and supported ground, Composure and Settle, the class action (Warden Ward, Sentinel Survey), and Before the Front as graduation. Each carries its goal line, step prompts and won/lost text, and a rule that makes the lesson the only way to succeed; tests check every room is clearable and that naive play only ever fails for a reason the room has taught. They are first in the prototype picker, with untaught actions hidden (B's engine gates them too). Building them exposed a real bug: a room could settle before its last threat resolved. Fixed with a resolved-round marker plus a regression test; A Quieter Return re-timed. Claude B's engine re-pinned byte-identical at 23166283 (lesson gating, starting Composure). npm test 374/374; Playwright 2/2. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:29 pm
7ccba3e07HUD Run HUDs report: record Claude B's bindable data, the HUD handover, and the quiet-front leak question1 files, 32 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:28 pm
d9216089dHUD Run HUDs: research how games show a room goal; three goal-display options with mockups17 files, 727 +Commit message
Into the Breach, Plants vs. Zombies, XCOM 2, Slay the Spire, Wildfrost, Inscryption, Overcooked 2, BG3 and Hades compared; options A (round track, recommended), B (phase badge) and C (lantern edge) drawn at 512x288 with the HUD's parchment frame. No words painted; hover titles and a click-card draft. For the user's choice; nothing built into a game page. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:24 pm
8b771da48HUD Themed shop menus drawn from each building; Common Hall as a blackboard36 files, 1461 +, 27 −Commit message
Each shop menu wears its building (generated pixel frame, crown with the street-style sign, corner props) from the approved Threadway, Starwell and Quiet District art. One box size and position for every shop; no location name; the Common Hall is a blackboard of pinned sheets that open into detail; a themed close button. Two independent AI critiques: 5.5, 5.2/10. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:21 pm
e44aee858Environment art Revise Hearth buildings after independent review (revision 3)45 files, 210 +, 105 −Commit message
Arbor, Recovery Nook and Relay Node are rebuilt larger than their kerbs, each with one accent hue (green-gold, warm pink, cyan) and a biological shape. They pass a pixel-exact mirror check on a solo pass, and a blind test on 1x crops matched all three. Adds a Relay clash preview and the antenna pulse point. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:21 pm
a7a1f6b2bCharacter art Record user approval of Hearth neuron lines (p004)2 files, 24 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:19 pm
312be48feClaude B · systems Rulings: goal panel to be designed by Run HUDs; tutorial prompts cannot be dismissed (Hide guide removed); action icons approved3 files, 7 +, 11 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:12 pm
4ebcfeb52Character art Preview Hearth axons drawn with Codex's neuron-organic-kit stamps, rooted in each soma (PREVIEW ONLY, not approved)8 files, 192 +, 82 −Commit message
Axons taper width_5/4/3 out of the neuron sprite's base corner then run at width_2, with the sprite's own dark outline so they read on sand paths; drawn above doorsteps, under canopies. Rosette boutons spaced to read; collar is a width_5 en-passant bouton. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:11 pm
231662832Claude B · systems Doc 31 §17–18: hover-only final presentation and the animated front's states; prototype takes the VFX session's drop-in module (draw, play before the result shows, hoverText); tutorial placement recorded as the user's lean3 files, 164 +, 4 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:05 pm
543bf0eaaClaude B · systems Tutorial lessons (doc 31 §16): order, isolated mechanics, allowed actions and step prompts; engine lesson gating and starting Composure4 files, 158 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:05 pm
b81809724Character art art: PREVIEW Hearth axons lie on the ground (p003, not approved)11 files, 126 +, 6 −Commit message
User: they looked sunk under the ground. Every axon and bouton now casts a short shadow down-right in H15's evening light (ground colour darkened and snapped to H15's palette), and the axons lie over the paths instead of slipping under them. 1 px stretches use the top colour (approved rope rule). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:03 pm
5a4024c5fClaude B · systems Prototype explains itself (user feedback): goal panel with live progress, named board, hover descriptions, action help with unavailable reasons, guided first room, plain-word results2 files, 247 +, 58 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 09:02 pm
faabe5c48Claude A · rooms Run the turn-based room on Claude B's pinned engine; record the user's answers in their words13 files, 900 +, 160 −Commit message
One shared prototype page (option A with Claude B): the dev page hosts the board, room and sections and runs on a byte-identical pin of B's turn engine (claude/skills 0af7f8d6, src/skills/turns; blob hashes in vendor/README). A unit test replays the solver's plans through the pinned engine (6/6 identical outcomes). The surface is renamed `supported` (B's request). The report quotes the user's four answers, replacing the wrong "defaults accepted" line of 86b3f278, adds how many sections a region needs, and re-runs board-fit under the user's rule (grid inside the room, decorative edge): 0 board tiles over wall art, 15 nudges, none in approved side-quest rooms. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:53 pm
fa3848441Character art art: PREVIEW Hearth neuron axons, rosette, collar and crossings (not approved)10 files, 221 +Commit message
The four held-back Hearth items are now character art (user, relayed 1 Nov). Proposal: each line is the neuron's own axon in the approved microglia rope look (3/2/1 px, shadow gold top, outline under), leaving from under its sprite; the rosette is a ring of terminal boutons where the three axons surface at the junction; the west contact collar is an en-passant bouton; at every crossing the axon slips under the path. Drawn on approved H15, changed region only. Positions are the plan's. Preview only. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:53 pm
b88381053Claude B · systems Playable turn-based Pressure & Aftermath prototype: engine drives Claude A's pinned rooms (d9132afc, materialised, not committed); supported ground passed to resolve; sustained recovery Care7 files, 452 +, 2 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:52 pm
73fd1fc37HUD Shops: keep the Apothecary name, drop the field-supplies suffix (user decision)5 files, 15 +, 7 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:51 pm
746c57360HUD Shops: districts settled, show Threadway; note Apothecary changes after prototype5 files, 41 +, 18 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:48 pm
d9132afc8Claude A · rooms Rework the turn-based room to the user's answers: king's moves, B's engine adapter, hand-made sections and a strict assembler10 files, 1421 +, 1191 −Commit message
The user chose hand-made large sections stitched by a very strict assembler (hard rooms fully hand-made) and approved Claude B's doc 31 (king's moves, side-based rounds, supported ground). The free generator is gone. The board uses king's moves and supplies B's room.geo; Pressure & Aftermath is a room module behind B's engine adapter with doc 31 numbers (fronts -40, inflamed 3x3, lingering only where unsupported, jolts, supported ground). 13 hand-made sections and 4 hand-made rooms; the assembler never alters a section and refuses crowded rounds, unreachable tiles, rooms the solver cannot clear solo with the base kit, and tier-1 rooms the novice cannot clear. A reference base-kit loop drives the solver until the lead pins B's engine; in a scratch check B's engine (0af7f8d6) replayed 6/6 solver plans on this room with identical outcomes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:32 pm
a1fb35739VFX Re-scope the six held encounter VFX groups to the approved turn-based design (paper only)1 files, 290 +Commit message
Maps every cue of survey, pullglide, orders, ward, care and pressure to doc 31's intent / preview / resolve / room-tick phases, with keep/change/drop lists, open critique findings, bindings, conflicts, a shared overlay vocabulary, the events the Pressure & Aftermath prototype must emit, and the build order. Nothing is built until the prototype exists. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:24 pm
b5f0ff2c1Claude A · rooms Build the room side of the turn-based Pressure & Aftermath prototype11 files, 1924 +, 19 −Commit message
Boards derived from the Gardens polygons (32 px tiles, pluggable single metric, exact-tile areas, line-of-effect, 8-way facings), the Pressure & Aftermath turn modules (protect + settle, forecast/seeking/quiet fronts, lingering responses, astrocyte link, reserved inert recovery surface), a verb -> existing-clip table, seeded composition with solver gating and authored fallbacks, a beam-search solo solver and a greedy baseline, and a dev page. takeTurn is a marked stand-in for Claude B's turn system. All four fixtures and 60/60 generated encounters solve solo; greedy fails 45-60% of generated ones. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:23 pm
741a70d3fVFX Add astro group slot (astrocyte opening, doc 31 gap 6)5 files, 21 +, 2 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:20 pm
e8503d3c2VFX Report VFX catalogue groups: five merged, six held for turn-based encounters1 files, 68 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:19 pm
8203e9214VFX Merge VFX group: home (Imprint equip at home, recruitment, duties, rest)Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:18 pm
eb3e044b4VFX Build the home VFX group: Imprint equip at home, recruitment, home duties, rest38 files, 2092 +, 4 −Commit message
Imprint equip/unequip at Hearth and the refusal away from home (kit chooseImprint, side-quest ownership, Claude B rest-stop rule pinned read-only); invitation, recruit and first-recruit Coordinator unlock, field selection, coverage handoff, accepted gap (departure vacancy), departure and return from the real roster and helper rules; rest with the exact bounded change (rest stop real, home rest proposed). In-encounter Imprint passive feedback is held for turn-based encounters (coordinator, 1 Nov). Three review studies, unit and browser tests, two blind critique rounds kept verbatim. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:11 pm
0af7f8d6cClaude B · systems Turn engine (doc 31): rounds, action economy, skills in turns on reused clips, Composure, recruits, supported ground, undo and rewind; king's-move grid; 15 tests on a stand-in room6 files, 842 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:09 pm
76b3afbecVFX Integrate panels, quests and build groups into the core VFX5 files, 62 +, 19 −Commit message
- Pressed state everywhere: the hub sinks any HUD button on pointer-down/Enter/Space (rows without their own data-ref get the button's rect); first-slice scenarios press ~150 ms before their commit. Focus brackets now follow :focus-visible only. - Side-story completion plays "Story complete" (no claim ribbon); Imprint and drill unlocks play the quests group's once-only flourish. - Workshop build/fit/unfit and Depot repair route to the build group ("Built", not "Bought"). - Hub: a scripted pause no longer leaks into the next study; the cue log scrolls its own panel instead of the page (a click could be lost); pointer handlers reset per study. Unit 72/72, browser 52/52. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 08:06 pm
ed353e87dClaude B · systems Doc 31 approved: supported ground and the calming visit share the astrocyte opening look (user)1 files, 16 +, 6 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:06 pm
486353e7eClaude B · systems Doc 31 §12: place the opening off the north line, inside Stella's footprint1 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:05 pm
7bd23564dClaude B · systems Doc 31 §12: the calming visit is an astrocyte process reaching up through a ground opening at Stella's area (user); VFX needs listed1 files, 19 +, 4 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:05 pm
1d61141ecClaude B · systems Doc 31: grid approved; escalation and skill-ceiling gates under hand-made sections stitched by a strict assembler (user)1 files, 17 +, 7 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:02 pm
2d79e883eVFX Merge VFX group: movement (contact, turn/stop, Flow wake, blocked route)Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:02 pm
e4fef1029VFX Add movement VFX group: walk contact, turn/stop, Flow wake, blocked route33 files, 1869 +, 6 −Commit message
Cues move.step/turn/stop/blocked/refused and flow.wake, derived per host step by createMovementTracker from what the lead overworld step() actually did (pinned read-only with provenance), plus moveTo/gate refusal adapters. Studies 8a (Memory Meadow) and 8b (Flow on Hearth, approved flow-cleanup-v1 sheets), unit and browser tests, recipes doc, and two blind critique rounds. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:01 pm
565a806deClaude B · systems Design turn-based encounters (doc 31): rounds, action economy, skills in turns on reused clips, recruits, surfaces, supported-ground recovery, signal tuning (MODEL), companion stress, skill-ceiling targets4 files, 452 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:59 pm
86b3f278dClaude A · rooms Record approval of the turn-based room design; reuse existing animations as turn actions; reserve a recovery surface1 files, 67 +, 7 −Commit message
The user approved the modular rooms with Claude B's combat system and the Pressure & Aftermath prototype, adding that the current skill and class animations must be reusable. Every module effect now resolves through one action verb mapped to an existing Ranger or helper clip and facing. Adds a reserved `recovery` surface (astrocyte footprint) that Claude B is evaluating, and Claude B's doc path and preliminary answers. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:57 pm
b06c29b71VFX Merge VFX group: build (construction built vs in use, road repair, shortcut opening)Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:56 pm
c3ac12845VFX Build group: fix two blind-critique rounds, add recipe doc and critiques26 files, 879 +, 41 −Commit message
Later gets words, take-off leads with a dash, route opening starts with the barrier's removal, world hourglass over a closed barrier; docs/vfx/groups/build.md with recipes, bindings, proposed events and integration requests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:56 pm
e0fa8d4ffClaude A · rooms Design the modular turn-based room half: boards from polygon rooms, objective and threat modules, composition4 files, 524 +Commit message
Room half of the user's turn-based decision (Claude B writes the system half). Rooms become 32 px boards derived from the existing polygon rooms, with typed sockets; encounters are board + objective + threat deck under a depth budget, validated by a solo solver. Maps Pressure & Aftermath, Tag Garden, Tract, Breach, Many Hands, the side-quest rooms and the Vessel Margins relay conditions to modules. Adds the board-fit survey (34 rooms: mean 85.5 walkable tiles, none split, 15/445 spots need a nudge, none in the approved side-quest rooms) and two board-fit sheets. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:56 pm
aa8796e9eVFX Merge VFX group: quests (tracking, story complete vs claim, first unlock, pickup source)Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:55 pm
d3c8a97c1VFX Add quests VFX group: tracking, evidence, story end, first unlock, pickup source33 files, 1751 +, 12 −Commit message
journal.track/untrack/tracker/evidence/badge/story-complete, unlock.flourish with a persistent card, source.taken/link/empty. Adapters consume the real lead economy (recordEvidence, claimQuest, credit) and Claude B side stories and roster events; tracking, source records and unlock-seen are proposed. Three hub studies, unit and browser tests, two blind critique rounds (round 1 low 2, round 2 all >= 3). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:54 pm
7fbb5792fVFX Merge VFX group: panels (menu states, panels/inventory)Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:53 pm
4619f5c88VFX WIP: pressure VFX group on hold for turn-based encounters; round-1 critique and stop notes11 files, 288 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:53 pm
0614ce029VFX Fix panels round-2 critique findings; save round 2; add panels group doc15 files, 409 +, 11 −Commit message
Direct unequip leads with a tick (the dash was shared with cancel), release says 'nothing changed', cross back to 1x, wider rust note bar. Doc: recipes, timings, anchors, bindings, edge cases, critique summary and integration requests (pressed state for the first-slice studies, hub press/focus hooks, HUD anchors, sheet quantisation). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:50 pm
9510b09a9VFX WIP: Ward / Stand Fast / Attune VFX group (on hold for turn-based encounters)28 files, 4592 +, 5 −Commit message
Group module, two review studies on the real kit + pinned Claude A Shared Footprint room, unit and browser tests, uncritiqued blind sheets. Stopped before blind critique: encounters are becoming turn-based. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:49 pm
d02313e95VFX WIP orders VFX group (Direct/Swap/Huddle): cues, studies, tests, round-1 critique; on turn-based hold21 files, 1437 +, 5 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:49 pm
f3b8358f3VFX WIP: Pull/Glide VFX group (cues, studies, tests, two blind rounds); on hold for turn-based encounters29 files, 2785 +, 6 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:49 pm
7c9fe237eVFX WIP: Care/Soothe/Engulf VFX group (on hold for turn-based encounters)30 files, 4407 +, 6 −Commit message
Group module with three distinct results (function restored, response reduced, debris removed), adapters for pinned Claude A aftermath rules, the lead runtime's kit Engulf and Claude B helper results; two review studies; unit and browser tests; round-1 blind critique and fixes (not re-captured). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:49 pm
97347fd73VFX WIP: Survey VFX group (sweep, reveal, watch, reading, refusals) on hold for turn-based encounters25 files, 1398 +, 10 −Commit message
Real kit + pinned Claude A rules; two studies; unit 27/27, browser 23/23; two blind rounds. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:48 pm
4f8f58b69HUD Record turn-based encounter decision: real-time HUD paused1 files, 7 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:47 pm
8e662a074VFX Fix panels round-1 blind critique findings; save round 115 files, 362 +, 30 −Commit message
Released press ends in the cancel shape (dash + words); equip no longer brackets the slot (brackets mean pressed); open/close moves only the panel's own corners from the origin side instead of a flying outline; blocked presses get a 2x glyph and a rust bar on the HUD reason; locked button is solid ink vs the dotted not-here button; outing note in the footer; second presses timed to the capture grid. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:44 pm
536977086VFX Add pressure/response/recovery VFX group with real Claude A rule studies21 files, 6275 +, 6 −Commit message
Forecast and front (ground causes), strain, lingering response, settled/faded/held (recovery), overload (neuron stays, quiet) vs loss (neuron gone) and retry, driven by pinned read-only Pressure & Aftermath and Breach rules. Unit and browser tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:38 pm
90b339507VFX Build construction/repair VFX group: built vs in use, banked stretch, shortcut gated on traversal10 files, 1784 +, 5 −Commit message
Group module (build.*, repair.*), two review studies on real lead/B rules (pinned services + HUD transact), unit and browser tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:37 pm
188c05dc4VFX Add panels VFX group: pressed state, menu states, inventory open/close/tab/select, equip/unequip from runtime8 files, 1080 +, 7 −Commit message
Pressed state shown from pointer-down and held 300 ms so it overlaps its result (blind rounds 4-5). Hover (2 corners, mouse only), viewing bar, equipped tick tab, padlock, dotted disabled frame; refused presses never sink and are marks-only beside the HUD's reason. Equip/unequip read from real runtime commands via pinned HUD menuCommand/place. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:22 pm
687cbc498Environment art Stand approved Starwell residents in the works-cleared previews8 files, 44 +, 16 −Commit message
The previews now show the user-approved side-view astrocyte NPC (claude/cell-slime 2e7e9c3f) at 365/470/575 and the existing neuron at 290/650. Scenery and the 33.4% coverage are unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:19 pm
eaaa0dbddVFX Add shared brief for parallel VFX group agents1 files, 146 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:18 pm
aa26877d7VFX Add VFX group-module registry so catalogue groups can be built in parallel45 files, 375 +, 32 −Commit message
Core cues stay in cues.js; each catalogue group gets its own module, styles and review studies (src/vfx/groups/*, src/vfx/review/groups/*) behind a registry. Shared glyph SVG moved to glyphs-svg.js, cue helpers to cue-kit.js (no import cycles). UI parts gain html/cover slots; hub gains drawScene, assets, where.actor. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 05:36 pm
b8040fa20HUD Remove departure buttons from the Kit tab9 files, 37 +, 59 −Commit message
User: "So remove those buttons." Practice/Depart/Return home were review-build shortcuts that started a run on the spot. Leaving happens in the world; Memory Meadow is its own location with its own UI. The Kit tab keeps the companion choice and duty preview; the host's departure point must refuse while the preview is not ok. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 05:34 pm
83ed427bbHUD Restore tab symbols; revert misleading departure wording7 files, 33 +, 30 −Commit message
The user wanted the tab symbols back. "Practise in Memory Meadow" implied travel: the buttons only start the lead's review-build run on the spot. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 05:03 pm
327f766b5HUD Labels hold the title only; parchment label; word tabs; clear departures11 files, 157 +, 67 −Commit message
User feedback (1 Nov): the hover label was one giant textbox in the wrong style, and "Practice"/"Depart" and the tab icons were unclear. - Hover/focus/hold label is the title only, drawn as a small parchment note in the cards' pixel frame. Key, state and reasons move to the click card and inventory detail as a status line (contextStatus). - Inventory tabs are words (Satchel, Kit, Power-ups, Requests, Projects). - Departures read "Practise in Memory Meadow" and "Set off on an outing". - Request rewards name an Imprint by its approved name and whose. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 05:01 pm
c7f4985ffCharacter art docs: side-view astrocyte NPC approved (n017)1 files, 23 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:59 pm
2e7e9c3f9Character art art: astrocyte lumps ride the breath as soft skin (n017)131 files, 797 +, 26 −Commit message
User: lumps looked like something hard inside, not moving with the body. Crest positions are now fractions of the dome height (laid out at rest), so each lump rides up with its patch of skin as the dome stretches, and the stretch smooths them (amplitude x(1 - 0.25*breath)), as wrinkles do. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:56 pm
4cd6ea9deCharacter art art: restore round-3 flank lumps with a smooth outline (n016)132 files, 806 +, 42 −Commit message
User: bring the lumps back. Scallop ripple deepened (shave 2px, crests ~1px past the line, ~2-3px range) on the continuous edge function, so the lumps read again while the outline stays clean. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:56 pm
d145e1020Character art Report and Codex handoff: confirmed approval of microglia tendrils2 files, 119 +Commit message
The user confirmed the approval after the mix-up. Records it, restores the integration handoff (width B and COLOURS locked, tangling a known issue). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:55 pm
9360d2f74Character art Microglia processes: lock the approved darker colours as defaults5 files, 18 +, 4 −Commit message
Exports COLOURS (shadow teal on top, outline colour underneath, as in dcc9ea0a) so every renderer uses the approved palette; a test pins it and the review renderer and demo point at it. 18/18 module tests pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:55 pm
927d65349Character art Microglia processes: lock approved width B (rope32) as default again3 files, 14 +, 4 −Commit message
The user confirmed the approval after the mix-up ("Yeah but it's fine, you can also commit that as well", relayed by General, 1 November). Re-applies 52d00990: B is the approved default and a test pins it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 04:53 pm
4c6d35751Environment art Add ambient animation loops: canal water, Neural Highway pulse, grass tufts43 files, 1012 +Commit message
Three seamless 48-frame loops at 12 fps, built in Blender and laid over the still art as sprite sheets. The user approved them on 31 October and 1 November. - canal_water.py and water_compose.py: the canal water on the p23 street's camera, with the finish pass's bands, drifting streaks, glints and wobbling lamp reflections. water_sheet.png covers rows 576-608. - highway_anim.py and highway_compose.py: saltatory conduction along the Neural Highway. Each node flashes and a current line jumps between nodes; the station parts are holdouts. highway_sheet.png covers rows 76-126. - grass/: a reusable tuft kit (tuft_s/m/l, tuft_flower, edge) with palettes per location. It uses sparse chunky tufts and a calm held-pose sway: the first full-lawn version was rejected as dizzying and off-style. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:52 pm
46596b107Character art Report: withdraw the mistaken approval of the microglia tendrils2 files, 10 +, 119 −Commit message
The "Approve" relayed on 1 November was meant for the three recruit rooms. The tendrils are not approved: B stays a proposed default (lock reverted in 094653c1), and the Codex integration handoff is withdrawn until the user approves. Width, colours and action-only behaviour remain open. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:52 pm
094653c1cCharacter art Revert "Microglia processes: lock approved width B (rope32) as default"3 files, 4 +, 14 −Commit message
This reverts commit 52d009909d5421d6cc96434943c545a85574a596.
- 04:49 pm
65f5b2d36Character art art: smooth astrocyte outline (n015)131 files, 859 +, 86 −Commit message
User: round 3 shape is fine, smooth it out. The flanks are now one continuous edge function per side (superellipse dome + front slump + scallop ripple) rasterised once, instead of shave-then-stamp pixel edits that left doubled outline corners; shoulder stair steps are reordered to be monotone (3,2,2,1,1,1...). Same shape, clean 1px outline. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:47 pm
1ded4c01cmain (accepted) Record Threadway entrance and tilt verification1 files, 57 + - 04:46 pm
17ad551bamain (accepted) Add Threadway interior entrances and vertical camera tilt12 files, 584 +, 55 − - 04:32 pm
9917046e5main (accepted) Record Threadway fidelity correction and verification1 files, 72 + - 04:31 pm
10e9552bbmain (accepted) Preserve Threadway geometry and bake stable surface colours22 files, 2799 +, 422 − - 04:03 pm
8b7918093Character art art: lighten the oligodendrocyte palette (r007)8 files, 135 +Commit message
User request: lighten everything oligodendrocyte-related. Colour-only revision of the cast-repair standalone master (game idle source), the r005 oligo and myelin-connections studies, plus a drop-in game strip. Outline, cream highlight and the host-axon guide are unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:02 pm
a103ceaabCharacter art art: dream loop x3 against the user's sketch (dl-r1..r3)378 files, 2406 +, 97 −Commit message
Plus-workflow dream loop, target = the user's edited sprite. Workers changed only tools/side_body_npc.py: squatter wider dome with superellipse profile and a front slump, re-tuned shading bands and catchlight, eye slits, narrower lower body, deeper scallop shave. Each round rebuilt and checked (no clipping, palette only, sockets on the outline); rounds kept under reviews/dl-r1..r3 with a comparison sheet. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:01 pm
6aa63c998HUD Glance labels: hover labels say what a thing does (blind test v10, 96%)18 files, 415 +, 14 −Commit message
When a name does not say what it does, the hover label now leads with a short, number-free glance label (src/hud/glance.js, 25 entries: Imprints, tools, field supplies, sheath roll, Flow, power-ups, Provision). The card keeps the name as its title, with the glance label beneath; approved Imprint names and B's catalog names are unchanged. Blind test v10 with the new labels: 96% (33/34, 32/34), against 53% for the old labels and 35% for icons alone. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:48 pm
c1f7db2d4Character art art: astrocyte scalloped flanks per user sketch (n014)131 files, 841 +, 67 −Commit message
User sketch: a continuous rounded ripple down each flank, not separate bumps. Flanks are shaved in 1px and scalloped with circles ~5px apart that bulge ~2px past the original line: three rounded crests a side with notches between, sides out of step; top stays a smooth dome. In every breath pose. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:48 pm
3fec795f4main (accepted) Record Threadway live fixture validation and art handoff4 files, 71 + - 03:47 pm
c6b378c7emain (accepted) Add live p24 Threadway scene study and environment split audit82 files, 27854 +, 3 − - 03:36 pm
a9c1cfe47Character art art: gentler astrocyte flank bumps (n013)131 files, 817 +, 53 −Commit message
User: bumps too large and too far out. Bumps now stand only ~1px past the flank (PROTRUDE) with smaller radii: soft swells in the outline, not lobes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:33 pm
85bfeabdeCharacter art art: astrocyte lumpy flanks instead of nubs (n012)132 files, 831 +, 265 −Commit message
User: bumps instead of nubs, along the flanks (shoulder to base). The side body now carries five uneven rounded bulges in its outline (two back, three front, varied height and radius) in every breath pose; nub processes and their sockets removed; top stays clear. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:31 pm
b58e0c4a7Character art art: astrocyte nubs moved to the flanks, top kept clear (n011)196 files, 1148 +, 110 −Commit message
User: nubs too close to the top branches; no antenna. Crown nub removed; four flank nubs at uneven angles (179, 161, 27, 4 deg) well clear of the crown processes, varied size/tilt/sway. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:07 pm
2bf4e345dCharacter art art: asymmetric astrocyte body nubs (n010)212 files, 1253 +, 74 −Commit message
User: nubs looked too symmetrical. Nub sockets at uneven angles (169, 136, 99, 51, 19 deg), varied stem lengths, rest tilts and cap sizes (new capSize option), and different sway amounts. Review page served over local HTTP so the GIFs animate in the browser pane. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:36 pm
f70dea9c2Character art Report and Codex handoff: approved microglia process tendrils2 files, 123 +Commit message
Records the user's approval (width B, darker colours, rope grab-and-release) and hands the action-only, under-sprite module to Codex for integration, with tangling and other known issues listed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:35 pm
52d009909Character art Microglia processes: lock approved width B (rope32) as default3 files, 14 +, 4 −Commit message
User approved width B, the darker sprite-palette colours and the rope grab-and-release physics on 1 November. B is now marked as the approved default and a test pins it. 17/17 module tests pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:34 pm
eeb711890Character art Report: action-only microglia processes under the sprite (m003)1 files, 50 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:34 pm
9d0b1099cCharacter art Microglia processes: action-only, drawn under the sprite (m003)12 files, 791 +, 194 −Commit message
User: the cells do not move using tendrils; this package is only for the animations that use them, and all tendrils sit under the main sprite. Processes now start inside the body and appear only when the host starts an action: extend grows one out of the body edge toward a point or target, it grips (or points and follows aim), a held process reels in slack and pays out line, and release/retract draw it back in. Automatic reaching while moving is opt-in (reach.auto) for a tendril-travel skill only. view() lists only emerged processes; renderers and demo draw them all under the sprite. New action reel (walk, Survey, Engulf, Pull) in reviews/m003; demo gets action buttons. 16/16 module tests, npm test 150/150. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:26 pm
f53d15fb4Character art art: astrocyte NPC body nubs (n009)213 files, 1441 +, 1 −Commit message
User: add more nubs along the body. Real astrocytes sprout fine processes from all over the soma: side_body_npc.py now places a ring of nub sockets on the dome outline (back low/high, crown, front high/low) in every breath pose; the resident spec gives each a short rounded nub of varied length that sways gently (6 deg) in the idle. Packed .aseprite + looping preview. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:26 pm
ff82f78f9HUD Icon tests v9: icon plus hover label (53%) and study-then-recall memorability11 files, 941 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:23 pm
ca71a7783Character art art: astrocyte NPC idle with swaying processes (n007)127 files, 814 +, 40 −Commit message
User: tendrils looked like stuck branches. Processes now sway: an unsnapped bend on top of the clean rest pose, growing root to tip (stem 30%, branch 60-90% in two curved halves, leaflets 100%), each process on its own phase lagging the breath. 8-frame loop at 240 ms; crown 16 deg, planted rim 8 deg. Packed to a layered .aseprite (idle tag) via pixel-art-studio; in-scene GIF. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:19 pm
4b3c0d407Environment art Add Starwell Act II "works cleared" states and lead handoff14 files, 504 +Commit message
Before Aster's arrangement (II2/II3) the Star Well plaza is a stalled works site: five mirrored overlay pieces on approved S13 (hoarding, site cabins, star scaffolding with sheeting, cap scaffolding, street plates). After it, S13 as approved, with more resident astrocytes and neurons proposed as maps.js anchors. Scenery alone changes 33.4% of one camera view (asserted). Previews show no characters until the remade cell sprites are finished. User-approved 1 Nov 2026. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:18 pm
df05cc495Character art art: side astrocyte NPC idle (n006) - breath poses, cast idle timing65 files, 614 +, 4 −Commit message
side_body_npc.py takes a breath pose (0 rest, 1 rise, 2 peak: dome taller, a touch narrower). tools/idle.py assembles one pose per breath body through the kit and writes a 5-frame manifest in the approved astrocyte's idle order and timing (0,1,2,1,0 at 650/240/360/240/450 ms), packed to a layered .aseprite (body + 4 process layers per frame, 'idle' tag) via pixel-art-studio. Processes ride their sockets, so any kit astrocyte gets this idle for free. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:16 pm
3c1770ec7Character art art: side-view astrocyte NPC at 1.5x Ranger (n005), packed .aseprite40 files, 452 +, 222 −Commit message
User chose 1.5x. Canonical spec + body part, longer uneven top processes, planted ground processes with endfoot nubs, wider canvas (no clipping), game anchor at the foot; built/validated/packed via pixel-art-studio. Report updated with the NPC direction and withdrawn grip work. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:16 pm
dcc9ea0a1Character art Microglia motion: darker rope colour from the sprite palette9 files, 8 +, 5 −Commit message
User asked for darker tendrils. Ropes now use the sprites' shadow teal on the lit side and their outline colour underneath; m002 re-rendered, demo matches. Physics unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:15 pm
f51856541Environment art Record the user's approval of side-quest rooms batch 41 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:10 pm
cc42858e6Character art wip: side astrocyte NPC size options 1.25x / 1.5x / 1.75x Ranger (n004)24 files, 547 +, 24 −Commit message
side_body_npc.py now takes a scale factor (dome, resting points, shading bands, nucleus, eyes and sockets all scale). Specs for 1.5x and 1.75x with proportionally longer processes; comparison sheet on the Starwell street. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:09 pm
35c805ac8Character art wip: side astrocyte NPC at ~1.25x microglia (n003)14 files, 130 +, 52 −Commit message
User 1 Nov: astrocyte ~1.2-1.3x the microglia, a readable compromise with the biology (astrocyte soma ~10um vs microglia ~6um). Side body rebuilt to 30x18 against Ranger's 24x17; the approved top-down star is already ~1.3x Ranger's top-down body, so it stays unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:07 pm
56b7cd9b0Environment art Report the side-quest rooms batch 4 (practicum, M6 Version B, PIP8)1 files, 74 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:07 pm
404f25171Environment art Build the recruit side-quest rooms: practicum, M6 Version B, PIP897 files, 14811 +, 2 −Commit message
Re-pin Claude A's side-quest layouts at claude/expeditions 54f18a35 (the user approved the moved anchors; Claude B's balancing is final). Practice Loop is a tended Gardens yard with a loop trail and a barrier pen gate; the Corrected Report is Vessel Margins tissue with a barrier south gate; Keeper's Yard is a Gardens field room. Always-closed gates get no worn trail, after a blind tester read them as exits. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:05 pm
0b3332a24Character art wip: side-view astrocyte NPC at cast scale (n002)14 files, 201 +Commit message
User: Starwell is a side-view scene, so its astrocyte NPC needs a SIDE sprite, not the top-down star stood upright. Adds kit/astrocyte-npc-side- body (star edge-on, 20x12 dome on resting points, cast volume) and its resident spec with short outlined 3-2-2px processes, staged beside the side-view Ranger, Pip and Mote on the Starwell street. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:03 pm
f4ea47de1Character art Report: microglia width options (m002) and measured knot issue1 files, 32 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:02 pm
90475a131HUD Record the user's decision: refused and cancelled shop actions get marks only (VFX 001647be)2 files, 10 +, 3 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:02 pm
e01d90474Character art Microglia motion: thin rope width options (m002), fewer processes12 files, 328 +, 84 −Commit message
The user found m001's processes octopus-like and too thick. Thickness is now a WIDTHS preset of radius keyframes: A cord2 (2 px), B rope32 (3>2 px, default), C rope3 (3 px), each even along the run with a 1 px tip. Ranger 3 processes, Mote 2, Pip 2, Fen 2. The review renderer and demo stamp fixed 1/2/3 px pixel brushes lit from above instead of soft capsules. m002 shows A/B/C side by side in Root Hollow at 1x and 2x. Physics unchanged; 13/13 module tests pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:02 pm
b59314b1aHUD Redraw 15 icons after blind tests v6-v8 (user: "Yes, redraw them")80 files, 475 +, 99 −Commit message
Imprints become the effect's picture with a small tan diamond charm (a full seal's glyph did not read; a round stamp read as a coin). Tools, field gear, the sheath roll, Flow and the field helper are redrawn around what each does. Fresh AI readers and a separate grader each round: 28% -> 32% -> 35%. The field helper, recovery parcel, survey ribbon and Known Turns now read; quick hands, the reaching frame, four seals and the sheath roll still do not. Stopped after three rounds; the art is not approved. Aseprite 51/51. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:02 pm
0aaa0808cCharacter art wip: astrocyte NPC at cast scale (n001) - tendrils on the approved 36x34 star16 files, 208 +, 5 −Commit message
User: the Starwell gripping astrocytes were far too large; astrocytes in scenes are resident NPCs per Codex's designation (map anchors, cast-scale sprites, anchor 18,31). Adds kit/astrocyte-npc-body.json (approved frame 1, padded), per-spec width profiles (3-2-2px, never 1px), and the NPC resident spec staged on the Starwell street beside Ranger and Pip. k003/k004 grip cells are withdrawn. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:02 pm
362ab6a20Claude A · rooms Record the user's approval of the three adjusted side-quest layouts2 files, 5 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:02 pm
001647be4VFX Make shop and menu refusals marks-only by default (user decision)6 files, 43 +, 26 −Commit message
The user chose feedback for failed or cancelled shop actions, as marks only: broken corners + a cross on the pressed row and short resource, a dash for cancels, never a second reason line. Applies to HUD shop trade-refused/trade-cancelled and to Common Hall quest-claim-refused and Studios drill-refused. A cancel with no anchor still plays nothing; { refusals: 'none' } keeps a silent option. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 01:59 pm
b25376eceClaude B · systems Re-measure recovery-mode recruit Care on Claude A 54f18a35: a real fast-vs-recovery trade-off in Zigzag4 files, 44 +, 30 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:56 pm
54f18a357Claude A · rooms Carry the recruit's Care mode into Pressure & Aftermath; widen the practicum jolt10 files, 91 +, 35 −Commit message
Claude B's re-measure found recovery-mode orders gave fast-mode numbers: the host dropped the order mode. Assists now carry it; recovery assists work at the built-in helper's recovery proportion, never feed a lingering response and help it fade. Practicum jolt radius 36 -> 44 so the Huddle step is not marginal. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:54 pm
e36140718VFX Report VFX first slice ready for review: five critique rounds1 files, 27 +, 29 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:53 pm
40fffce81VFX Fix round-5 VFX findings (decline wording, choice stamp, neutral strip placement); save round 510 files, 144 +, 4 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:50 pm
ed37622c0Claude B · systems Re-pin services catalog to claude/skills 32f4c286 (Studios Lobby: preview only)2 files, 3 +, 2 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:49 pm
c2759d3c2VFX Fix round-4 VFX critique findings and keep cue frames in critique sheets16 files, 200 +, 15 −Commit message
- Sheet picker always keeps frames where an effect starts, so small marks (the accepted dialogue answer) are no longer dropped from critique sheets. - "Nothing left to do" gets its own empty-ring glyph, distinct from cancel. - Out of reach also marks the target the Ranger pointed at. - Hourglass glyph enlarged to 5x5; pickup and journal scenarios show the before state first. - Round-4 critique and sheets saved verbatim. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:49 pm
89bda96daHUD Close the Studios Lobby question: no specialisation switch in town (Claude B 32f4c286)3 files, 9 +, 4 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:49 pm
32f4c286bClaude B · systems Re-measure recruit rooms on Claude A a5708c3e: Coordinator 30%, Aftermath recruit now matters, companion rooms ready; Lobby is preview-only8 files, 1551 +, 1058 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:42 pm
7145bacb0Character art Report: mobile-microglia rope motion ready for review1 files, 111 +, 45 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:41 pm
21d5322a3Character art Microglia motion: review GIFs m001, browser demo, README28 files, 643 +, 58 −Commit message
Room GIFs at 1x/2x, follow-cam close-ups at 2x, 3x debug overlays and filmstrips for Ranger, Mote, Pip and Fen (Pip sprite stands in for Fen) in the pinned Gardens room Root Hollow. Plain canvas demo with click-to-walk via the real findPath. Prettier on new sources; 12/12 module tests pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:40 pm
92e97e550Character art wip: astrocyte kit k004 - Starwell grips at moved berths, mirror-safe arches23 files, 314 +, 20 −Commit message
Mirrored cells negate turns/branch angles; grip reaches head for their target and arch geometrically (15% sag, nub upward-outward), so A and B mirror cleanly. Grip points from the Starwell arrangement session's moved berths (inner holds now 33px from each foot). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:38 pm
509199a89Character art wip: astrocyte kit k002/k003 - organic turns, branch patterns, antler fix, Starwell grips47 files, 419 +, 31 −Commit message
Per-process turns and lengths (top-down no longer snowflake-stiff); branch patterns (side branch, uneven split, rounded nubs) replace the stamped fork; side crown processes leave low and outward (critic BLOCKING antler read); ground processes rest on the floor row with outline; canvas/foot/mirror placement; curved endfoot reaches with flat pads. Starwell grip test uses the arrangement session's real points. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:38 pm
3735fe035HUD Record VFX's adoption of the Common Hall and Studios events1 files, 10 +, 4 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:38 pm
d767d9e17VFX Fix round-3 VFX critique findings; adopt HUD quest and drill events9 files, 99 +, 26 −Commit message
- Dialogue: accepted answer stays readable after the box closes (tick + answer below the addressed cell); walking away shows a dash with "Left the conversation"; listener mark is now a hollow bubble with a tail. - Receipts show before -> after values so "+1" is verifiable. - Declined/deferred quests bracket their row and say what happened. - Neutral world outcomes use a grey-barred strip led by a dash; world labels lead with tick/cross/dash like the UI layer. - Refusal reasons sit below the actor, never over the cross. - cuesForMenuEvent: HUD Common Hall/Studios receipts play once per txId; refusals, set-asides and repeats play nothing. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:37 pm
d5cd3a762HUD Blind-test the shop icons, five Imprint seals, Flow and the field helper (v6)6 files, 181 +Commit message
Two fresh AI readers and a separate grader: mean 8.5/30 (28%). Only the wrapping spool reads well; redraw directions recorded, not yet applied. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:36 pm
ae0c6b2d7Character art Microglia motion: continuous roots, FABRIK grip finish, memory only when free3 files, 41 +, 25 −Commit message
Root points now blend the two ring circles either side of their angle, so a turning heading slides roots round the body instead of hopping between circles. Held processes finish with FABRIK, which closes near-straight chains that plain length passes could not. Root memory applies only to free processes. Worst segment stretch in the review runs falls from 1.12x to 1.006x; the stretch test bound tightens to 1.02. 12/12 tests pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:33 pm
3f6d11a29Character art WIP: mobile-microglia rope motion with grab-and-release (paused)6 files, 1780 +Commit message
Standalone rendering-agnostic module, scenario, debug GIF renderer and 12 tests. Paused for the user's token limit; the suite was last run before the latest wall fixes (10/12 then). See the WIP report for next steps. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Sat 31 October 2026
- 08:05 pm
ab2538ed0Claude A · rooms Note where recruit balancing work stopped1 files, 6 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:05 pm
98c3c39c6VFX WIP: save VFX blind critique round 3 and next fixes14 files, 236 +, 6 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:05 pm
1f99f7002Claude A · rooms Name the balancing commit in the reports2 files, 2 +, 2 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:04 pm
a5708c3e8Claude A · rooms Apply Claude B's recruit balancing parts 2+: kit reach, stationed Care, front jolts, witness, room geometry22 files, 776 +, 263 −Commit message
- Many Hands, Relay, Breach and the field rooms take the host fact `reach` (kept as ranger.reach); both recruit hosts set it from the kit, so Long Reach and Imprint reach costs apply to your own work and to contact orders. - Pressure & Aftermath offers stationed Care at connections under a forecast front, and a visible front striking a recruit startles it (quiet fronts do not). - M6 Version B records a witness (no inspect order): report.witnessed. - Practicum jolt pad on the approach plus a third Swap task; M6 Version B connection on the walk onward; PIP8 contact (now wall-contact) beside the walk, under its jolt pad. These change approved layouts and await the user's OK. - Tests read the roamer's speed from the roster (B raises it to 75 at re-pin). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:02 pm
9b724019aVFX WIP: report VFX first slice status and where work paused1 files, 78 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:02 pm
5a55c2834VFX Add first VFX slice: six reusable studies, review hub and blind critique87 files, 6765 +Commit message
Procedural pixel VFX for menu focus/confirm/refusal, pickup to inventory, buy/sell with failed purchase, quest accept/step/claim, NPC conversation and a contact-order skill chain (Claude B helper events). Effects consume real host outcomes (lead economy.js, pinned vendor helper) through adapters with replay-safe keys; a pure director handles dedupe, replacement, aggregation, UI vs world clocks, delay and reduced motion. Review hub at src/vfx/review/index.html; recipes in docs/vfx/VFX_FIRST_SLICE.md; blind critique rounds 1-2 kept in docs/vfx/critique/. Candidate, not shipped. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:56 pm
4e474c719HUD Note where the HUD workstream stopped and the next step1 files, 19 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:56 pm
c8371dc2dHUD Add the Common Hall and Studios menus to the shop dialog20 files, 785 +, 18 −Commit message
User requests ("Common hall too", "Oh and the skill studio"), relayed by General. Common Hall: the lead's quests tracked with questProgress and claimed with claimQuest (commit first, measured receipt, quest-claimed event); residents' side-story requests through the journal rules with neutral set-aside; B's boardView debriefs on a chalk board, newest first, beats numbered and shaped (pressure, aftermath, recovery) so colour is never the only cue. Studios: Lobby kit preview only (loadout stays home-only; switch question open for Claude B); floors with open, cleared and locked drills, locked ones in B's own words; the Coordinator floor locked until the first recruit; a clear only from the host's practice-room receipt through clearDrill, once; read-only power-up and flex pools. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 07:53 pm
4da0a0855Character art wip: hand-drawn modular astrocyte kit (tendrils, side body, assembler)73 files, 1105 +, 14 −Commit message
The procedural slime look was rejected. Adds the hand-drawn direction in art/characters/hand-drawn: approved star + side dome body parts with sockets, assemble.py (4-3-2px outlined process trees, clean-angle snapping, endfeet, one layer per process, pixel-art-studio source -> .aseprite), three cell specs and review sheets. Also keeps the rejected slime look-option study. Report notes where work stopped. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:53 pm
e8adbd9d4Claude B · systems Note where Claude B stopped and the next steps (paused for the user)1 files, 13 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:53 pm
0a12b06ccEnvironment art Note where the side-quest room work stopped and the next step1 files, 12 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:47 pm
751476146HUD Add the shop menus over Claude B's district services70 files, 2492 +, 10 −Commit message
User request ("someone needs to code the shop menus"), relayed by General. Seven menus in src/hud/shops/: Exchange, Market stalls, Apothecary (field supplies), Workshop, Food Hall, Tea House and Wrapping Depot. Every action calls B's pure rules (pinned byte-identical to the lead's fa5d6d10 pin, hashes tested); availability is the same call probed, and each receipt's signed Supply change is measured. The host commits first; only then do the receipt and the trade-committed event follow, and a failed save claims nothing. Rest stops refuse provisions with B's loadoutChangeAt text. Trade events (committed, refused, cancelled) follow the contract agreed with the VFX session. Also: eight shop icons (51; Aseprite 51/51), descriptions and science lines for gear, tools and finds (spool line checked against Nave 2010), and hover labels moved to the top layer so they show above modal dialogs and wrap. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 07:31 pm
b6ffcf665Environment art Report the Hearth home buildings1 files, 62 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:31 pm
e0854344cEnvironment art Draw Hearth's home buildings with their upgrades as plot sprites30 files, 282 +Commit message
Arbor (a woven timber trellis grown with vine), Recovery Nook (a low alcove under a fan-shaped shell roof, open to its mossy floor and rest cushion) and Relay Node (a junction cabinet with lit signal terminals; upgraded with a mast and a reach ring), each with an upgrade (Claude B doc 30 §6). Built in approved H15's scene on plot P3 with its camera and sun, cut out as runtime sprites with their own connected shadows; each stands with its foot on any plot's centre. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:30 pm
480834bddEnvironment art Record the user's approval of side-quest rooms batch 31 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:29 pm
2b64989bfEnvironment art Report the side-quest rooms batch 3 (Two Routes)1 files, 60 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:29 pm
1d9a6245bEnvironment art Build Fen's Two Routes side-quest room (F6)34 files, 5507 +, 2 −Commit message
Claude B's recruit balancing (claude/skills 63377b8c) needs no geometry change for two-routes, so it is built from the same pin: the Nearfield look, the rock drawn as a copse, both lanes worn equally, and the always-closed east gate as a barrier that reads from the camera on a side door. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:26 pm
d48e944fdEnvironment art Record the user's approval of Hearth H151 files, 2 +, 2 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:24 pm
63377b8c6Claude B · systems In-room recruit balancing parts 2+ (SIMULATION at Claude A 7d12b15f): per-room recruit value, Coordinator 40%, roamer speed 75, field-room geometry, answers on jolts and inspect8 files, 4444 +, 16 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:21 pm
45f409656Character art docs: record slime source provenance (v006 from side-attached v003, no m005)1 files, 13 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:20 pm
655c0a589Character art art: add host placement and overhead grips for slime cells10 files, 305 +, 29 −Commit message
ArborwakeSlimeCells.create now takes foot/floor/width/height so a host can stand a cell on its own deck; the slime flattens on the floor row. grip() holds a process bead (default ~1.15x reach, or the tip with at: 1) at a host point with a 0.6 s ease, the remainder drapes; release, processes, footPoint and settle complete the API. For Starwell's Act II astrocytes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:17 pm
f6ea5f5fcEnvironment art Record the user's approval of side-quest rooms batches 1 and 22 files, 2 +, 2 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:14 pm
71e31ca4dCharacter art art: rebuild stationary cell processes as one slime mass45 files, 2202 +Commit message
Astrocyte, neuron and oligodendrocyte (top-down and side) now render each frame from a merged distance field: tapered process volumes fused into the approved body with smooth fillets, cleaned and shaded at native size. A soft blob body squashes and wobbles; processes are fixed-length bead ropes with root-to-tip bend falloff, thickness-weighted mass, frictionless contact and a weak root-frame shape memory. Myelin tips stay pinned on the host axon. Standalone runtime, 9 tests, s001 review set and demo. Grab-and-release for the mobile microglia is not included. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:08 pm
4b6567075Environment art Move Hearth's watch post to (770,282) in the previews and record the spacing limit21 files, 5 +, 5 −Commit message
Claude B accepted the move (it crowded E's yard) and re-ran coverage on H15 (claude/skills 1e2b3115) with no verdict changed. The report records that the watch post and the west contact must stay over 440 px apart along the paths. H15's layers are unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:06 pm
1e2b3115cClaude B · systems Re-run home coverage on the drawn Hearth (H15): tray, standing pads, watch post (770,282); verdicts hold, flag one thin margin8 files, 133 +, 112 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:04 pm
aeeac195aEnvironment art Report the Hearth neurons' yards1 files, 26 +, 14 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:04 pm
254c44dd9Environment art Give Hearth's home neurons yards, as if they had moved in (H15)58 files, 182 +, 16 −Commit message
Each home neuron (N, W, E; G1 and G2 with their growths) now has a yard opening toward the home loop: a mown oval in the margin, a clipped hedge round the back, a flagstone doorstep for its existing character sprite (runtime, never baked), a pair of lanterns, its own touches and a path to the loop. Nell's yard has a NELL name post, lettered on a plate in finishing with a 4 px N. The lines and rosette stay held back. Growths change 34.4% and 34.5% of their best view. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:38 pm
d8848cd97Environment art Report the Hearth home layout H15 and its growth states1 files, 103 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:38 pm
c4be9ce8dEnvironment art Draw Hearth's home layout A on H14 as H15, with growth 1 and 2 (neurons held back)77 files, 1725 +Commit message
H15 is approved H14 plus the decided home layout (Claude B doc 30): the symmetric home loop, cross path in line with the gate, axis path and spurs; the delivery tray; the mirrored home board and bench; plots P1-P4 as stone-kerbed tilled beds; the contact and keeper pads. Built in H14's own saved scene (camera, sun, toon ramps) and pasted over H14 only where it changes. Growth 1 and 2 clear lobes of the south woods with plots P5/P6 and pads, each changing over a third of its best 512x288 view (33.8%, 34.1%). The neurons, their lines, the rosette, the contact collars and the crossing are held back (WITH_NEURONS=False) until a design makes each neuron belong to its spot (user, 31 Oct). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:24 pm
85ffa3d2bEnvironment art Add approved Memory Meadow Act V refuge and aftermath states49 files, 940 +, 1 −Commit message
The user moved the Act V refuge from Hearth Grove to Practice Grove, now renamed Memory Meadow, so Hearth keeps the player's built progress. The refuge, its night option and the epilogue aftermath were approved on 31 Oct 2026. - meadow_states.py builds per-layer pieces over approved L12, runtime prop sprites with foot points, a manifest, and 1x/2x previews. - It asserts the user's one-third rule. Changed share of the camera view: refuge 41% (arrival) and 45% (ring); aftermath 38% and 42%. - Props (canopy, crate pile, beacon, route stake) are rendered from the B05 library under L12's dawn sun by hearth_props_blender.py --place meadow. - The meadow README is retitled, and the lead is asked to carry the rename through the plan, the runtime and the docs. No collision or state IDs are implied. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:24 pm
50613c975Environment art Report Quiet District round 5 (district light) and the D10 tree fix1 files, 17 +, 4 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:23 pm
8846aadb8Environment art Light the Quiet District by its repairs and fix the garden tree (D10)77 files, 155920 +, 9 −Commit message
Quiet District states, round 5, to the user's one-third rule (changed pixels >= 1/3 of every 512x288 camera view between states): - before stage 3 the whole district is dead and cold (blue-grey, one value step darker); at stages 3-4 its colour is back but dim; stage 5 is the approved scene. Light sources and the sky are never changed. - measured at every camera position: before->stage 3 min 37%, stage 3->stage 5 min 40%; the build asserts both - colour map and pre-darkened layers in quiet/layers for the runtime D10 is D09 with the quiet-garden tree's trunk redrawn: one continuous trunk lit left and shaded right, roots flaring both sides, a dark edge against the bench. At game size D09's trunk read as a kneeling leg. Only architecture.png changes; D09 is untouched. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:16 pm
aa1dc648fHUD Rename Practice Grove to Memory Meadow in the HUD workstream4 files, 25 +, 3 −Commit message
User approved the rename (relayed by General). Live doc, code comment and test name updated; the HUD stores no practice-grove id, and no map or icon label used it. Dated report sections and files outside this workstream's paths are left for the lead. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:16 pm
8cc7c06d7Claude A · rooms Rename Practice Grove to Memory Meadow5 files, 16 +, 16 −Commit message
The user approved Memory Meadow as the name of the hippocampus-inspired meadow (art L12). Docs only: no code, identifier or stored id used the old name, so no save compatibility is needed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:16 pm
db383a8dcClaude B · systems Rename Practice Grove to Memory Meadow (user) in doc 28 and the handoff report2 files, 9 +, 3 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:12 pm
10c1f2d2fClaude B · systems Record the user's approval of the home-base plan (doc 30): layout A, stretch and gap rules, repeat buildings, no Node station9 files, 34 +, 24 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:10 pm
5e5a553dbClaude B · systems Plan the Hearth Grove home base (doc 30): locations on H14, layout options, duty-load coverage, buildings, growth, return flow, gap rule, Supply10 files, 6038 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:09 pm
529d50fdcEnvironment art Report the side-quest rooms batch 2 (Two Patches, Marked Shortcut)1 files, 73 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:09 pm
dee8d9cdeEnvironment art Build Mote's Two Patches and Fen's Marked Shortcut side-quest rooms66 files, 8179 +, 6 −Commit message
Gardens encounter look for paired-patches; a new Nearfield road look (Glade greens, earth trail, wooden lanterns) for marked-shortcut, whose plugged north door is drawn as a closed road barrier. The Margins cases reuse rooms that already have art. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:06 pm
cf11383b9Environment art Record side-plot approval, hand sprites to Codex, report Quiet District rounds 3-43 files, 107 +, 4 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:06 pm
c63187f27Environment art Cut Quiet District potholes in Blender, knock out depot sign letters, darken windows; mark side-plot sprites approved30 files, 446 +, 6 −Commit message
Quiet District before and stage-3 states (stage 5 unchanged): - potholes cut into D09's street in a clean Blender scene with D09's camera, lights and street slab, from a shared Voronoi crack layout, with 1 px alligator cracks around each hole; one piece per stretch, gone once restored - depot sign letters knocked out and windows darkened, heavy before stage 3 and light at stages 3-4 Side-plot sprite manifests now record the user's approval of round p06. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 05:57 pm
de68d22e3Environment art Report the side-quest rooms batch 1 (Rill, Cress)1 files, 83 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 05:57 pm
cac2d2c8cEnvironment art Build Rill's and Cress's side-quest rooms on Claude A's pinned layouts96 files, 12052 +, 2 −Commit message
Pin claude/expeditions d58326c9 sidequests.json. Add a Quiet District region look and per-room side-quest dressing to the kit (collision unchanged). Render rill-errand-s1 and lower-road-s2, and draw the lower road's stretch states (flush myelin lane, verge node lamps, potholes) and Wick's work-site barrier as runtime pieces. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 05:53 pm
a0807cbadHUD Take Imprint names from Claude B's kit (4934541a): title = label, subtitle = giver's Imprint22 files, 127 +, 72 −Commit message
B's addendum 13 card layout: KEEPSAKES label is the approved name and giver the resident. imprints.js uses B's field names; detail panels and the unlock screen show the subtitle under the title, hover labels read "Title · Giver's Imprint", and icon labels "Title (Giver's Imprint)". One-off check against B's code: 116/116. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 05:51 pm
4934541aaClaude B · systems Use the approved Imprint names (user): label per id plus giver; lab and docs 26/28/298 files, 74 +, 47 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 05:49 pm
81e8812acHUD Use the approved Imprint titles, with the resident named beside each19 files, 115 +, 59 −Commit message
User approved the dossier names on 31 Oct (relayed by General): Within Reach (Stella), Shared Boundary (Aster and Vessa), Clear Interval (Mote), Quiet Handoff (Pip), Known Turns (Fen), The Space Between (Nell), Full Length (Wick). Cards carry title and owner; lists, details and icon labels read "Title (Owner)", and the unlock screen names whose side story earned it. Ids, effects, trade-offs and pixels unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:47 pm
8a6ddb0f7Character art docs: hand off organic body dream-loop refinement1 files, 84 + - 03:46 pm
54d27c733Character art art: refine irregular top-down cell bodies through dream loop147 files, 1345102 +, 16 − - 03:28 pm
2c0e62f6aCharacter art docs: hand off distinct character views and gravity study1 files, 57 + - 03:27 pm
1abde834fCharacter art art: add distinct cell views and side tendril gravity203 files, 1013940 +, 2 − - 02:58 pm
75f449409Character art art: restore Flow v002 as current review version5 files, 15 +, 4 − - 02:47 pm
414e6ff79Claude A · rooms Point Claude B's handoff at the recruit-hosting commit1 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:47 pm
7d12b15fdClaude A · rooms Host recruits in Many Hands, Relay, Breach and Aftermath on the lead's pin24 files, 1342 +, 1795 −Commit message
Expedition code now reads the lead's canonical pin (src/main-game/vendor, from claude/skills 31a80553) instead of private kit/helper/sidequests copies. recruithost.js runs one recruit on Claude B's helper rules and roster in the ordinary room families through generic facts: assists, plus Breach's new recruitAt (waves startle the helper) and huddleReady (the Coordinator's Huddle takes a wave). The field host shares its recruitment, kit and Swap. Recruit pilots (solo, contact, direct, swap, huddle) and a per-room readout of jobs, travel seconds and refusals feed Claude B's balancing; 282/282 runs complete. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:20 pm
925f31d57Environment art Update the permanent-map report for Glade G14 and the yellow ground1 files, 6 +, 4 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:20 pm
39a5b6671Environment art Fade the Gardens trail into the woods (Glade G14) and settle the yellow ground33 files, 234 +, 7 −Commit message
G14 is approved G13 with the south-east trail's sunlit verge thinning out in ragged clumps and the trail narrowing and stepping into the woods floor, instead of stopping in a square-cut edge. The yellow Glade state keeps ground A (the user's choice) and its own approved trail, sinking into the brown floor; the green trail follows the same bands in green. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:20 pm
fa5d6d108Claude B · systems Pin Claude B's services for the main game: rest stops and one Depot stretch per return9 files, 1057 +, 4 −Commit message
Copies src/services/{catalog,rules,rest}.js from claude/skills 31a80553 byte-identical into src/main-game/vendor/services/, records their hashes in PIN.json (plus the legacy.js shim under localShims), and adds B's rest and services suites against the pin. Not wired into the host. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 02:17 pm
9a5cb9319Claude A · rooms Record the user's approval of the six side-quest layouts1 files, 8 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:16 pm
fb22eb2bdClaude A · rooms Report the companion field rooms, F2 and Wick, and update the handoff to Claude B3 files, 70 +, 24 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:15 pm
d58326c96Claude A · rooms Build the companion field rooms, F2's shortcut and Wick's guaranteed repair22 files, 2266 +, 109 −Commit message
Re-pins Claude B's kit and helper (claude/skills b1f8b1eb, byte-identical) and hosts a real recruit in the practicum, M6 Version B, F6 and PIP8 rooms: contact orders for any class within reach, Direct from a distance for the Coordinator only, a closed gate refusing an order gracefully, Swap only along an open line, Huddle on the declared jolt, the keeper working through its first jolt; M6 files the same finding solo or with Mote (report-source-recorded). F2 is a rule room whose barrier never opens, with free backtracking and Fen walking their own route (route-walked only if the turn is walked). Wick: wickOutingPlan() guarantees an eligible Quiet Tracts repair; stretchEarned() credits a returned repair, tested on real completed runs. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:12 pm
b3e9e627dmain (accepted) Refresh pinned Claude kit and recruit dependencies22 files, 2106 +, 145 − - 02:12 pm
bc5096ce4Claude A · rooms Refresh pinned Claude kit and recruit dependencies22 files, 2123 +, 145 −Commit message
(cherry picked from commit b3e9e627d203ed6f2aacfe44bb6a3bb5d8217c2a)
- 01:59 pm
31a805532Claude B · systems Measure the guest rooms (Rill, Cress): the Ranger always finishes; queue the recruit rerun until rooms host recruits4 files, 71 +, 2 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:58 pm
ff68f1902Claude A · rooms Hand Claude B the side-quest rooms ready for in-room balancing1 files, 34 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:58 pm
ab1d6b7d5Character art docs: hand off phased Flow melt refinement1 files, 83 + - 01:58 pm
402d5bc67Character art docs: hand off side modular fixes and dorsal pericyte candidate1 files, 88 + - 01:57 pm
9bda38afbCharacter art art: sequence Flow front spread, mass transfer and trailing catch-up203 files, 117865 + - 01:57 pm
8c163549cCharacter art art: replace legacy side assemblies and study dorsal pericyte124 files, 16773 +, 4 − - 01:48 pm
d56c5eaf9Environment art Report the permanent-map and side-plot map-state proposals2 files, 197 +Commit message
Two reports for review: the Nearfield Glade, Quiet District and Starwell before/after proposals, and the companion side-plot props and overlays, each with blind-test results and open choices. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:48 pm
c20ba5868Environment art Add permanent-map act states and companion side-plot map states151 files, 1229 +Commit message
Nearfield Glade (whole-Glade yellowing, the dendrite woods in bloom, a built side path) and Quiet District (node-walk lamps per repair stretch, catwalk lamps) as overlay pieces on approved G13 and D09. Side-plot props for Hearth, Vessel Margins and Starwell, rendered with their own cast shadows, plus the Mote Pocket record. All proposals, blind-tested at game size. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:38 pm
c14878489Character art docs: hand off editable Flow melt revision and validation1 files, 87 + - 01:37 pm
4258bd70bCharacter art art: replace Flow appendages with editable melt-and-move body animation183 files, 45946 +, 1 − - 01:24 pm
83bd71a0fClaude A · rooms Report Rill's and Cress's rooms and the side-story evidence wiring2 files, 44 +, 5 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:24 pm
027a9f4d6Claude A · rooms Build Rill's and Cress's episode rooms and wire room evidence to B's side-story contract15 files, 1910 +, 47 −Commit message
Rill (R0-R2): a Gardens side room with a real narrow passage and two sites; Rill works the near one (at most one job, inside B's guest budget: guest plus recruit at most two), then walks the last stretch alongside and turns away; the last-stretch task is always the Ranger's, and Rill's route never blocks a site or the exit (tested with Rill as a blocker). Cress (C0-C2): the lower road episode; Cress's route follows the banked stretches and Wick's work site (a real blocker when active) and needs no repair at all. sidequest-evidence.js derives Claude B's evidence kinds from what a room's state shows was done (M1 windows, inspected Vessel Margins contacts, Rill's crossing, Cress's route) and checks them against a byte-identical pin of B's catalogue (claude/skills b1f8b1eb); stretchEarned() marks a returned outing with a real Quiet Tracts repair (W1-W5). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:22 pm
a84006642HUD Make Nell's Imprint the seventh card from Claude B's confirming (b1f8b1eb); add Nell, Rill and Cress step text19 files, 124 +, 62 −Commit message
- confirming: B's effect and Care x0.97 trade-off, kit order, unlock at NELL3; the pending card and provisional id are gone; seal renamed imprint-confirming (Aseprite 43/43). - Journal text for NELL0-3, R0-R2, C0-C2; Rill and Cress stay dialogue-only partners with no Imprint or companion UI. - Re-checked against B's real modules at b1f8b1eb: 109/109. - Tests 44/44 unit, 8/8 Playwright. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:20 pm
bad405009Environment art Rail the Common Hall terrace, clear the stair landings, and solidify the plaza stairs2 files, 57 +, 17 −Commit message
- Common Hall terrace: glass balustrade all round (front, west end, back of the park), open only at the street stair's top landing, east into the food hall and lift bridge, and at a west opening (STUDIOS_BRIDGE_Y) for a possible bridge to the Studios - Tea House terrace: the ring's west end opens only in front of the garden stair's band, so the glass no longer stands over its landing; the end behind it keeps its glass - Street stair: a solid sloped waist under the treads and a slim slate handrail - Garden stair: a deep cheek wall and a solid waist, so the planters sit on the stair instead of hanging below it Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:19 pm
48c26b233HUD Wire side-plot screens to Claude B's contract shapes; add practicum, panels, Nell and Rill/Cress38 files, 976 +, 219 −Commit message
- Journal and markers read B's catalog, save and availableSteps (da795feb); invitation answers map to accept/defer/decline; events.js maps B's events. - Practicum prompt (start / not now / skip; Return home is a safe skip). - Kit tab companion choice; the gap cost is the host's text, never hard-coded. - Starwell report board (AV3) and border label (B2) panels. - Nell: NELL2 record states and a pending seventh card with its seal (43 icons, Aseprite 43/43); Rill and Cress are dialogue only. - Checked against B's real modules: 80/80. Tests 44/44 unit, 8/8 Playwright. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:16 pm
c7a20e26cEnvironment art Hand off the Studios lobby to Codex and request a perspective projection2 files, 204 +Commit message
The handoff lists the lobby's game files, draw order, walk area in metres, doors, character size and light maps, for implementation 1afb221a. The contract request proposes a pinhole ground projection for interiors, which CR-NAV-01 and CR-NAV-02 (single scale, orthographic) do not cover. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:15 pm
1afb221a3Environment art Add the Studios lobby interior: art, props, walk data and character lighting132 files, 5290 +Commit message
The first Studios interior, at ANNO: Mutationem scale (one storey fills the 288 px screen). A Meshy concept is pixelised, put on the shared B08 palette with its neon halfway, cleaned to match the other scenes, and hand-finished in lobby.aseprite (sign, class board, specimens, lowered desk, cartoon glass). A pinhole projector fitted to the painting gives the room depth: prop sprites with sort rows, a walk polygon in screen pixels and floor metres (including a walkway behind the desk), door thresholds and perspective scale. The painted lights are rebuilt in Blender to shade characters, with exported light maps for 2D sprites. BlenderKit downloads and .blend files stay out of git. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:11 pm
bcddd37bfClaude A · rooms Report the side-quest room layouts and first rule demos2 files, 78 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:11 pm
8a9066318Claude A · rooms Design the side-quest rooms and prototype M1, AV1/AV2 and B1 (companion dossier v0.5)16 files, 2922 +, 56 −Commit message
Six layout candidates inside existing geography, each passing the layout checker with its scene, need, purpose, trade-off, states and an escape route: paired-patches (M1), corrected-report (M6 Version B), practicum-yard (the first-recruit practicum), marked- shortcut (F2), two-routes (F6) and keeper-yard (PIP8), exported as sidequests.json. Rule demos (lab only, not wired to quest flags): Two Patches (M1) with equivalent windows, base Inspect enough, "limited" records for cut-short looks and Survey only shortening a window; AV1/AV2 as relay-present and relay-absent cases on the Vessel Margins rules with a seen / not-established record; B1 edge-cell cases where origin is never read from looks. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:10 pm
b1f8b1eb4Claude B · systems Add Nell, Rill and Cress (user approval): seventh Imprint, guest work budget, sprite-state list13 files, 193 +, 37 −Commit message
- sidequests: NELL0-3 (completes with the confirming Imprint), R0-R2, C0-C2 (no Imprint, roster or Coordinator); guestJob caps guest + active recruit at 2 jobs per episode room. - Kit: Nell's Imprint (confirming): post-action confirmation cues linger 2 s; Care x0.97. - Docs 26, 28, 29 and report addendum 12. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:07 pm
e44826631HUD Add side-plot interface on mock data: quest log, invitation, coverage, record, routes, relay post, Imprint unlock, dialogue32 files, 1694 +, 27 −Commit message
Screens from the v0.5 companions dossier (§28–31), in the HUD's parchment frame over existing locations. They run on src/hud/sideplot/mock.js and read no quest flag until Claude B's side-quest contract lands. - Quest log and still markers: one request per resident, all optional. - Field invitation with three non-permanent answers; not a reward screen. - Departure coverage names duty and cover; refuses in B's words until a gap is accepted. - Mote's record sorted by provenance, no score, with a no-puzzle path. - Fen's side-by-side plans; Pip's 30-Supply keeper-watch-only post and a truthful handoff record. - Imprint unlock once at M7/F5/PIP6; dialogue follows the truthful matrix. - Tests 37/37 unit, 6/6 Playwright. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:05 pm
061e46843Claude B · systems Plan the side stories (doc 29): step graph, recruitment states, coverage and growth/relay timing, pacing, save mapping and work for other workstreams6 files, 552 +, 86 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:03 pm
da795feb9Claude B · systems Add side-story rules (dossier v0.5): step graph, gates, one-time receipts and Imprints; roster invitations and first-recruit practicum; one Depot stretch per return8 files, 560 +, 4 −Commit message
- src/services/sidequests: Mote, Fen, Pip, Stella, Aster-Vessa, Wick, Bram; ensemble and ambient scenes; Nell, Rill, Cress declared pending and never offered. - roster: offer/accept/defer/decline invitations (re-offerable), firstRecruit + practicum. - services: repairStretch banks at most one stretch per return. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:56 pm
3645e3e19HUD Sync HUD to plot v0.5: first actual recruit, departure preview, separate Imprint flags15 files, 287 +, 28 −Commit message
- Coordinator lock text names Mote, Fen or Pip: whoever joins first opens it. - New departure.js: the Kit tab at home names the duty a recruit leaves and what covers it (never a head count), one companion per outing, and a soft warning for a Coordinator whose recruit stays home. - Mote's, Pip's and Fen's Imprint cards say earning one is not an invitation. - Tests 27/27 unit, 3/3 Playwright. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:53 pm
f92f574d4Claude B · systems Answer v0.5 open questions: recruit orders by contact for every class, Direct for the Coordinator; relay post 30 Supply, keeper watch only10 files, 108 +, 34 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:28 am
61893c3a6Claude A · rooms Report the resident Imprints, the II3 order and the rooms B cannot measure yet1 files, 20 +, 3 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:28 am
fe8a19730Claude A · rooms Adopt B's six resident Imprints and the II3 preview order from the roster11 files, 195 +, 144 −Commit message
Imprints (claude/skills 16b262e6, plan v0.4): rooms now read supportedCare/unsupportedCare (Stella) in Pressure & Aftermath, Shared Footprint and Vessel Margins Care, warnLead (Aster and Vessa) on visible forecasts only, and tractPrep (Wick) on your own debris clearing in Quiet Tracts. The withdrawn careShield, responseFade and steadyFirstJolt facts are removed. cueLinger, callDelay and routeSpeed have no matching room feature yet. The II3 preview: re-pinned roster (blob 00873ddb) with previewOffered/givePreviewOrder/ declinePreviewOrder; recruits.js giveII3Order asks the roster, then Shared Footprint's previewOrder sends Mote to one Care task, after which Mote rests. No class, kit or slot. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:20 am
42490568cCharacter art docs: hand off character animation review and Flow candidate1 files, 82 + - 08:17 am
e72f6a869Character art art: refine animation readability with blind review and Flow7738 files, 1189962 + - 08:15 am
c6addc231Claude A · rooms Report the plan v0.4 check, home-only loadout and the II3 preview1 files, 62 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:14 am
86b6380e0Claude A · rooms Align with plan v0.4: home-only loadout, the II3 order preview, Coordinator only by recruitment7 files, 99 +, 44 −Commit message
Re-pin Claude B's rest rules (claude/skills ba982bfb): the whole loadout (Imprint, class, flex, provisions) is home-only, Starwell offers rest and bank-cargo only, and outing routes refuse any loadout change with the pinned reason. Per plan v0.4 (II3; "Coordinator, deliberately later"), the Act II preview is one instructed order to Mote in Shared Footprint (its one-task recruit option) with no kit, Swap, Huddle or unlock, and the Coordinator is offered only after an actual recruitment. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:13 am
47e4e1596HUD Sync to Claude B 16b262e6: Act II preview request, six resident Imprints, Mote first32 files, 233 +, 119 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:10 am
721438e3dClaude B · systems Record user approvals: v0.4 recruit placements named in config, one-companion cap, Act V finale4 files, 60 +, 43 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:09 am
16b262e63Claude B · systems Align with plan v0.4: one Act II preview order, six resident Imprints, zero-or-one equip15 files, 310 +, 224 −Commit message
- roster.js: the Act II try becomes one optional Direct-style order to the observer in II3 (previewOffered, givePreviewOrder, declinePreviewOrder); no Coordinator, Swap, Huddle, companion slot or reward. coordinatorAvailable only after a real recruitment. - Kit Imprints: Stella, Aster-Vessa, Mote, Pip, Fen, Wick passives with trade-offs; Steady removed; migration maps old ids. Zero Imprints is a valid departure. - Balance re-checked at Claude A 2bb8a5b1; docs 26, 28 and the report updated. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:08 am
61d8b6c34HUD Record the approved recruit order in the HUD report1 files, 11 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:07 am
09147354aClaude A · rooms Report passive Imprint facts and roster recruits1 files, 23 +, 3 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:07 am
5aba71c40Claude A · rooms Read passive Imprints in rooms; take recruits and the Coordinator try from B's roster14 files, 851 +, 18 −Commit message
Passive Imprints (equipped at home, never swapped at rest stops) arrive as run-wide host facts: careShield (attached Care takes part of a front's load), warnLead (longer visible forecasts, never quiet fronts) and responseFade (faster Soothe) in Pressure & Aftermath; steadyFirstJolt in Breach and Quiet Tracts. The run host passes them through. Recruits follow a byte-identical pinned copy of Claude B's roster (vendor/helper/, from claude/skills eb3ed62b): recruits.js gives a room its recruit only if the roster sends one, with its speed and jobs-per-room cap, and offers the Coordinator only after recruitment or during the one supervised Act II try. Outing routes cannot change the Imprint or loadout. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:06 am
37c235922HUD Cite the renamed Arborwake v0.4 plan files2 files, 6 +, 4 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:05 am
a76a9c999HUD Narrow the Act II try to one Direct demonstration (plot v0.4)7 files, 86 +, 58 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:03 am
f86128622HUD The whole loadout is home-only; rest stops use Claude B's refusal texts11 files, 163 +, 70 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:01 am
435458459HUD Imprints change only at home; rest stops are recovery only; resync Imprint cards11 files, 131 +, 16 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 08:00 am
aa304a7e5Claude B · systems Record the user's approval of the home-only loadout rule in 28 §31 files, 3 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:58 am
0508ed6bdHUD Passive Imprint cards from Claude B eb3ed62b: Steady, Shelter, Lookout, Patient25 files, 221 +, 22 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:58 am
ba982bfbbClaude B · systems Imprints and the loadout change only at home: refuse swaps during an outing and at rest stops7 files, 65 +, 8 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:57 am
3096e8a49Claude A · rooms Record the user's Ward decision and the Imprint correction in the report1 files, 18 +, 5 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:57 am
1994be518Claude A · rooms Remove Imprints as lent skills: they are passive run-wide modifiers6 files, 35 +, 80 −Commit message
User correction (31 Oct): Imprints are like Hades keepsakes, earned from a character's side quest, equipped before an outing, passive and run-wide. The lab skill host no longer opens a keepsake slot, the family lab drops its Imprint picker and G key, and the teaching plan no longer teaches the Shelter, Lookout or Companion Imprint actions. Claude B's passive Imprint set replaces them when it arrives. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:56 am
6c8ce5cd9Claude B · systems Record the 60% Ward ring as the user's decision and close open question 61 files, 2 +, 2 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:55 am
eb3ed62bcClaude B · systems Update the skills-lab browser test for passive Imprints2 files, 8 +, 6 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:54 am
a860a4576Claude B · systems Make Imprints passive keepsakes (user): remove lent skills and the guest helper, migrate old ids15 files, 348 +, 167 −Commit message
Imprints are earned from side quests and equipped at home, one per outing, like Hades keepsakes or Cult of the Lamb fleeces. Four passives with trade-offs: Steady, Shelter, Lookout, Patient. restoreKit maps old ids and drops lent-skill effects and cooldowns. Lab Imprint button and lent-friend pilot removed. Balance checked at Claude A 2bb8a5b1. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:51 am
7497bdfe1HUD Imprints are passive keepsakes: remove the C slot, lent skills and Companion Imprint57 files, 251 +, 358 −Commit message
User correction (31 Oct): Imprints work like Hades keepsakes / Cult of the Lamb fleeces, earned from side quests and equipped at home. The HUD drops the Imprint button, the lent one-run skills (lessons, science lines, icons) and the guest-helper Companion Imprint; Shelter and Lookout show as equipped keepsakes. Adds a field-helper icon. Atlas now 38 icons. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:48 am
eee5a26e2Claude A · rooms Record the final partial-ring rule, rest-stop outings and the Coordinator try in the reports2 files, 34 +, 9 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:48 am
c7a4667baClaude A · rooms Settle partial rings, route Act II outings through the Starwell rest, plan the one Coordinator try14 files, 295 +, 27 −Commit message
Ward: back to wardShare 0.6 by default in Pressure & Aftermath and both Act II demos, the final rule from Claude B (claude/skills 28 §5; plan §13: a Ward cannot neutralise all inflammation); still tunable. Rest stops (user decision): Starwell's two Vessel Margins branches are separate outings by default; outings.js adds the optional both-in-one outing that rests at Starwell between them, over a byte-identical pinned copy of Claude B's rest rules (vendor/rest.js, blob e5d0cb5 from claude/skills 82849f10). Teaching: the one supervised Coordinator try (Act II, alongside the observer) is recorded with no lasting unlock and no reward; it is planned, not playable, until Direct has a target. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:43 am
b3b7bbbb7Claude B · systems Measure Survey on Claude A's quiet fronts (2bb8a5b1): it now has a real job, no dominant class4 files, 200 +, 6 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:43 am
870e4c4a2HUD Resync to Claude B 6308ff60: roster trial facts, Practice Grove note, Imprint quests10 files, 114 +, 41 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:40 am
6308ff60bClaude B · systems Apply the user's answers: one supervised Coordinator try, Imprints as side-quest rewards, approvals recorded5 files, 148 +, 20 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:40 am
505f0d0f5HUD One supervised Coordinator trial gate; Imprints as side-quest keepsakes9 files, 153 +, 37 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:39 am
3aabe005eClaude A · rooms Report Survey's quiet fronts, the relay science check and the Coordinator lock in teaching1 files, 98 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:38 am
2bb8a5b1bClaude A · rooms Give Survey a real job with quiet fronts; apply the relay science check8 files, 172 +, 55 −Commit message
User decision (31 Oct): the Sentinel's Survey needs an early job, so the Warden is not the obvious pick. A quiet front gives no forecast and takes no visible function; while it presses an unsupported connection it builds strain, so a response lingers when it passes. Only a sweep reads it in time (and Care can then steady the connection). The first visit's third front and Night Shift's second front are quiet: a prepared Sentinel leaves nothing behind, while solo and Warden players meet a lingering response (and Soothe). The Vessel Margins relay demo takes the HUD session's science check: the three-factor AND rule is labelled the game's simplification of one protocol; adhesion is shown without claiming no entry; no single pathway releases monocytes; letting go is not a reset; the recruitment-negative wording is scenario-bound. The teaching plan moves Coordinator lessons after the first recruit. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:32 am
82849f108Claude B · systems Record the lead's final Ward decision: partial ring, wardShare 0.61 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:31 am
20354b919Claude B · systems Describe the late project and Survey note by recruit role, not character1 files, 3 +, 3 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:31 am
d2ba5868bClaude B · systems Key recruits by role (observer, keeper, roamer) and list the plot dependencies for the recruit rewrite3 files, 107 +, 82 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:29 am
35ac99555Claude B · systems List the Ward share as an open question for the user after crossed messages with Claude A1 files, 1 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:28 am
83343799eClaude B · systems Add recruits with home coverage, rest-stop endurance, economy decisions; agree the partial Ward ring22 files, 1248 +, 257 −Commit message
- src/skills/helper/roster.js: Mote, Pip, Fen as configuration; one companion; cover or a visible gap; any recruit unlocks the Coordinator. Helper rules gain steadyFirstJolt. - src/services/rest.js: outing endurance 6; Starwell and the Depot restore +2 up to 4. - Kit Ward text and wards fact: a pressure front's load is partly held back (wardShare). - docs/game-balance/28 and analysis (SIM at Claude A 424a4c04, rest and economy MODELs). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:25 am
c7b4fe4eaClaude A · rooms Record the Ward decision agreed with Claude B in the follow-up report1 files, 26 +, 4 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:24 am
c712d11ebHUD AI literature check of science lines and Vessel Margins relay roles6 files, 206 +, 20 −Commit message
Every "In the brain" line now carries a verdict and DOI-cited, model-labelled sources (AI literature check, not expert approval). Engulf, Ward and Care lines reworded. Claim table for Claude A's relay roles in docs/hud/SCIENCE_CHECK.md. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:24 am
dfe51e22aClaude A · rooms Return rings to the kit's full block by default (Claude B's rule)8 files, 34 +, 28 −Commit message
Claude B owns kit rules and recommended keeping Ward's full block. Re-measured on the paired-front rooms: a 60% share and the full block give the same pass/fail in every room and policy; the full block is slightly stronger (Two Basins prepared Warden 70% against 62% lowest function). wardShare stays as a tuning parameter, defaulting to 1. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:17 am
e6c53bb87Claude A · rooms Report paired fronts, partial rings and the locked Coordinator1 files, 62 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:16 am
424a4c046Claude A · rooms Pair fronts after the first visit, make rings partial, and keep the Coordinator locked13 files, 164 +, 71 −Commit message
Claude B measured that single, non-overlapping fronts let Care alone decide every room. Rooms after first-visit now carry paired fronts (B's candidates for Night Shift and Two Basins), and the later rooms warn later. A ring (Ward, Stand Fast, flex and Imprint rings) now sheds 60% of the remaining load and counts as support, in Pressure & Aftermath and both Act II demos, so the Warden is not the only safe choice. Survey also says which connection would strain unsupported. The pilot now plays only from what a player can see. The teaching plan records the user's decision that the Coordinator, Direct, Swap, Huddle and the Companion Imprint stay locked until the optional helper is recruited. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:11 am
d552d3090Claude B · systems Re-measure Pressure & Aftermath on Claude A's solo room (8e52c382); keep the full-block Ward5 files, 176 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:10 am
8838aa0aaHUD Pin lessons to Claude B's corrected table f4d67b2e3 files, 18 +, 10 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:10 am
f4d67b2e7Claude B · systems Restore the Ward, Stand Fast, Attune and Engulf rows dropped in fba07f0; plan kit v5 as post-recruitment behaviour1 files, 45 +, 28 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:09 am
313352bdaHUD Resync lessons to Claude B's table fba07f0f; show post-recruitment plan4 files, 67 +, 43 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:06 am
dca1e84f6Claude A · rooms Report solo Pressure & Aftermath, skill teaching, the optional recruit and Act II demos3 files, 257 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:06 am
8e52c3820Claude A · rooms Build the Act II rule demos: Shared Footprint and the Vessel Margins relay cases15 files, 2382 +, 9 −Commit message
Lab-only families in a separate demo registry (never in decks, plans or saves): Starwell's non-injury cooperation (one astrocyte link, solo Care, a quiet need to find) and the Vessel Margins three-factor relay in five cases (baseline, recruitment-positive, recruitment-negative, incomplete and complete relay) on the reviewed-for-design layouts. Cells adhere at the wall and never enter; relay effects are overload, never death; with a factor missing nothing needs doing. Inspection, Survey, rings and an optional recruit use the same host facts as Pressure & Aftermath. Relay roles still await scientific review. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:04 am
fba07f0fbClaude B · systems Keep the Coordinator locked until recruitment (user decision): gate its Studios drills; update the teaching table5 files, 55 +, 24 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 07:02 am
75042caf6HUD Record the user's decision to keep the Coordinator locked until recruitment2 files, 8 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:59 am
c6de208c5HUD Gate the Studios floor 2 Coordinator drills with the recruit4 files, 30 +, 5 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:58 am
fc2747bd1Claude B · systems Quote the kit's runtime refusal texts in the teaching table; mark new texts as proposed1 files, 10 +, 9 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:58 am
9330560caHUD Mark lessons as current kit (v4) and show kit v5 as proposed4 files, 51 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:57 am
2d383ba86HUD Teach from Claude B's skill-introduction table; add Reach & Care lesson10 files, 177 +, 62 −Commit message
Unlocks, teaching places and help entries now follow claude/skills 8dd4f2f4 (26-skill-introductions §4). The kit v5 Coordinator is not built (awaiting the user's approval): Direct, Swap and Huddle keep today's rules and stay gated. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:55 am
60f69458bClaude A · rooms Make Pressure & Aftermath solo, wire skills through the pinned kit, and plan skill teaching18 files, 1459 +, 228 −Commit message
The helper is now an optional recruit (user decision, 31 Oct): every room is played solo by default, with the recovery choice moved to the ranger (quick Care keeps a lingering response going; Soothe makes it fade) and the one astrocyte link wanted for both the next front and the last one's aftermath. A recruited helper joins only when the host brings one, under a configurable label. Skills arrive as the pinned kit's generic host facts through a lab skill host that reads src/main-game/vendor/kit without editing it: Ward and Stand Fast rings hold fronts back, Survey reads the forecast ahead (and finds the Many Hands leak), Attune shortens links, Long Reach extends reach; Direct and Swap are refused without a companion. The family lab gains a skill bar, Imprints, help cards and a recruit toggle. teaching.js records where every catalogue skill (and Flow) is introduced, with its limits and open gaps. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:53 am
8dd4f2f40Claude B · systems Report the rename, solo-first skills, the optional helper and income tables1 files, 89 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:53 am
8aea08fb7Claude B · systems Propose field income and reward tables; record encounter tuning and the solo/accompanied comparison5 files, 1472 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:52 am
59fc3b4ccHUD Pin skill-teaching commit in HUD report1 files, 2 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:52 am
9a13b603eHUD Teach every skill from rule events, gate the optional recruit, redraw weak icons65 files, 1810 +, 70 −Commit message
- teach.js / teach-ui.js: lesson cards for every kit skill, passive and Flow; feedback from observed rule events; refusals quoted from the runtime - recruit.js: helper content hidden until eligible, locked until recruited - labels.js: labels state status in words; science lines marked awaiting review - Icons v5: Swap, Direct, Huddle, Stand Fast, Ward (flex), Provision redrawn; new Flow icon appended; two-reader blind test and grades recorded Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:50 am
d8e623c8dClaude B · systems Add the optional recruitable helper, a skill-teaching table and Pressure & Aftermath measurements10 files, 1319 +Commit message
- src/skills/helper: eligibility, one-time recruitment receipt, opt-in deployment, orders, recall, shifts, jolts, room transitions, retries and failure; absent helper has no facts. 11 tests (no bypass, no double reward, no phantom effects, inputs never mutated, saves). - docs/game-balance/26: full skill audit, kit v5 solo-first Coordinator proposal, a skill-to-introduction table, room hooks, inspiration lines and a playtest checklist. - analysis/aftermath: Claude A's room at 0e4a4d4e, unchanged, with host-modelled class, helper and recruit effects (SIMULATION). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:31 am
b8c6dab77Claude B · systems Apply the Arborwake rename; new kits use arborwake.skills and older kits are still recognised20 files, 62 +, 34 −Commit message
restoreKit normalises only the one recognised older identifier before full validation; migrateKit accepts older and new version-2 records and emits the new identifier. The older identifier is spelled as bytes (src/skills/kit/legacy.js), matching the lead's convention. Branding renamed in all owned source, docs and Claude B reports. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:21 am
7fac59163Environment art Report the vascular-border kit and permanent-map before/after needs1 files, 146 +Commit message
Answers the lead's room-design brief for environment art: the kit as built on Claude A's Act II package, proposed state overlays, and the Nearfield Glade and Quiet District state requirements with open decisions. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:21 am
8c6556c0fEnvironment art Add an annotated vascular-border kit sheet2 files, 57 +Commit message
kit_sheet.py draws each vessel's kit piece, Claude A's contacts with their reach, inspection spots and paths over the current room art. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:07 am
61ab9e24fEnvironment art Report the run-room art revisions for Codex to pin2 files, 105 +, 1 −Commit message
Pin all 23 rooms in four regions to Claude A's layouts and their current art revisions, record the drawn-only features, and flag that Codex's 9dc0d8b Gardens fixture is older than the art in three rooms. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 06:01 am
d50d89803Environment art Build the Quiet Tracts and injury-site rooms; re-place three Gardens rooms703 files, 105739 +, 13 −Commit message
Extends the region kit to Claude A's Quiet Tracts (3 rooms) and injury-site rooms (7: The Breach and Many Hands), pinned from claude/expeditions 0e4a4d4e. Each region has its own palette: - Quiet Tracts: night-blue walls round a stony greige floor, with darker worn paths so the cream axon is the only cream line - injury site: a warm ochre floor between rust-brown scar walls New modules for the layouts' "drawn, not solid" features: - a myelinated axon (tract) lying across the floor, as low cream myelin segments with dark nodes - vessels along a wall or across the floor, using the approved dark-red tube; floor vessels get no dark groove or sheath - vessel gaps as torn openings in the wall Long rock holes (scar ridges) become a row of boulders. The vessel reds now apply to every room with vessels. Re-renders Pressure Front, Night Shift and Storm Season (v6) on the gardens-a616978 layouts, so their dressing sits round the new Pressure & Aftermath spots. Relay is set aside at the user's request: its layout and renders are kept as a local backup in gardens-rooms/backup/ (ignored by git), and the kit no longer loads it. No .blend files. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 05:55 am
80715d296Character art docs: hand off neuron colour revision and record Flow outstanding1 files, 77 + - 05:54 am
f7c88f124Character art art: add scoped dull palette for quiet neuron and recovery847 files, 8385 +, 5 − - 05:36 am
f41e21b2amain (accepted) Record lift interaction regression and verified fix1 files, 8 + - 05:36 am
09dda479dmain (accepted) Make lift controls approach and board from visible landings6 files, 85 +, 15 − - 05:35 am
671a145caEnvironment art Build the Vessel Margins and Starwell rooms with living vessels810 files, 169271 +, 11 −Commit message
Makes the run-room kit region-aware: kit_layout.region() and REGION_PALETTE give each region its own canopy, floor and path ramps, and room-type dressing is per region. The kit builds Claude A's five Act II rooms (margins-layouts-0, claude/expeditions a6169788): Border Walk, Adhesion Bend, Quiet Bend, Warning Signs and Shared Footprint. Vessels follow Claude A's zones, which are never collision. After the user's review they are drawn as living vessels, not flat bands: - a half-sunk dark-red tube with blood cells seen through its lumen, lying in a dark perivascular groove - a continuous violet sheath of astrocyte endfeet - a branch that grows out of its parent, with one width, the parent's sheath open at the joint, and a free end turning down into the tissue - cross-sections as a rim round a dark well Five vessel reds (kit_layout.VESSEL_RED) are added to the palette for vessel pixels only; the user chose a dark red between B08's browns and a neon true red. Shared Footprint takes Starwell's violet. Keeps every revision (m1-m9 and the border-walk-vs-* colour variants). Also includes another session's re-pin of the Gardens layouts at a616978, the same geometry with Pressure & Aftermath spots. No .blend files. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:51 am
b444974a2Character art Hand off completed first-slice character review package1 files, 103 + - 04:50 am
1d2eff608Character art Complete first-slice character review index and requirement audit11 files, 949 +, 10 − - 04:44 am
230ae92cdEnvironment art Rebuild the Studios as stacked blocks and anchor Threadway signs to their buildings71 files, 5687 +Commit message
The art director rejected the Meshy Solar Garden Tower's painted texture ("dizzying" however it was recoloured). build_stack() in studios_kit.py rebuilds it from primitives in the street's toon materials: a stone ground floor with the arched giant door, stepped cream blocks outlined in window steel, a glass top floor, green walls and roof solar arrays. Same 8.21-unit frame, so the STUDIOS blade sign keeps its place east of the door. The Studios is narrower than the walkable block it replaced, so every shop sign, the Common Hall chalkboard and its banners stayed behind at fixed pixels. finish_threadway.py now places each relative to its building's screen position in plan.json. P22 is the full render with both changes. First commit of the Threadway street pipeline; .blend files, Meshy and BlenderKit models stay ignored. walk25_kit.py (CR-NAV-02) belongs to another session and is not included. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 04:37 am
7663c4415Character art Document vascular and OPC concept review evidence1 files, 139 + - 04:35 am
d47b09a89Character art Add vascular-interface and Wick OPC cross-view concept studies988 files, 3350 +, 7 − - 04:21 am
5d4326b5eCharacter art Document quiet-neuron outcome review and integration boundary1 files, 131 + - 04:20 am
81f612a24Character art Add intact quiet-neuron outcome study and host-controlled recovery850 files, 8547 +, 5 − - 04:08 am
4f290a3fdmain (accepted) Document depth walking implementation and art handoff1 files, 72 + - 04:07 am
78612ed04main (accepted) Implement opt-in depth walking with surface links and lifts15 files, 1867 +, 5 − - 04:07 am
7918d24a8Character art Document flex delivery and expedition outcome queue1 files, 154 + - 04:06 am
314ddae66Character art Add Ranger flex acting and queue expedition outcome studies8654 files, 3840559 +, 21 − - 03:52 am
0e4a4d4e3Claude A · rooms Hand off outcome animations and list every open concern1 files, 128 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:48 am
8dd95a9f5Claude A · rooms Report Pressure & Aftermath, built and verified, for review3 files, 115 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:42 am
a61697888Claude A · rooms Build Pressure & Aftermath as the first Dendritic Gardens encounter18 files, 1560 +, 40 −Commit message
Fronts from a forecast press on named connections; an anchored astrocyte, the neighbour helper or the ranger's Care supports them. A lingering response stays after a front only where a connection spent long enough strained and unsupported, and slows recovery there; the helper's fast work feeds it, recovery work fades it. A room settles when every connection holds its function after the forecast clears, even with a response still present; a connection at zero is overloaded and the room can be retried. Four rooms on the Gardens shapes, eight falsification tests from the reviewed design, a scripted pilot, and Gardens runs now draw this encounter (Pressure Front stays a dev-only prototype). Shared shapes keep both families' spots clear for the art. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:41 am
afe70541aHUD Pin icon safe-area commit in HUD report1 files, 2 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:41 am
c024a07caHUD Keep icon art inside a 14x14 safe area and labels off the art128 files, 459 +, 364 −Commit message
Every icon now fits the central 14x14 of its 16x16 cell, outline included, with a 1 px transparent margin. The generator draws on a padded canvas and fails on oversize art instead of clipping it; a test decodes the committed atlas and checks the margin. Key caps, cooldown seconds, counts and offer keys sit beneath slot frames; the half-scaled Imprint badge is removed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:40 am
1a1610bfeCharacter art Document consolidated first-slice character delivery1 files, 135 + - 03:40 am
7baa5cc0fClaude A · rooms Report every expedition room on polygon layouts, with a navigation speed request1 files, 135 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:40 am
8aec8761cClaude A · rooms Build every expedition room from irregular polygon layouts36 files, 5170 +, 298 −Commit message
The Quiet Tract, Breach, Many Hands and Relay rooms join the Gardens rooms as irregular polygon rooms (CR-NAV-01): each keeps its encounter positions and the door sides it offered, with its own outline, islands and door positions. Every version 2 run now builds every room from a layout (content families-4); version 1 keeps its rectangle rooms. Shapes are authored as smoothed cages between exact door mouths (shape-tools.js); rooms.js derives keep-clear spots and features (vessels, vessel gaps, the axon tract) from the fixtures and writes one JSON per room set for the art kit. Breach vessel gaps move just inside the wall. Saved Breach and Quiet Tract states now must match their fixture geometry too. Polygon checks cost more, so distance fields reuse a per-outline mask, steering tries headings best-first (same choice, fewer checks) and the scripted pilots stop re-planning while standing on their goal. Pilot outcomes match the rectangle rooms across every room and modifier. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:39 am
ca189b273Character art Consolidate first-slice character atlases and current review3340 files, 3008037 +, 1 − - 03:21 am
e38b121a0Character art Document complete resident acting review1 files, 106 + - 03:20 am
8392db711Character art Complete Pip and Mote directional acting package7112 files, 24829 +, 11 − - 03:17 am
4c9379cffClaude A · rooms Record the Pressure & Aftermath choice and its encounter design for review1 files, 131 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:14 am
2d666fd19Claude A · rooms Report the Act II room design package for review1 files, 205 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:12 am
548a993f0Claude A · rooms Design the Act II Starwell and Vessel Margins room layouts for review8 files, 4388 +, 1 −Commit message
Five candidate rooms answer the lead's campaign-room handoff: Border Walk (normal border traffic), Adhesion Bend (a relay where its conditions coincide), Quiet Bend (same symptom, no recruitment), Warning Signs (a precondition without a relay) and Shared Footprint (Starwell cooperation without a leak). Layouts carry vessel compartments as non-collision zones, wall contacts, escape routes, proposed states and design notes; the checker now verifies contacts, zones and escape routes. Design data only: no rules change, and Vessel Margins stays closed to generation. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:11 am
94177f54fCharacter art Document Ranger full-facing animation handoff1 files, 97 + - 03:10 am
8e1853e57Character art Complete Ranger action and class animation facings16120 files, 1446826 +, 16 − - 02:48 am
3182627d7main (accepted) Accept Threadway depth-walk contract with geometry and occlusion amendments4 files, 246 + - 02:46 am
ffb4eda9cEnvironment art Give each Gardens room type its own look (v5) on Claude A's 6e70c5c layouts516 files, 62826 +, 16 −Commit message
Re-pins Claude A's Gardens layouts at claude/expeditions 6e70c5c (Night Shift's walls shallower; more optional doors) and re-renders all eight rooms. Night Shift v3b is the v3 kit on the new outline. v4 dressed each room type differently, but the user found the difference too subtle. v5 gives each type its own palette (kit_layout.PALETTE) and signature, with shapes and collision unchanged and floors kept pale and walls dark: - entrance: the Glade's green canopy, grass and flowers at the way home - encounter: amber synaptic lights clustered in the wall by each neuron patch - recovery: a cool blue-teal cave - finale: rose-plum walls, a warm cream floor and amber lights - branch: mossy olive walls round tended beds Broad light patches were dropped: the palette has no step lighter than a floor's lit one, so they could not show. The build places shared template meshes instead of bpy.ops primitives. No .blend files. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:42 am
6ea3fdb43Environment art Starwell S13: clean crate stacks (approved)61 files, 1001 +, 7 −Commit message
The hand-drawn crate outlines sat a pixel right and two low of the rendered boxes, so lids poked out and the bottom outlines hung over the kerb like legs. Each Exchange and depot stack is now painted whole on the rendered columns, sitting on its floor row; stray rendered crate pixels go back to the wall and the depot planter stays in front. Same frozen passes, gated on revision, so S11 and S12 still rebuild exactly. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:41 am
c0dfa2b55Environment art Request CR-NAV-02: 2.5D depth walking for Threadway1 files, 141 +Commit message
Contract request to the lead for depth walking with 2D sprites: walk surfaces that reuse CR-NAV-01 polygons per level, stair/ramp/lift links between them, the exact orthographic projection from the Blender camera, and depth-sorted occluder sprites. Generalises the 29 October multi-floor W proposal. Design only; no src/ changes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:38 am
151b7003bCharacter art Document class and companion art handoff1 files, 130 + - 02:36 am
cb9b13701Character art Add class gesture and field-helper animation studies4467 files, 1020614 +, 1 − - 02:25 am
dd7b4d3b7HUD Report HUD and inventory candidate to lead1 files, 126 +Commit message
Handoff for Codex: files, interfaces (incl. the paused-menu rule that needs a lead decision), blind icon test results, exact test commands and integration requests. Implementation commit ca5bfc8. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:25 am
ca5bfc884HUD Add HUD, inventory, labelled icons and educational descriptions193 files, 6076 +Commit message
Review candidate on claude/hud-inventory; not integrated. Reads the lead's main-game session and pinned skill kit read-only. - 40 function-first 16x16 icons (items, classes, abilities, Imprints, power-ups) from a deterministic generator, with an Aseprite master, atlas, nine-slice timber/parchment frames and pixel numerals. - HUD view model, inventory model and DOM HUD: counters, requests, ability bar with cooldowns, earned power-up offers, context prompt. - Every icon has a label on hover, keyboard focus and touch hold, and a description card on click with live rule numbers and a draft "In the brain" line built from the project's vetted science text. - Playable demo over Hearth Grove with the approved cell sheets. - Research note, four-round blind icon test (31/80 to 51/80) and evidence; unit and Edge tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:09 am
8b0f29b32Character art Document astrocyte support review and integration boundary1 files, 126 + - 02:08 am
5cbd95013Character art Add native-backed astrocyte support action study457 files, 404219 +, 2 − - 01:57 am
e737f9ba0Claude A · rooms Report Gardens runs on polygon rooms for lead review1 files, 108 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:57 am
6e70c5c8fClaude A · rooms Build Dendritic Gardens runs from the irregular polygon rooms24 files, 1224 +, 607 −Commit message
Generator v2 now gives Gardens runs polygon rooms (CR-NAV-01): every room has its own outline and door table, links join doors by facing and arrive at the destination's own door, and doors a run leaves unused are plugged (solid in play, drawn closed). Pressure Front and Tag Garden fixtures are polygon rooms everywhere; Quiet Tracts and the injury site keep their rectangle rooms. Content version families-3. Distance fields and steering respect polygon walls, saved encounter states must match the full fixture geometry, caches avoid plugs and walls, and fixture checks are cached so plans stay fast. Night Shift's walls were made shallower after the prepared pilot lost a neuron. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:44 am
2a016fb5dEnvironment art Add the Dendritic Gardens run-room kit and its eight rooms671 files, 82684 +Commit message
A modular room kit for the Gardens expedition region: each run room is built from a polygon room record, not authored as its own scene. kit_layout.py places modules from one walkable mask, build_room.py turns them into Blender geometry, and pixels.py finishes and checks the result. The modules are a pale membrane floor with routed worn paths, a dendrite thicket wall along every edge, knot/ridge/hedge/rock/water holes and a matching lantern doorway with a plug sprite. Tall art over floor goes to the foreground layer, so the ranger walks behind it. The eight rooms are rendered (v3, with v1/v2 and the r01-r03 Root Hollow style test kept) on Claude A's irregular polygon layouts, pinned from claude/expeditions 1fd75c5. Includes the contract request (the earlier wall-band proposal) and the art handoff to Codex for polygon movement, layers, door plugs and icon slots. No .blend files, no game integration. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:38 am
21732843bCharacter art docs: hand off neuronal signalling character study1 files, 118 + - 01:36 am
44923674dCharacter art art: add connected neuronal signalling and Evening Pair study609 files, 5969 +, 1 − - 01:36 am
0690dfe2eClaude A · rooms Merge main (Arborwake rename, polygon navigation) into claude/expeditionsCommit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:17 am
3bd2822e2Claude A · rooms Report the Arborwake rename in expedition paths1 files, 86 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:17 am
5365383a0Claude A · rooms Rename expeditions to Arborwake and recognise older saved data28 files, 293 +, 43 −Commit message
Schema identifiers, dev storage keys, page titles and my reports now use Arborwake. restoreRun and restoreQuestBook recognise data saved under the retired identifiers (rebuilt from bytes in legacy.js, as in the lead's module, so the old name is not in source) and rename it; validation accepts current identifiers only. The dev page copies a quest book from the old key forward once and keeps the original. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:17 am
16342c9bamain (accepted) Hand off verified polygon navigation contract to Claude A1 files, 103 + - 01:15 am
4e5944f25main (accepted) Support polygon room floors and holes in shared navigation8 files, 1730 +, 13 − - 01:11 am
a54a03e91Character art docs: hand off Pip and Mote first-slice acting1 files, 116 + - 01:10 am
fb90455abCharacter art art: add Pip and Mote acting with fixed resting attachments3511 files, 19818 +, 1 − - 01:08 am
1fd75c565Claude A · rooms Say what each Gardens room hole is made of4 files, 75 +, 10 −Commit message
An optional holeKinds list, one per hole and in the same order, names the material (knot, rock, water, hedge, thicket) for the art. Collision is unchanged, and the geometry is identical to 9dc0d8b. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:03 am
df077c9a1Claude A · rooms Report the Gardens polygon layouts and the navigation handoff1 files, 120 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:03 am
9dc0d8b0bClaude A · rooms Author irregular polygon layouts for the Dendritic Gardens rooms7 files, 2562 +Commit message
The eight rooms a Gardens run can draw now have their own walkable outlines (bays, narrowings, curved edges, islands, an S-bend) and two to four doors placed along their edges, as polygon data the art kit and the lead's navigation can read. A checker measures gaps, walls, doors and reachability. Runs still use the rectangle rooms until navigation accepts polygons. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:54 am
5c09c482bCharacter art docs: hand off Ranger first-slice action study1 files, 105 + - 12:52 am
4479c84cbCharacter art art: add editable Ranger first-slice action studies2162 files, 9044 + - 12:48 am
b7e699cc2Environment art Report the Arborwake rename for the environment-art workstream1 files, 60 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:48 am
7df3a62eaWiki Report the Arborwake rename for the wiki workstream1 files, 75 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:47 am
12b5c5f5bEnvironment art Rename environment-art review pages and notes to Arborwake13 files, 19 +, 19 −Commit message
Applies the lead's 31 October rename to text in art/environment: review page titles and headings, the README, research notes and the labels drawn by the two reference-board scripts. No image is re-rendered; the dated 27 October boards keep their pixels. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:47 am
c361bb7fbWiki Rename the wiki to Arborwake and re-pin the game demo to main acfb2ff36 files, 121 +, 102 −Commit message
Applies the lead's 31 October rename to wiki/** only: pages, tools, assets and the narrative pack now say Arborwake and use the new QA, storage, test-port and kit identifiers. The game-main snapshot is rebuilt from renamed main acfb2ff. Claude A/B demo snapshots keep their pinned builds until those branches are renamed and re-pinned. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:37 am
acfb2ff9bmain (accepted) Hand Arborwake rename and compatibility checks back to Claude1 files, 189 + - 12:34 am
54cc7cc3cmain (accepted) Rename project files to Arborwake and preserve older saves64 files, 392 +, 126 − - 12:23 am
a7bbc7bd0Character art docs: hand off full sprite audit and membrane repairs1 files, 69 + - 12:22 am
45fbbf77eCharacter art art: make repaired native rebuild independent of authoring cache2 files, 106 +, 3 − - 12:21 am
24b9cf985Character art art: repair standalone membranes and audit every current character cel1271 files, 45912 +, 7 − - 12:20 am
a1e64ba21Environment art Point scene previews at approved revisions4 files, 67 +, 2 −Commit message
Hearth opens on H14 and the Glade on G13; Mote Pocket (M09) and Practice Grove (L12) get their own previews. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:20 am
71c2bc96eEnvironment art Starwell S12: dusk backdrop with depth (approved)60 files, 1019 +, 4 −Commit message
The user said the backdrop read as solid purple. S12 changes only the background layer: a stepped dusk sky from indigo to a cream afterglow, stars, a crescent moon, warm-lit clouds and pale far folds and spires. It reuses S11's frozen passes; the new sky is gated on revision so S11 still rebuilds exactly. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:09 am
cebd84486Placeholder (alpha) Record verified upper-walkway NPC placement1 files, 45 + - 12:09 am
694a51592Placeholder (alpha) Populate Quiet District upper walkway with oligodendrocytes4 files, 25 +, 4 − - 12:06 am
48bb23b78Placeholder (alpha) Record verified pericyte NPC removal1 files, 41 + - 12:05 am
d9debab07Placeholder (alpha) Remove pericytes from all preview NPC populations2 files, 6 +, 3 −
Fri 30 October 2026
- 11:56 pm
ac4ea8cc5Placeholder (alpha) Record verified free movement, path exits and fades1 files, 50 + - 11:55 pm
a967045c9Placeholder (alpha) Allow free roaming around solid scenery and fade between connected locations10 files, 237 +, 19 − - 11:34 pm
08a633799Placeholder (alpha) Record Arborwake rename and verified Cloudflare dry-run1 files, 48 + - 11:33 pm
1469d146fPlaceholder (alpha) Rename preview to Arborwake and configure Cloudflare static assets10 files, 1612 +, 116 − - 11:31 pm
a509ef670main (accepted) Rename active game branding to Arborwake with legacy save compatibility11 files, 38 +, 17 − - 11:12 pm
b9e94590fPlaceholder (alpha) Record clean-sprite and direct-start interface verification1 files, 59 + - 11:11 pm
621673168Placeholder (alpha) Use clean cell sprites and open directly into a text-free game interface5 files, 81 +, 66 − - 10:56 pm
f05e9fc27Placeholder (alpha) Document overworld preview verification and Threadway handoff1 files, 80 + - 10:55 pm
189f4b475Placeholder (alpha) Build six-location NEURODOME overworld preview with roaming cells58 files, 977 +, 914 − - 10:15 pm
51b220856Placeholder (alpha) Update README.md1 files, 1 +, 82 − - 10:14 pm
5cbcdccbcPlaceholder (alpha) clean158 files, 18561 − - 10:06 pm
f509c8ce2main (accepted) one58 files, 6641 +, 149 − - 05:06 pm
15dfa7519Claude B · systems Do the services maths and fix what it found25 files, 4414 +, 73 −Commit message
Measured every building's purpose in Claude A's real rooms (tools, gear) and in a 22-outing model on the lead's ledger (cash flow, market, bonds, recovery, Studios pacing). Fixed what broke: - Tea House: answers an open visit request only (free visits tripled bond XP). - Food Hall: the meal is the return's one recovery step (clearing erased the story's carried recovery, 41% -> 0% of outings). - Workshop: replaced two strictly-worse tools and one strictly-better tool with three measured sidegrades (steady grip, quick hands, reaching frame). - Apothecary: spare tether (did nothing outside the Breach) -> Ward stake. - Studios: second class drills open with Act III recovery (pool complete at outing 11 of 22, not 6). Lab host gains dev-only tool adapters and a pilot analysis hook. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:51 pm
8e04a0cf4Claude A · rooms Update the story-fit report for the tutorial removal1 files, 17 +, 10 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:50 pm
7f3ccdc61Claude A · rooms Remove the expedition tutorial26 files, 127 +, 4753 −Commit message
The user confirmed the tutorial (lessons, coach, opening quest chain, tips, field notes and its play page) was deleted on purpose. Its room drawing moves into the expedition page, which was its only other user; the unit entry, README and two comments no longer refer to it. The generator's families option stays: expedition regions use it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:30 pm
dea747cc3Claude A · rooms Report the story-fit fixes to expeditions1 files, 94 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:29 pm
5080802faClaude A · rooms Align the committed tutorial with the story-fit rules6 files, 19 +, 8 −Commit message
Tips, the circuit field note and Bramble's after-run lines now describe slowed work and overload instead of the retired perception effects; the loss tip no longer says the whole expedition ends. Tests follow. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:26 pm
b1ad1071fClaude A · rooms Keep run failure messages host-neutral1 files, 6 +, 8 −Commit message
The run cannot know whether its host offers a room retry, so its failure messages no longer promise one; the expedition page adds the offer. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:22 pm
630695f66Claude A · rooms Fit expeditions to the Long Wake story plan22 files, 757 +, 87 −Commit message
Four contradictions with the story plan (v0.2) are fixed: - Slowed work is now the standard circuit effect: dim neurons slow the ranger's work by a shown, bounded amount. Late warnings, patchy surroundings and faint signals hid information or dropped inputs, which the plan rules out; they remain only as an opt-in generator option. - Generated expeditions can be limited to a region (Dendritic Gardens, Quiet Tracts, the Act V injury site), so the Breach no longer appears outside the injury site. Vessel Margins refuses to generate until the stress-model Relay exists. The district gate opens onto Quiet Tracts. - One expedition repairs at most one Quiet District stretch, and stage 4 now has a beat: a resident changes their routine to use the road. Version 1 quest books are upgraded on load. - Pressure Front fails by overload (not neuron death), and a failed family room can be retried from its checkpoint as the same expedition (same runId, attempt + 1), so a retry never banks twice. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:47 pm
3b677fe3cEnvironment art Add approved Practice Grove L12 memory meadow414 files, 14372 +Commit message
Top-down 768x432 hippocampus-inspired meadow at the top of the Glade's steps: worn grass trails, remembered standing stones and a stream curling round an old tree at dawn, with a rehearsal ring, three emblem choosing stones, six lesson stones and a record stele. The rejected formal court (L01-L04) is preserved. L12 was approved by the user on 30 October 2026. No integration. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:47 pm
ba019fac6Environment art Add approved Mote Pocket M09 hidden dell238 files, 2751 +Commit message
Top-down 512x288 nook at the end of the Glade's south-west trail: a ravine drops into a small basin closed by rock on every side, with a spring pool, Mote's tidy nook, ferns, glowing mushrooms and drifting motes, dim blue-teal. M09 was approved by the user on 30 October 2026. No game integration. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:12 pm
966880fbeClaude B · systems Correct the services test count in the story-fit handoff1 files, 1 +, 1 −Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:12 pm
b26d452baClaude B · systems Pace Studios drills by story topics; make Imprint texts source-neutral9 files, 156 +, 21 −Commit message
Checked the story plan v0.2 against the classes and progression (docs/game-balance/24-story-plan-fit.md). - src/services: each drill opens only after its field-note topic is met (opensWith, drillsOpen). Act I opens one drill per class floor; Act II the second. No drill waits on an optional arc. - Kit Imprint texts and lab labels name no resident or cell type; the Companion is a guest that never vacates a home duty. Ids unchanged. - Handoff: encounter requests (Sentinel finds before Act V, Warden role in the reworked Relay, Quiet Tract hooks) and Imprint sources. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:52 pm
d0cd92463Claude B · systems Give every district building one job (services rules, proposal)8 files, 924 +, 1 −Commit message
src/services: pure, atomic rules written against the lead's community ledger (one wallet, no fork of provisions, banking, quests or Imprint choice): Market one-way find sales, Apothecary field-supply satchel, Workshop sidegrade tools, Studios drills (power-up pool and flex unlocks), Archive notes/research/route charting, Tea House shared tea, Food Hall free shared meal, Node station travel and Wrapping Depot stretch repairs and sheath rolls. Marks the homestead prototype as superseded research. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:52 pm
de0b61bdeClaude B · systems Harden kit restore and run start (lead merge audit); present keepsakes as Imprints6 files, 116 +, 32 −Commit message
- validateKit requires bounded plain data: plain objects, finite numbers, valid cooldown, effect, room, run and receipt shapes. restoreKit returns a structured rejection instead of throwing (audit finding 1). - startRun validates the whole request on a candidate; a refused start leaves the kit unchanged (audit finding 2). Both reproductions are regression tests. - Imprint labels (Shelter, Companion, Lookout); ids keep `keepsake`. Finds and Calm are marked deferred and refused at run start. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:48 pm
0cfa0e200Environment art Add approved Nearfield Glade G13 woodland crossroads363 files, 5100 +Commit message
Top-down 512x288 crossroads in the woods: an octagonal court and waystone, sunlit verges, and exits to Hearth, Practice steps beside Bramble's hollow, Threadway, the Mote trail and the dendrite woods. G13 was approved by the user on 30 October 2026. No game integration. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:47 pm
4bd5a87ebEnvironment art Add approved Hearth Grove H14 open home field402 files, 7145 +Commit message
Top-down 1024x576 home field in the Glade's greens: a fire-bowl hearth on a flagstone plaza, a wild margin with a pond, and the east gate to the Glade. Home buildings stay runtime sprites. Trees keep only their canopy. H14 was approved by the user on 30 October 2026. No game integration. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:47 pm
5ac702d5fEnvironment art Add approved Quiet District D09 myelin-maintenance depot1050 files, 1967234 +Commit message
Worn-but-working depot whose road is a sheathed tract with five repairable internodes and repair-owned lamps, revisions D04-D09. D09 was approved by the user on 30 October 2026. Blender scene files stay local. No game integration. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:47 pm
aa0fb610fEnvironment art Add approved Starwell S11 side-on staging district446 files, 7841 +Commit message
Blender build, pixel finish and Aseprite packaging for Starwell, with all revisions S02-S11. S11 was approved by the user on 30 October 2026. Blender scene files stay local (licensed BlenderKit library). No game integration. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Thu 29 October 2026
- 07:18 am
95339ee9dEnvironment art docs(art): hand off Quiet depot and planting review1 files, 92 + - 07:17 am
c944fb00eEnvironment art feat(art): replace Quiet cistern with myelin depot and plant roots753 files, 326110 +, 8 − - 06:52 am
e8a7df7bdEnvironment art docs(art): record Quiet District corrections and cistern design limit1 files, 43 + - 06:51 am
d29a661f1Environment art fix(art): ground Quiet District trees and close preview framing500 files, 217515 +, 9 − - 05:50 am
f927ed64dEnvironment art docs(art): hand off Quiet District candidate and completion audit2 files, 61 +, 2 − - 05:48 am
2f5b16c4aEnvironment art feat(art): build reviewed Quiet District ridge promenade730 files, 416646 + - 05:00 am
56362352dEnvironment art docs(art): hand off planter-preserving landscape layouts1 files, 45 + - 04:59 am
4fb8da235Environment art feat(art): organise raised planting around care work and rest247 files, 4237 +, 3 − - 04:41 am
514aa9012Environment art docs(art): hand off precise Starwell wall correction1 files, 45 + - 04:40 am
c4bf275f5Environment art fix(art): remove marked Starwell strips and retain planter walls174 files, 5510 +, 18 − - 04:17 am
1e71c7440Environment art docs: hand off Starwell interior study and architectural restraint1 files, 47 + - 04:17 am
8335a84d2Environment art art: develop restrained Starwell support conservatory study91 files, 1245 +, 4 − - 04:15 am
0b3a537c8Character art docs: hand off complete character animation sheets1 files, 49 + - 04:14 am
7cdb22478Character art art: assemble complete animated character review sheets136 files, 3603 + - 03:20 am
e201126d1Character art Record modular idle staggering handoff1 files, 51 + - 03:19 am
7d0e4df66Character art Stagger idle playback with modular deterministic instance timing34 files, 1150 +, 22 − - 03:15 am
ba7f047abEnvironment art docs: hand off Threadway supports and framing correction1 files, 47 + - 03:14 am
de7a5bf07Environment art art: ground Threadway structures and mask exposed underside135 files, 1701 +, 46 − - 03:00 am
d794a689aCharacter art Record dream-loop idle repair and preservation checks1 files, 53 + - 03:00 am
dedbdd0caWiki Add a labelled narrative source-pack export with plaintext wiki2 files, 398 +Commit message
Copies quest, tutorial, encounter, world and decision documents from pinned commits under CANON / APPROVED / PROTOTYPE / PROPOSAL / HISTORICAL banners, extracts in-game text from code (canon opening, Claude A's tutorial and Bramble lines, Quiet District text), renders the wiki as plaintext and zips it. Output goes to exports/ and is not committed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:59 am
aa7658da3Character art Repair attached-cell idle contours through dream-loop review49 files, 225311 + - 02:56 am
60be5ca24Environment art docs: hand off populated district candidate for review1 files, 51 + - 02:55 am
7685424beEnvironment art art: populate cellular districts with service and transit infrastructure249 files, 3102 +, 34 − - 02:38 am
3b5fb2b09Character art Record all-cell idle playback handoff and validation1 files, 58 + - 02:36 am
9803f810cCharacter art Restore deterministic cell body idles alongside modular contact physics136 files, 117022 +, 18 − - 02:29 am
69c2f77daEnvironment art docs: hand off Blender background experiment for art review1 files, 57 + - 02:28 am
003ad5340Environment art art: preserve Blender environment studies and independent background composition714 files, 8915 + - 02:07 am
91a120875Character art Record modular vessel trial verification1 files, 38 + - 02:06 am
237cf5cf2Character art Test approved pericytes on a connected modular vessel network49 files, 2695 + - 01:53 am
2192e4c7dCharacter art Record pericyte resting revision handoff1 files, 61 + - 01:52 am
59b208a4aCharacter art Refine pericyte resting bodies through bounded dream-loop studies139 files, 4631 +, 7 − - 01:30 am
e686b35ceClaude B · systems Report v4: six-family calculations, keepsake choice, 20-run home campaign23 files, 78871 +Commit message
- analysis/v4: run mix from Claude A's generator, class matrix (expert, attention lapses, struggling), v3-vs-v4 comparison, keepsake matrix and a 20-cycle homestead campaign; results/v4 keeps the v3 kit's six-family baseline beside the v4 kit. results/v3 is unchanged. - 22-v4-reassessment.md: what was weak, redundant or dominant, what changed and why, the updated numbers and the long-term progression check. - Handoffs to Claude A (answers Q1-Q6, hook requests replacing lab adapters) and Codex (kit save v3, keepsake/provision run start, CR-RUN-02, CR-HOME-03). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:28 am
c4aba8d74Claude B · systems Rework the homestead prototype for the six-family game (home v2)4 files, 398 +, 60 −Commit message
- Keepsakes are skill-kit ids; the microglia lends a friend for the run. - Bram (border macrophage) watches a connection: earlier forecasts and flagged clumps. Fen and Aster arrive from Front and Many Hands rooms. - Pressure fronts: unsteadied microglia slow down; a forecast visit or a bond of three keeps them steady. - A new connection needs a keeper; a second growth step; a disturbance forecast while you are away waits if the home cannot be covered. - Provisions (up to two run upgrades, 6 then 12 Supply) and a run-upgrade pool that bonds widen (upgradePool). - applyQuestReward lands Claude A's Quiet District rewards at home. - Save v2 with migrateHomestead for v1. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:28 am
d72448f9aClaude B · systems Reassess the skill kit against all six encounter families (kit v4)11 files, 859 +, 340 −Commit message
Give each specialisation one job that every family has, instead of bonuses only the Breach could read (v3 left the Warden idle in four of six families): - Sentinel finds: Survey (reveal, full-length warnings), Long Reach passive (never for leading a precursor), Pull. - Coordinator delegates: Direct also calms flickers, steadies residents and relays send orders to neighbours; visitors follow its clump; Swap. - Warden protects: Ward (the room's danger cannot act inside), Stand Fast, Attune extended to Many Hands rings. Keepsakes (ward, friend, watch) and up to two provisions can start a run; eligibleUpgrades accepts the unlocked pool. Save v3 with migrateKit for v2. The lab plays all six families from Claude A's 773b241, adds an attention- lapse play style for measuring protection, and marks every stand-in hook as [ADAPTER]. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:22 am
ba178c10aCharacter art Record darker vessel and curvature-form handoff1 files, 71 + - 01:21 am
e5f664200Character art Darken vessels and add editable pericyte curvature forms80 files, 3370 +, 12 − - 01:13 am
10637ebe3Claude A · rooms Report the expedition tutorial and opening quest chain1 files, 148 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:12 am
52355e220Claude A · rooms Add the expedition tutorial: coached lessons, opening quest chain and field notes26 files, 4635 +, 118 −Commit message
Fourteen short lessons in five chapters (plus an optional puzzle) teach each encounter family on its real rules, one idea per room. A coach rings what matters and speaks only when the player stalls or right after a visible consequence; debrief cards say what happened from the room's own metrics. A quest chain alternates lessons with expeditions, and generated runs now contain only practised families. Optional field notes keep what was seen, what is known and what is invented apart. Dev page: play.html. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:57 am
82d2121c9Wiki Report wiki handoff and publication request for Codex1 files, 91 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:57 am
c3cc8b655Wiki Add a standalone, searchable NEURODOME wiki under wiki/114 files, 8925 +Commit message
Consolidates the accepted game, Claude A's expeditions, Claude B's classes, skills and homestead, both art workstreams, science and project history into 16 static pages that open from disk with no server. - Feature registry (wiki/source/features.mjs) separates where each feature lives (integrated / dev prototype / proposed / rejected) from who verified it, so agent reports are never presented as accepted functionality. - Eight single-file demo snapshots built from pinned commits via Git, plus copied screenshots and art, so nothing links into another agent's worktree. - Patch notes (friendly) and a developer changelog generated from Git with a verification record. - build-wiki.mjs fails on any broken link, anchor, worktree/absolute path or missing git reference; check-wiki.mjs opens every page in Edge. Only wiki/ is added; no shared, core or other agents' files change. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:38 am
87b1ea5daCharacter art Record living vessel research and dream-loop handoff1 files, 71 + - 12:36 am
9667ab430Character art Rebuild pericytes on organic modular vessel surfaces74 files, 2801 +
Wed 28 October 2026
- 11:49 pm
305fecd2eCharacter art Record modular pericyte vessel kit handoff1 files, 74 + - 11:45 pm
9f9a67c45Character art Add editable modular pericyte bodies, processes and vessel kit44 files, 2860 + - 11:15 pm
22608cb8dCharacter art Record configurable collision API handoff1 files, 115 + - 11:14 pm
9a25f150bCharacter art Add configurable body collision for all six NPC cell types21 files, 1277 +, 16 − - 10:43 pm
28e09baf9Character art Record connected cell demo handoff1 files, 121 + - 10:42 pm
c21b5197eCharacter art Add connected cell demo with shared neuron axon and reciprocal contacts27 files, 1185 +, 8 − - 10:04 pm
a8025f7ccCharacter art Record shared cell contact demo handoff1 files, 95 + - 10:03 pm
ed5811b17Character art Add shared interactive contact scene for approved cell cast14 files, 790 + - 05:09 pm
25596e0c7Character art Record interactive modular contact verification and handoff1 files, 102 + - 05:07 pm
83e2ecc97Character art Add interactive contact physics for modular astrocyte tendrils19 files, 744 +, 2 − - 04:42 pm
615d64724Character art Record modular fibre kit verification and handoff1 files, 106 + - 04:40 pm
02a486739Character art Modularize retained astrocyte fibres and verify new assemblies35 files, 4409 + - 04:23 pm
2c9fae5e4Character art Record Dream Loop study verdict and art handoff1 files, 85 + - 04:22 pm
2b24474bdCharacter art Refine astrocyte fibres with Dream Loop visual critiques148 files, 6065 + - 03:52 pm
9dabc54c4Character art Record slender tendril and endpoint repair handoff1 files, 67 + - 03:52 pm
a21cb9b15Character art Thin tendril shafts and repair fork and terminal caps80 files, 907 + - 03:25 pm
c22459362Character art Record material reference and contact graph handoff1 files, 113 + - 03:24 pm
1288dd4d3Character art Add approved cell contact graphs and atlas-informed original tendril material171 files, 2048 + - 02:43 pm
164202f0dCharacter art Record oligodendrocyte body repair handoff1 files, 64 + - 02:43 pm
c21ce52b8Character art Repair oligodendrocyte soma notch while preserving tendrils97 files, 1515 + - 11:23 am
048aa296eCharacter art Record distinct cell connection design handoff1 files, 92 + - 11:22 am
86c03e5efCharacter art Design distinct neuronal branches and oligodendrocyte wraps410 files, 6306 +, 1 − - 02:04 am
7f0c250d6Character art Record darker-strand contact study handoff1 files, 110 + - 02:02 am
7009f2676Character art Darken accepted strands and add top-down brush contact study107 files, 1815 +, 3 − - 01:35 am
5172c34d0Character art Record single root and strand study handoff1 files, 73 + - 01:34 am
7d45def8dCharacter art Author a single tapered astrocyte root and overlapping strand study167 files, 2116 + - 01:19 am
8863e140fCharacter art Record slender art and browser tendril handoff1 files, 120 + - 01:18 am
96ffade0eCharacter art Add slender modular cell art and embeddable tendril simulation study1550 files, 335056 +, 9 − - 12:35 am
698c549ccCharacter art Record organic connection refinement handoff1 files, 102 + - 12:34 am
e1c54fb29Character art Refine modular cell connections with organic curves and wrapped myelin1542 files, 413679 + - 12:07 am
005012e3aCharacter art Record modular character-art handoff and verification1 files, 104 + - 12:06 am
3c37dea1fCharacter art Add modular cellular connection art and deterministic layout studies2109 files, 244465 +
Tue 27 October 2026
- 11:32 pm
8aefc51c4Character art Record consolidated character animation review1 files, 36 + - 11:32 pm
2b441891aCharacter art Assemble all approved character animations in one final-check GIF5 files, 536 +, 3 − - 11:02 pm
51268b061Character art Record approved cast and body-idle refinement handoff1 files, 48 + - 11:01 pm
ed3b59e07Character art Separate body idle from attached-cell activity animations6962 files, 297872 +, 29 − - 10:50 pm
9a03239a6Character art Record attached-cell readability refinement handoff1 files, 48 + - 10:50 pm
cabaf7259Character art Amplify attached-cell motion and thicken tendrils for readability6533 files, 281781 +, 22 − - 10:33 pm
669876f59Character art Document cast animation research and validation handoff1 files, 78 + - 10:32 pm
db8051b2eCharacter art Animate approved cellular cast from research-guided motion recipes6538 files, 246647 +, 5 − - 09:45 pm
2192d868eEnvironment art Record focused H06 shelter repair handoff1 files, 65 + - 09:45 pm
be32f199cEnvironment art Repair west shelter roof supports and foundation in isolated H06 candidate95 files, 911 +, 22 − - 07:39 pm
b8f4dc08cEnvironment art Record roof correction and home-care research handoff1 files, 93 + - 07:37 pm
57de3a90fEnvironment art Correct roof symmetry and develop researched neuron care home prototype355 files, 4122 +, 1 − - 07:14 pm
46c144cc7Character art Record pericyte profile correction handoff1 files, 36 + - 07:14 pm
078871438Character art Move pericyte profile eye toward the leading edge73 files, 5118 +, 2 − - 02:27 pm
ab338e424Claude B · systems Report v3: skills implemented, home redesign, cross-family balance and handoffs6 files, 381 +Commit message
- docs/game-balance/20: implemented kit across all four families (two give classes no role yet), Breach margins under loss-fails (waveDim 0.17 + first wave at 6 s in climax rooms: 0% seal-first losses, cooperative 32% -> 3%), tuning of Claude A's dysfunction engine (Comfort 0.05, staging ignores overrides, hysteresis and dwell remove flicker). - docs/game-balance/21: home redesign (living-circuit loop) with focused research, four loops compared, prototype design and its checks. - Handoffs: Codex (ready vs lead-owned changes), Claude A (Q1-Q6 answers, tuning and hook requests). README index and homestead README. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:23 pm
53aa52ffeClaude B · systems Add homestead prototype (proposed home loop) and v3 cross-family balance22 files, 10737 +, 4 −Commit message
- src/homestead: playable, isolated prototype of the proposed home loop: a visible signal network the community lives on, glial residents with different jobs (microglia clear, astrocytes support, OPCs wrap and mature into oligodendrocytes, pericytes ease flow), requests and bonds that unlock perks and expedition keepsakes, structures with upgrades, growing a new connection, forecast disturbances where losing a neuron fails the wave, and abstract expeditions that bring items and new residents home. - tests/homestead: 14 rule tests and 3 browser tests (keyboard play, resident care, build/expedition/return). - analysis/v3: implemented kit across all four families; human-like Breach margins and Claude A's dysfunction engine (circuit.js); homestead checks (arrangements, micromanagement, progression). v2 scripts gain opt-in inputs only; v2 results regenerate unchanged. - Skills lab: overlays now honour the hidden attribute. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:04 pm
5455c02d9Environment art Record solarpunk environment study handoff and artistic limits1 files, 127 + - 02:02 pm
6d67d2aaeEnvironment art Add solarpunk environment direction studies and bounded visual refinements626 files, 7441 +, 1 − - 01:58 pm
1f431259fCharacter art Record character expansion review and anatomy redesign handoff1 files, 72 + - 01:57 pm
58571e5e4Character art Create anatomy-first cast studies and cross-view ranger review1118 files, 107112 + - 01:53 pm
773b24195Claude A · rooms Report the build pass and the full-text science ledger2 files, 2044 +Commit message
- build-handoff: what works in the game (nothing yet), in dev pages and tests, and what is not built; integration requests for Codex (v2 runs, dynamic region, perception adapter, orders, quest save field, skill hooks); applied requests, changed geometry, pilot results and open questions for Claude B; exact test results. - science-ledger: the four full-text ledgers (methods, results, figures, limitations, verdicts, corrected captions), a list of the sources only available as abstracts, and the table of game changes each correction caused, with commits. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:51 pm
8f900be7dClaude A · rooms Apply faint signals to family helper orders; document the v2 pages4 files, 130 +, 31 −Commit message
- Reaching a helper to send it (family orderKinds, e.g. a Many Hands neighbour) is now an order that faint signals can drop, shown to the player and never in Comfort mode, like the helper call. - README: the expeditions page (generator v2, circuit effects, the Quiet District), the family lab, the new files, and honest limits. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:49 pm
253c55cceClaude A · rooms Browser-test the family lab and correct the Breach lab's science text8 files, 69 +, 4 −Commit message
- family.spec.js: each new family boots without errors, shows its science note, moves by real keyboard input, and is completed by its scripted pilot (accelerated, disclosed); screenshots kept as evidence with the expedition page's summary and district shots. - Breach lab help: says what is real (mouse imaging of process convergence and leak patching; recurring depolarisation waves after human brain injury) and what is a game rule (sockets, waves bending round walls, astrocyte shielding, crowding visitors dimming neurons). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:46 pm
e4db545f6Claude A · rooms Add Tag Garden: an optional pruning puzzle for side rooms7 files, 581 +, 1 −Commit message
A short puzzle family (two rooms) that the v2 generator only ever uses as the optional side branch. A developing neuron receives connections: trim every quiet one and keep every active one. Complement-like tags hint "quiet" and CD47-like shields hint "keep", but each room has a misleading hint, so the player must watch the pulses (tags raise the odds of removal rather than decide it: Stevens 2007, Schafer 2012, Lehrman 2018; microglia nibble terminals: Weinhard 2018). Trimming an active connection dims the circuit and keeps the side cache sealed; nothing is lost and the door out stays open. Pilots: watching the pulses solves both rooms in under 20 s; following the tags alone over-prunes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:45 pm
fee94ac93Claude B · systems Implement the redesigned skill kit and a playable skills lab on real encounters29 files, 2080 +, 4198 −Commit message
Replaces the obsolete experimental skills module (definitions/rules/payload/ sandbox/demo and the Extend prototype) and with it the lead-review defects: activation is now evaluate -> host applies to a candidate copy -> commit, so a refusal, a throw or a stale intent changes neither the kit nor the world; intents carry serial, room and run scope; effects are room-scoped, upgrades run-scoped, cooldowns survive both. - kit/: Sentinel (Firm Reach, Pull), Coordinator (Direct companion, Steer, Huddle), Warden (Hold, Brace, Attune); flex Engulf/Glide/Hold; ten run upgrades (hyperbolic cooldowns, 75% uptime cap); validated persistence. - lab/: dev-only page and host playing Claude A's real families (Breach, Quiet Tract, Pressure Front, Relay Chain) from pinned eedbe68, materialised into an ignored vendor folder; companion, resilience, circuit effects and Comfort mode; three lab adapters marked for hook requests. - Tests: 16 kit rule tests (npm test), 12 real-room tests (every class completes all 13 rooms, no loss), 3 browser tests with keyboard play. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:43 pm
b33ddd318Claude A · rooms Add Many Hands: cellular cooperation around a hidden vessel leak11 files, 1394 +, 2 −Commit message
A new encounter family (two intro rooms and a climax), playable in the family lab and in generated v2 expeditions. Each cell does one job: - a border-associated macrophage patrols its vessel (long-lived, not a microglial cell; Goldmann 2016) and can flag the hidden leak, which is labelled a game rule; - astrocytes in a ring around the leak, linked in turn, raise borders that corral the spill (Wanner 2013: astrocyte borders corral inflammation, over days to weeks, compressed here); a partial ring slows the spill, a closed one contains it and the spill outside recedes. The leak only holds a seal once ringed (game rule), and the border blocks the ranger too, so the seal is made from inside and an astrocyte is unlinked to leave; processes can always touch border astrocytes, so the ranger is never walled in for good; - neighbour microglia clear debris when sent, then tire; linked astrocytes partly back them up only when every neighbour is tired (Konishi 2020: compensation for impaired, not busy, microglia); - a neuron dimmed to zero in the spill is lost and fails the room. Pilots: neglect fails every room and modifier; ringing and sealing settles every one, alone or with neighbours. Sending neighbours did not save pilot time; that balance question goes to Claude B. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:14 pm
eedbe68efClaude A · rooms Add Relay Chain: inflammatory signalling that recruits help with a cost12 files, 1346 +, 9 −Commit message
A new encounter family (two intro rooms and a climax), playable in the family lab and in generated v2 expeditions. Built to the full-text checks: - the alarm from debris relays two ways: to astrocytes, whose reactive state persists and is only partly reset by damping (Liddelow 2017; no "A1/neurotoxic" label per the 2021 consensus), and as a microglial recruitment call (CCL2-like; D'Mello 2009); - a strong call lights vessel-wall beacons that capture responders; entry is staged: perivascular wait, then across the glial wall; - recruited monocyte-derived cells clear debris fast but strip myelin from the bystander tract nearby (Yamasaki 2014); stripped segments strain while the tone is high and a lost one fails the room; - tone fades partly on its own and stalls while astrocytes stay reactive and recruits stay active (Francos-Quijorna 2017); damping and settling let it fall. High tone dims neurons; a lost neuron fails the room. Stripped segments also lower the room's circuit signal, so uncontrolled help degrades the ranger's senses later in the expedition. Pilots: neglect fails every room; keeping recruits out and careful welcoming both settle every room and modifier; naive welcoming strips the tract. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:08 pm
c57ce8a23Claude A · rooms Add Pressure Front: stress-associated signalling weather15 files, 1827 +, 5 −Commit message
A new encounter family, playable in its own lab (family.html) and in generated v2 expeditions (two intro rooms and a climax). Four neighbourhood patches each have a neuron and a resident microglia that calms over-active "flickers" (inspired by the microglial adenosine brake, Badimon 2020). A forecast brings fronts: - alert fronts (arousal; noradrenaline-inspired, Liu 2019 / Stowell 2019) make resident surveillance smaller and slower, capped, and it recovers within seconds once the front passes; - tides (glucocorticoid-inspired priming, Frank 2010-2014) change nothing alone but make flickers that start after a lead time flare faster, except where residents were steadied beforehand; - flickers peaking in a severe front leave echo marks that fade in a fast and a slow part (uneven recovery, Wohleb 2014); - mild repeats habituate, severe fronts do not, and a new type after repeats hits harder. The ranger steadies residents ahead of a front and calms what they miss. A neuron reaching zero is lost and fails the room. The optional "feed storm" modifier is labelled as fiction in play. Also: process.js (shared reach/attach/tether mechanics for new families), familylab.js (generic lab host), drawers.js (room drawers by family). Pilots: neglect fails every room and modifier; reading the forecast settles every one. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:58 pm
a0c5e628cClaude A · rooms Correct Quiet Tract mechanics against the full papers8 files, 208 +, 67 −Commit message
Full-text checks (methods, results, figures, limitations) changed four rules; the rest were caption fixes: - Debris no longer stops OPCs maturing; it stalls the final wrap of a nearby segment while the short window keeps ticking (Kotter 2006). - Haze slows maturation instead of reversing it, and a settled, repair-mode neighbour speeds it (Miron 2013, activin-A). - Bare segments block a deterministic share of pulses outright, more when worn; the rest pass slowly (conduction block, Felts 1997). - Oligodendrocyte support reaches only the segments it wrapped (Fünfschilling 2012; Lee 2012), not a radius. - Wording: pericytes respond within seconds; "debris constricts pericytes" is labelled a game rule built on real constrictors. Valve Chain strain 0.06 -> 0.05 keeps its vessel shortcut a graded trade-off now that the unsupported radius support is gone. The long-way-round pilot still restores every room and modifier without loss; neglect fails every room. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:52 pm
52e3e2945Claude A · rooms Add a playable expedition page with the Quiet District hub8 files, 1368 +, 410 −Commit message
expedition.html is a dev-only loop: walk the Quiet District, use the gate to start a generated v2 expedition, play family rooms with the same verbs as the labs, and come home to bank road repairs. The quest book is kept in localStorage as a stand-in for the game save, validated on every load (a corrupt record is set aside and the player is told). - Family room drawing moved to breach/draw.js and tract/draw.js, shared by both labs and the new page. Drawing takes a perception view: patchy sensing places far things approximately with "?", late warnings show a shorter telegraph badged "noisy" (and its log line is held back). - Family adapters carry a checked player-facing science line plus the game rules it simplifies; the page shows both. - Browser tests: keyboard play in the district and a run, an accelerated full loop with banking and reload persistence, a failed run that banks nothing, and a tampered save that is refused. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:44 pm
c63ae061bClaude A · rooms Add The Quiet District quest: banked repairs, rewards and the district4 files, 493 +Commit message
- quests.js: a persistent, strictly validated quest book. A white-matter room restored with nothing lost repairs one of five road stretches, banked only when the ranger gets home (failed expeditions bank nothing; each restoration counts once, double banking is refused). Milestones: a note, a resident precursor keeper, a quicker lane, and the shortcut. Reward intents are returned for the host to apply. - district.js: proposed walkable district geometry. The long road is the only route at first; repaired stretches carry the ranger faster after the third repair; the ridge shortcut opens at five. - Generator v2 runs made for the quest always offer a tract room. - Tests bank real piloted expeditions through to quest completion. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:42 pm
14830a609Claude A · rooms Put encounter families into generated runs with run-scoped dysfunction13 files, 1366 +, 52 −Commit message
Generator version 2 builds expeditions from encounter-family rooms (the Breach and Quiet Tract today; new families join through families.js). Version 1 plans and saved runs are unchanged and still validate. - families.js: one adapter per family (create, step, command, targets, dynamic region, neuron signal, telegraphs, rooting, speed factor). - roomfit.js: fixtures must take the standard door sockets, every objective is validated from each doorway arrival, and no hazard source may sit on an arrival. First Wave's socket and both Breach vessel gaps moved clear of the doors so they can join runs. - circuit.js: each v2 run declares one circuit effect; the live circuit follows the current room's neurons, carries part of a dim ending into the next room, and heals with rest. Stage changes are announced; Comfort swaps perception changes for slower work; faint signals can drop helper calls (always shown). - run.js (run version 2): family records, run-owned resilience from family jolts, a lost neuron or segment fails the whole run in every mode, strict validation of family records and the circuit. - sandbox.js: reach/release/anchor, pushes, rooting, slowdowns, closing vessel gaps, Comfort and steady-care for family rooms. - Pilots accept a driver; run-pilot.js completes whole v2 expeditions. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:24 pm
e9e89cc58Claude A · rooms Fix Breach visitor corner stall (B-BR-01) and add Claude B's skill hooks6 files, 204 +, 106 −Commit message
- New shared steering (steer.js): clearance-aware path fields plus 16-heading look-ahead steps, used by Breach visitors and tract OPCs. Visitors no longer stall on the west face of the south fibre in breach-west; regression test reproduces B's case from four sides. The tract policy matrix is byte-identical after the refactor. - B v2 tuning applied: F3 (linkTime 0.3, coverRadius 73, coverReserve 4) and F4 (firstWaveDelay 6 in the two intro rooms). - Rule hooks for B's skills, bounded and never saved: mods.linkRate, mods.coverBonus (max +60 px) and mods.visitorTarget (steer). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:12 pm
5b14be50cClaude A · rooms Correct expedition docs: lost segments and neurons fail the room3 files, 176 +, 113 −Commit message
World design states the core rule for every family; handoff 2 gets the corrected win/loss contract, the regenerated pilot matrix with failure reasons, a Breach section superseding "never dead", and a question on thin neuron margins; the report records the correction and fresh test results at 8bad2fb. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 12:11 pm
fa48a646cCharacter art docs: record acceptance of diagonal ranger animations3 files, 40 +, 10 − - 12:08 pm
8bad2fb9bClaude A · rooms Fail the room when a tract segment or neuron is lost10 files, 173 +, 55 −Commit message
Protecting neurons and their pathways is the objective, so a loss can no longer be a grading cost: - Quiet Tract: a lost segment fails the room at once, in every mode (outcome.reason 'segment-lost'). A 'wearing' event announces a bare segment when its strain passes the new lossWarnStrain (0.8). - Breach: a neuron whose function reaches zero is lost and fails the room ('neuron-lost'); an 'endangered' event fires once at the silent threshold. Previously a fully silenced neuron could still "settle". - Gentle mode now only removes the ranger-resilience failure ('frayed'). - Validators reject completed or active states containing a loss. - Lab end screens name the reason; tests and README updated, plus a browser test for the tract failure path. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 05:43 am
1e0dbd5a6Claude B · systems Report v2 balance findings to Claude A and Codex2 files, 230 +Commit message
Claude A: answers to the handoff's open questions, F3 parameter request, defect B-BR-01, capability mapping, proposed support-cell roles. Codex: decisions requested (signal brace, deferred Call band, wave summary, distance-scaled warning, upside coupling, economy, NCI, kits), host facts needed, verification, and the still-open legacy sandbox fixes. Report-only commit. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 05:43 am
21dc878e5Claude B · systems Add v2 balance analysis: Breach, Neural Circuit Integrity and home defence55 files, 65746 +, 1 −Commit message
Extends the v1 package (documents 01-09 and their results are unchanged). - Breach (Claude A's rules loaded unmodified from c754ae6 via Git; host validated step-for-step against the lab host): kit x strategy x room x modifier x player-profile matrix, focused studies (anchor vs Brace, reach designs, helpers vs autonomy, protection vs clearing, boons, +/-30% sensitivity), protection tuning F3 and v2 class identities. Found defect B-BR-01 (visitors stuck in breach-west). - Families A/B/C (C = proxies for Claude A's proposed rooms) and mixed runs. - Neural Circuit Integrity: load-based circuit model with hysteresis, warning, caps and floors; 576-set parameter sweep; 14 fairness/recovery tests (10/10 mutations caught); scope and spiral analysis; accessible presentations. - Home defence: simulator on the implemented runtime/cell/navigation rules with proposed structures marked as approximations; 7 strategies x 5 scenarios; marginal values; Brace and Call rule variants; loadout Pareto analysis; growth via a fourth link. - Coupling: real-map return times, warning fairness, break-even failure cost, 12-cycle campaign archetypes and exploit probes. - v1 sim.mjs gains an opt-in `reach.firm` flag and io.mjs an optional output folder; v1 results regenerate byte-identical. Reproduce: node docs/game-balance/analysis/v2/run-all-v2.mjs (two runs byte-identical). npm test 89/89, build OK, test:browser 7 passed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 05:14 am
8dfd93cc5Claude A · rooms Report neuroimmune world design, Quiet Tract handoff and research7 files, 2240 +, 17 −Commit message
Adds Claude A's third-pass documents: - research on broader neuroimmune cells, stress-associated responses (with may-say / must-not-say limits) and roguelite pacing, quests and accessible debuffs; - world design: encounter families A-I, revised catalogue keeping short optional puzzles, cell roster, dysfunction catalogue, quests and pacing, Breach reassessment; - handoff 2 to Claude B: parameter tables, policy matrix, dysfunction contract, quest hooks and open balance questions; - implementation report for 3598f9f with exact test results. README documents the Quiet Tract lab. No code changes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 05:01 am
3598f9f7aClaude A · rooms Add Quiet Tract white-matter prototype with OPC and pericyte roles20 files, 3390 +, 88 −Commit message
A non-Breach encounter family (recovery/resolution + white matter + cooperation) built on two non-microglial cell roles, plus a neuronal dysfunction engine. Dev-only lab; not integrated into Circuit Ranger. - OPC -> oligodendrocyte: self-repelling precursors claim bare segments, mature only with no debris close and no lingering haze, then wrap recently active segments within a short window; reserve refills gaps. Unled OPCs keep to their side of the vessel; the ranger can lead one (moving at its pace) through a squeeze gap or round the vessel's end. - Pericyte valve chain: slow tone changes coupled along the vessel; debris/haze constrict, activity and a relaxing touch dilate. Constriction opens a squeeze gap (a route) but starves downstream segments (supply). - Neurons: pulses cross bare segments slowly; strained bare segments misfire (telegraphed, cooldown); unsupported ones are lost for good. The far neuron's function drives the room's declared dysfunction effect. - dysfunction.js: late warnings (shortened by a bounded fraction, badged), patchy surroundings (far objects at approximate positions), faint signals (unheard helper orders, always shown); one effect at a time; a Comfort setting swaps any effect for an equivalent work-rate penalty. - Three authored rooms, four modifiers, validated (no soft-lock: OPC routes exist with every gap closed), plain-data state validation. - Shared lab kinematics and drawing helpers; 17 rule tests, policy pilots (idle, cleaner, restorer, detour) and a browser spec with evidence. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 04:30 am
ada304c99Claude A · rooms Apply Claude B's legacy room fixes and encounter query requests6 files, 141 +, 12 −Commit message
Responds to 2026-10-27-claude-b-skills-encounter-spec-for-claude-a.md: - Fibre Lanes and Starwell Eddy drift re-authored so a skill-less player is never forced through a band to work a clump (positions adjusted to valid ground; B's suggested Starwell point lay inside a wall). Content version bumped to expedition-rooms-2; generator choices are unchanged and saved runs keep their embedded geometry. - hazardSafeWindow(encounter, point, fromTime): pure feasibility query. - Optional host zones input to stepEncounter/stepRun ('calm-nodes', 'no-scatter') for skill rings, and an effective reach on the actor (bounded) for Tend. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> - 04:00 am
6e555a69aCharacter art docs: hand off ranger diagonal animation study1 files, 84 + - 03:59 am
6cad68ebfCharacter art art: add four editable diagonal ranger crawl facings1087 files, 129982 +, 18 − - 03:55 am
a3f8f762bEnvironment art Record environment redesign critique and review handoff1 files, 89 + - 03:53 am
2e9fcb984Environment art Develop reference-led environment composition studies and review candidates376 files, 4839 +, 3 − - 03:25 am
ba96e2d88Character art docs: record user approval of canonical ranger design3 files, 71 +, 4 − - 03:11 am
ca544d14dClaude B · systems Report isolated Sentinel Extend prototype1 files, 58 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:11 am
11a1f20b0Claude B · systems Add isolated prototype of the Sentinel Extend button (Reach/Pull)5 files, 948 +Commit message
One button, two uses on one shared 6 s cooldown: tap = Long Reach (tend a chosen target up to 80 px away at 0.8x for 4.5 s), hold = Anchor & Pull (72 px whole-route-checked reposition, 0.15 s lock, no hazard immunity). Numbers and guards follow docs/game-balance/08-recommendation.md: 75% uptime cap, hyperbolic cooldown reduction, bounded run upgrades, cooldown kept at run end, atomic evaluate/apply/commit, validated local payload. Not imported by the game or the legacy skills module. 14 tests in tests/skills/extend.test.js, included in npm test via tests/unit/skills.test.js. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:08 am
b8f77f953Claude A · rooms Report encounter research, design package and Breach slice handoff5 files, 1667 +Commit message
Implementation commits: ad05f1f9a44406fea363d965b6e55d54e7ef608c (lead-review fixes) and c754ae6765eea073de35ee2d9882a1f2d9c137a8 (Breach slice). Adds the roguelite and biology research (sources and access levels stated), the audit and design package (movement language, hazard/ally catalogue, encounter catalogue, run pacing), the Claude B parameter/metrics handoff and the implementation report. Report-only commit; no code changes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:08 am
6fc5ff4f5Character art docs: hand off Drift crawl animation review1 files, 95 + - 03:07 am
c754ae676Claude A · rooms Add Breach encounter vertical slice: waves, visitors, support allies and lab20 files, 3284 +, 23 −Commit message
Research-driven replacement direction for the expedition encounters (design package and research follow in the report commit). Independent module and dev-only lab; not integrated into Circuit Ranger; production build unchanged. - field.js: path-distance fields over authored geometry (waves bend around walls; agents path around them). params.js: tuning schemas with units, safe ranges and validated overrides for balancing sweeps. - breach/: three interacting archetypes plus a multi-stage controller. Spreading waves from open breach sockets (telegraphed, staggered, cancellable by sealing in time, spreading debris when left open); visitors from a vessel gap (swarm relay, fast clearing, crowd strain and residue); astrocytes (link, cover, reserve, rest, vessel sheathing) and neighbour microglia (tendrils converge to seal); neurons dim and recover, never die. Ranger verbs: tethered process reach, anchoring, and lab stand-ins for reposition (anchor-pull), assist and steady-care. - 4 authored rooms (two intros, two climax geometries) and 4 modifier presets; fixture validator; plain-data state validation. - Encounter Lab page with keyboard, mouse and touch controls; scripted pilots; 20 rule tests wired into npm test; lab browser spec and evidence. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:06 am
ba3dc97a8Character art art: add editable four-direction Drift grounded crawl study1104 files, 163759 +, 2 − - 03:03 am
c68cdf26bClaude B · systems Report skill balance redesign and send encounter specification to Claude A2 files, 191 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 03:03 am
44e4da387Claude B · systems Add researched skill redesign and reproducible quantitative balance analysis57 files, 30462 +Commit message
Research synthesis (roguelites, biology), critical audit of the previous src/skills prototype, class/skill/encounter catalogues, and a seeded fixed-step balance model reusing the real navigation functions, core Tend/Call/response rules and Claude A's (uncommitted) hazard rules. Includes encounter x build matrices, parameter sweeps, sensitivity, run-level simulations, room-fairness fixes and exploit tests, plus the recommended roster (Sentinel/Coordinator starters, Warden unlock), parameters, run-upgrade framework, progression graph, integration requirements and playtest hypotheses. All results regenerate byte-identically with node docs/game-balance/analysis/run-all.mjs. No production code changed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:40 am
ad05f1f9aClaude A · rooms Fix expedition reward and payload boundaries from lead review3 files, 330 +, 30 −Commit message
Addresses the four probes in 2026-10-27-lead-expeditions-response.md: 1. Completed runs keep only earned Supply as pending; run-only boons cannot be claimed after a run ends. 2. Pending rewards are validated as unique, earned, unclaimed, uncarried Supply, and completed claims re-check earning independently. 3. Run payloads must be plain data (no functions, accessors, cycles, symbols, class instances, undefined or non-finite numbers) with known fields; restoreRun returns a rejection instead of throwing. 4. New verifyRewardIntent freshness check; the sandbox claim is now a candidate transaction (copy wallet and run, publish only on success), so stale, duplicate or throwing payouts change nothing. Also stops the event log storing undefined details. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:25 am
0fb92ddd2main (accepted) Clarify final expedition QA probe count1 files, 1 +, 1 − - 02:24 am
9e088a1femain (accepted) Record final QA reproduction of unearned pending expedition reward3 files, 13 +, 5 − - 02:23 am
a4b6d96e9main (accepted) Respond to expedition handoff and record independent boundary defects5 files, 133 +, 8 − - 02:19 am
0eac21b95Environment art Record environment art review package and integration handoff1 files, 177 + - 02:19 am
d3b710322main (accepted) Keep Vite source watching active inside isolated worktrees2 files, 27 +, 8 − - 02:17 am
332103bc6Environment art Add layered Hearth Grove and Threadway environment art candidates437 files, 4873 + - 02:15 am
62d70af6dmain (accepted) Record verified integration readiness and outstanding agent blockers2 files, 151 +, 15 − - 02:13 am
1a5455ee2main (accepted) Prepare extension integration contracts and optional pixel-art loader25 files, 1225 +, 47 − - 02:13 am
6e2dca4c1Claude A · rooms Report Claude A expedition implementation and request lead contracts2 files, 293 +Commit message
Implementation commit 74ca822676000fc6d9239f4e143214077db22217. Adds the workstream-owned implementation report and CR-EXP-01, CR-EXP-02, CR-REWARD-01, CR-SAVE-01, CR-RUN-01 and skills-seam requests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:11 am
74ca82267Claude A · rooms Add deterministic authored-room expedition module, sandbox demo and tests18 files, 4494 +Commit message
Claude A expeditions workstream (src/expeditions, tests/expeditions, tests/unit/expeditions.test.js only). Not integrated into Circuit Ranger; the production build is unchanged. - Seeded generator joins 12 hand-authored 512x288 templates into 4- or 5-room runs: entrance, encounter(s), optional harder side branch with a Supply + boon cache, recovery pool (5-room), final relay challenge, exit. Every plan is validated: connectivity, paired doors, walkable arrivals, reachability around blockers, hazard-free arrivals, calm work windows, capability/unlock requirements and namespaced IDs. - Four encounter types with distinct play: drift (timing between bands), rescue (soothe and lead neighbours to a haven), cluster (competing nodes) and relay (stay in a moving ring). Generic assists[] input for future skills; no class IDs. - Serialisable run record: door locks, retreat/abandon/fail/complete, two-phase reward intents (receipt only on accepted payout), retry with carried Supply, gentle accessibility mode and validated JSON payloads. - Dev-only demo at /src/expeditions/demo.html with sandbox movement, wallet and helper adapters; separate Playwright config on port 5184. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 02:03 am
7ef994b77Character art docs: hand off ranger character concept review1 files, 115 + - 02:01 am
5b10380f0Character art art: add three editable microglial ranger concept candidates338 files, 6899 + - 01:44 am
221901681Claude B · systems Report Claude B skills implementation and file CR-SKILL/SAVE/RUN requests2 files, 178 +Commit message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:43 am
6ed12d8e2Claude B · systems Add Sentinel/Coordinator skills module, tests and dev-only sandbox14 files, 3278 +Commit message
Independent src/skills module (not wired into Circuit Ranger): two specialisations with conditional passives, two equippable active slots, four skills (Process Dash, Surveillance Sweep, Signal Beacon, Coordinated Call), one timed modifier, five trade-off run upgrades and a three-node prototype tree. Activation is evaluate (pure) -> host applies once -> commit, so only an accepted host result records a cooldown; a Call-backed skill is charged once by the host's Call. Cooldowns use caller-supplied active time, are per skill and survive equip, spec change and run end. Includes a validated local JSON payload (not production save support), encounter fixtures, a local sandbox adapter, a canvas-2D demo at /src/skills/demo.html, 22 node unit tests and a separate Playwright config for the demo on port 5175. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 01:05 am
16f9e95e5main (accepted) Establish Codex and Claude repository handoff and bounded task contracts15 files, 845 +, 9 −
Mon 26 October 2026
- 11:59 pm
6bc7a0074main (accepted) Record clean-checkout verification and normal-clock browser evidence3 files, 36 +, 2 − - 11:56 pm
651ca2642main (accepted) Document verified prototype and format readable source for handoff38 files, 3015 +, 711 − - 11:46 pm
a2da0aa62main (accepted) Verify playable opening and fix QA-discovered scheduling and feedback regressions14 files, 168 +, 6 − - 11:43 pm
9d7346057main (accepted) Add independent command-driven runtime route and regression tests1 files, 250 + - 11:38 pm
7c6da946fmain (accepted) Integrate Circuit Ranger route defence recovery and shared Phaser presentation9 files, 535 +, 1 − - 11:30 pm
52880572cmain (accepted) Add home Supply transactions and validated revision-safe saves4 files, 617 + - 11:28 pm
674fc1096main (accepted) Implement deterministic cellular tending, resident response, and recovery2 files, 606 + - 11:26 pm
246f7b731main (accepted) Implement deterministic movement navigation and connected region portals3 files, 411 + - 11:19 pm
35e2d2e81main (accepted) Establish pinned Phaser browser foundation and simulation contracts67 files, 274420 + - 10:55 pm
d8b6b2e50main (accepted) Initial commit1 files, 2 +