Arborwake Wiki

History

Feature audit (29 October)

The wiki’s first feature-by-feature audit, kept as a record. Many rows are now out of date.

Content checked 29 October 2026

The audit checked main 0fb92dd, claude/expeditions 773b241, claude/skills ab338e4, codex/ranger-character-art 305fecd and codex/environment-art 2192d86. Each row records two separate facts: where the feature lived, and who checked that claim.

Evidence levelMeaning
Lead-verifiedCodex reviewed it and its tests passed on main.
Lead review: blockersCodex reviewed an earlier commit and recorded defects.
Tests rerun by wikiThe wiki reran the agent’s tests at the pinned commit.
Agent-reportedOnly the authoring agent’s own report.
You approved (art record)An art report records your approval.
Document onlyA written design with nothing to run.
Decision recordedA decision recorded in the cited document.
FeatureStatus on 29 OctWhat it wasEvidence
Movement and click-to-walk
World & movement · Codex
Accepted game
Lead-verified
WASD/arrows or click the ground; the Ranger walks at 78 px/s and paths around blockers.
Select and Tend
Cells & care · Codex
Accepted game
Lead-verified
Select a target (Q or click) and hold work on it with E. Moving cancels but keeps partial progress.
Call a helper
Cells & care · Codex
Accepted game
Lead-verified
Space: a nearby resident works faster for 6 s. Costs 1 Supply, raises local response one step, 12 s cooldown. Charged only if it can actually happen.
Temporary care for strained neurons
Cells & care · Codex
Accepted game
Lead-verified
3 s of Tend on a strained neuron gives 6 s of relief. It does not clear material or response.
Response that lingers after clearing
Cells & care · Codex
Accepted game
Lead-verified
Clutter raises a sector’s response (quiet → elevated → high); it settles only some time after the material is gone. “Clear does not always mean settled.”
Reversible neuron strain
Cells & care · Codex
Accepted game
Lead-verified
Neurons become “strained” under burden and recover when it lifts. They never die in the accepted game; an arbor buffers one burden.
Autonomous residents Pip and Mote
Cells & care · Codex
Accepted game
Lead-verified
Helpers keep working by themselves, on or off screen, using the same rules.
Five connected regions (H, G, P, W, A)
World & movement · Codex
Accepted game
Lead-verified
Hearth Grove, Nearfield Glade, Mote Pocket, Threadway and Starwell share one player, one home and one clock.
Side-on Threadway (proof)
World & movement · Codex
Accepted game
Lead-verified
One layered, side-on 2D ribbon with a doorway into Starwell. Not yet the planned multi-route highway.
Opening choice: help Mote or gather Supply
Circuit Ranger opening · Codex
Accepted game
Lead-verified
Bring a new neighbour home, or 4 Supply to grow the east arbor. Both routes can reach “Neighbourhood held”.
Supply: bank, cargo and stash
Home · Codex
Accepted game
Lead-verified
Home bank (cap 30), carried cargo (cap 8), overflow stash. Gathering pays 4 once; clearing pays nothing.
Grow the east arbor
Home · Codex
Accepted game
Lead-verified
One build at the home rosette: 4 Supply, 6 s, paid on completion. Protects the east neuron.
Basic resident assignment
Home · Codex
Accepted game
Lead-verified
Send Pip to the west, north or east sector (4 s). No travel animation yet.
Three-minute opening: forecast, defence, recovery
Circuit Ranger opening · Codex
Accepted game
Lead-verified
Forecast at 65 s, impact at 105 s, 60 s defence (target 34 of 45 messages), recovery, ending at 180 s.
“Ready for the forecast” shortcut
Circuit Ranger opening · Codex
Accepted game
Lead-verified
Once you have brought something home you may start the forecast early; impact follows 8 s later. One use only (a QA-found double-use bug was fixed).
Honest ending and Continue
Circuit Ranger opening · Codex
Accepted game
Lead-verified
“Neighbourhood held” or “A difficult first day”, with a field report. Continue keeps the same world and opens the Threadway.
Starwell discovery
World & movement · Codex
Accepted game
Lead-verified
After Continue, reconnect support in Starwell (3 s). Currently the end of playable content.
Pause, auto-pause and Gentle speed
Interface · Codex
Accepted game
Lead-verified
Esc pauses; leaving the tab pauses; nothing happens while you are away. Gentle plays at half speed.
Save, load, previous save and export
Saves & tools · Codex
Accepted game
Lead-verified
Explicit saves in the browser (IndexedDB) with a previous-good copy, export to JSON and protection against an older tab overwriting newer progress. No autosave.
Interaction practice (Gate A)
Interface · Codex
Accepted game
Lead-verified
A safe sandbox to practise Tend, cancel, Call and recovery.
Diagnostics and QA hooks
Saves & tools · Codex
Accepted game
Lead-verified
F2 shows state, IDs and events; window.arborwake and ?qa=1 support automated checks.
Pixel-art loader (empty catalogue)
Art · Codex
Accepted game
Lead-verified
The renderer can load approved sprite sheets and parallax layers, and falls back to placeholder shapes. No real art is registered yet.
Optional science notes
Interface · Codex
Accepted game
Lead-verified
“The science behind this little world” drawer; opening it pauses play. Science is never required to play.
Seeded expedition generator
Expeditions · Claude A
Dev prototype
Lead review: blockers
A seed picks hand-authored rooms and joins them into a 4–5 room run with an optional side branch. Version 2 builds runs from encounter families.
⚠ Lead reviewed only the first version (74ca822); the full generator/browser review is still pending.
  • claude/expeditions:src/expeditions/generator.js
  • Lead review of A
  • Wiki rerun 29 Oct at 773b241: npm test 163/163 passed (includes A’s four “lead probe” tests)
Run lifecycle and rewards
Expeditions · Claude A
Dev prototype
Lead review: blockers
Doors, retreat/abandon/fail/complete, two-step reward claims, retries and validated save data for a run.
⚠ EXP-01..04 (reward and save-data loopholes) found by the lead at 74ca822. A claims fixes in ad05f1f; A’s regression tests pass in the wiki rerun, but the lead has not re-reviewed.
  • claude/expeditions:src/expeditions/run.js
  • BUGS EXP-01..04
  • Wiki rerun 29 Oct at 773b241: npm test 163/163 passed (includes A’s four “lead probe” tests)
Encounter: The Breach
Expeditions · Claude A
Dev prototype
Tests rerun by wiki
Seal glowing sockets whose waves pull your processes back; manage helpful but crowding “visitors” from a vessel gap.
  • claude/expeditions:src/expeditions/breach/rules.js
  • Wiki rerun 29 Oct at 773b241: npm test 163/163 passed (includes A’s four “lead probe” tests)
Encounter: Quiet Tract (white matter)
Expeditions · Claude A
Dev prototype
Tests rerun by wiki
Clear myelin debris, lead precursor cells (OPCs) to bare axon segments and relax pinching pericytes so the tract can re-wrap.
  • claude/expeditions:src/expeditions/tract/rules.js
  • Wiki rerun 29 Oct at 773b241: npm test 163/163 passed (includes A’s four “lead probe” tests)
Encounter: Pressure Front
Expeditions · Claude A
Dev prototype
Tests rerun by wiki
Stress-inspired “signalling weather”: steady resident microglia before a forecast front, then calm what they miss.
  • claude/expeditions:src/expeditions/front/rules.js
  • Wiki rerun 29 Oct at 773b241: npm test 163/163 passed (includes A’s four “lead probe” tests)
Encounter: Relay Chain
Expeditions · Claude A
Dev prototype
Tests rerun by wiki
Decide how much outside help to let in: recruited cells clear fast but strip nearby myelin.
  • claude/expeditions:src/expeditions/relay/rules.js
  • Wiki rerun 29 Oct at 773b241: npm test 163/163 passed (includes A’s four “lead probe” tests)
Encounter: Many Hands
Expeditions · Claude A
Dev prototype
Tests rerun by wiki
Find a hidden vessel leak, ring it with astrocytes, seal and clear it with neighbours.
  • claude/expeditions:src/expeditions/hands/rules.js
  • Wiki rerun 29 Oct at 773b241: npm test 163/163 passed (includes A’s four “lead probe” tests)
Side puzzle: Tag Garden
Expeditions · Claude A
Dev prototype
Tests rerun by wiki
Optional pruning puzzle: trim quiet connections, keep active ones; one hint in each room is misleading.
  • claude/expeditions:src/expeditions/garden/rules.js
  • Wiki rerun 29 Oct at 773b241: npm test 163/163 passed (includes A’s four “lead probe” tests)
Circuit effects and Comfort option
Expeditions · Claude A
Dev prototype
Agent-reported
Each run declares one perception effect (late warnings, patchy surroundings, faint signals). Comfort swaps them for slower work.
  • claude/expeditions:src/expeditions/circuit.js
  • claude/expeditions:src/expeditions/dysfunction.js
The Quiet District quest and hub
Expeditions · Claude A
Dev prototype
Agent-reported
Restored white-matter rooms repair a road near home over several expeditions (note, resident, faster road, shortcut). Uses a temporary browser store, not the game save.
  • claude/expeditions:src/expeditions/quests.js
  • claude/expeditions:src/expeditions/district.js
Losing a neuron or tract segment fails the room
Expeditions · You / Claude A
Dev prototype
Decision recorded
Your rule: any lost neuron or segment fails the room at once — never a score penalty. Implemented in A’s and B’s prototypes; the accepted opening has no neuron loss at all.
  • claude/expeditions:src/expeditions/tract/rules.js
  • 8bad2fb “Fail the room when a tract segment or neuron is lost”
Classes and skill kit (Sentinel, Coordinator, Warden)
Classes & skills · Claude B
Dev prototype
Tests rerun by wiki
Three fictional play styles, each with a tap/hold signature skill, plus one flex skill (Engulf, Glide or Hold).
⚠ Lead review of the first module (6ed12d8) found SKILL-01/02. B rewrote it (fee94ac) and claims they are resolved; not re-reviewed.
  • claude/skills:src/skills/kit/catalog.js
  • Lead review of B
  • Wiki rerun 29 Oct at ab338e4: npm test 69/69, kit + lab + homestead tests 42/42 passed
Run upgrades
Classes & skills · Claude B
Dev prototype
Tests rerun by wiki
Ten between-room upgrades with trade-offs, lost when the run ends.
  • claude/skills:src/skills/kit/catalog.js
  • Wiki rerun 29 Oct at ab338e4: npm test 69/69, kit + lab + homestead tests 42/42 passed
Skills lab on Claude A’s rooms
Classes & skills · Claude B
Dev prototype
Tests rerun by wiki
Dev page running B’s kit inside A’s Breach, Quiet Tract, Pressure Front and Relay Chain rooms (A’s code pinned at eedbe68).
  • claude/skills:src/skills/lab/host.js
  • Wiki rerun 29 Oct at ab338e4: npm test 69/69, kit + lab + homestead tests 42/42 passed
Homestead: a “living circuit” home
Home · Claude B
Dev prototype
Tests rerun by wiki
A proposed replacement for the defence-style home: residents with jobs and bonds, structures, growth and forecast disturbances. Needs your decision (CR-HOME-01).
  • claude/skills:src/homestead/rules.js
  • claude/skills:docs/game-balance/21-home-redesign.md
  • Wiki rerun 29 Oct at ab338e4: npm test 69/69, kit + lab + homestead tests 42/42 passed
Balance simulator and analyses
Classes & skills · Claude B
Proposed
Document only
Seeded simulations of skills, encounters and home loops (scripted players, not humans), with recommendations.
  • claude/skills:docs/game-balance/README.md
  • claude/skills:docs/game-balance/20-v3-balance.md
Expedition entrance at the home rosette
Expeditions · Codex
Proposed
Decision recorded
Agreed direction: an optional action at Hearth Grove after Continue, behind a feature flag that is off by default. Adapter not built.
Skill keys and equip commands in the game
Classes & skills · Codex
Proposed
Decision recorded
Agreed command shapes (keys 1/2, equip, specialisation). Not wired into the game.
Save version 2 with migration
Saves & tools · Codex
Proposed
Decision recorded
Needed before any expedition or skill can be saved; old saves would migrate with expeditions switched off.
One safe transaction for rewards and skills
Expeditions · Codex
Proposed
Decision recorded
All-or-nothing changes so a rejected claim or skill can never half-pay or half-apply.
Final HUD and onboarding
Interface · Codex
Proposed
Decision recorded
Compact HUD, “E · Tend” prompts near objects, curved guidance arrows, optional inspector. Planned for a later polish phase; fixes UX-01..03.
Skill trees and persistent progression
Classes & skills · Design
Proposed
Document only
Long-term roguelite layer: unlocks and points that persist between runs.
  • AGENT_BRIDGE
  • claude/skills:docs/game-balance/08-recommendation.md
Larger permanent world
World & movement · Design
Proposed
Document only
Eight-map starting region (Vessel Overlook, Sheath Orchard, Return Fold, highway junctions). Permanent geography stays stable; only expeditions vary.
More home projects
Home · Design
Proposed
Document only
Patrol loop, recovery nook, signal brace, preparation sites and a third resident.
Autosave and save import
Saves & tools · Codex
Proposed
Decision recorded
Deferred. Today saving is explicit only.
Website release
Platform & release · You
Proposed
Decision recorded
Not authorised. Needs novice playtests, device checks and your approval.
Ranger sprite set
Art · Character art
Proposed
You approved (art record)
“Drift” identity with “Bloom” softness; 8 top-down facings plus a side view, animated. You approved it on the art branch; not yet in the game.
  • codex/ranger-character-art:art/characters/ranger/motion/approval.json
  • codex/ranger-character-art:docs/ops/agent-messages/2026-10-27-character-art-ranger-approval.md
Supporting cast and animations
Art · Character art
Proposed
You approved (art record)
Pip, Mote, astrocyte, neuron, oligodendrocyte and pericyte, with idle and activity animations. Approved on the art branch; not in the game.
  • codex/ranger-character-art:docs/ops/agent-messages/2026-10-27-character-art-final-check.md
Living connections and contact physics
Art · Character art
Dev prototype
Agent-reported
Standalone demos where astrocyte, neuron and myelin connections bend as cells pass. Some pieces approved, others awaiting your review.
  • codex/ranger-character-art:art/characters/expansion/modular/reviews/p007/contact-demo.html
Pericytes on organic vessel surfaces (k015)
Art · Character art
Proposed
Agent-reported
Newest candidate (29 Oct): curved vessel surfaces replacing the rejected “pipe” kit. Awaiting your review.
  • codex/ranger-character-art 9667ab4 / report 87b1ea5
Solarpunk Hearth Grove and Threadway art
Art · Environment art
Proposed
Agent-reported
Direction accepted “for a prototype”; latest candidates H06 (home shelter repair) and W04 (Threadway roofs) await your review.
  • codex/environment-art:docs/ops/agent-messages/2026-10-27-environment-art-shelter-repair.md
OPC (precursor cell) character
Art · Character art
Proposed
Document only
Not designed yet, although Claude A’s Quiet Tract uses OPCs.
  • codex/ranger-character-art:docs/ops/agent-messages/2026-10-27-character-art-expansion.md
Real 3D or 3D navigation
Platform & release · You
Retired
Decision recorded
The game is entirely 2D. ANNO: Mutationem inspires layered 2D atmosphere only.
Humanoid cells
Art · You
Retired
Decision recorded
No arms, legs, clothes or Cells-at-Work-style people. Cells stay cute, slime-like and recognisably cellular.
Permanent right-hand target sidebar
Interface · Codex
Retired
Decision recorded
Rejected for the final HUD (it overloads new players). The current prototype keeps it until the polish phase.
Neuron loss as a score penalty
Expeditions · You
Retired
Decision recorded
An early expedition version let a room “complete” with neurons lost. You rejected it; loss now fails the room.
  • 8bad2fb, 5b14be5 on claude/expeditions
Old ban on procedural expeditions
Expeditions · You
Retired
Decision recorded
Superseded on 27 Oct: expedition rooms may vary between runs; the permanent world stays hand-made.
First expedition rooms (Drift, Rescue, Cluster, Relay)
Expeditions · Claude A
Retired
Agent-reported
A’s own audit found they taught no biology (“Rescue implies microglia herd neurons”). Replaced by encounter families; kept only so old run data still loads.
  • claude/expeditions:docs/ops/agent-messages/2026-10-27-claude-a-expeditions-encounter-design.md
First skills (Dash, Sweep, Beacon, Coordinated Call)
Classes & skills · Claude B
Retired
Agent-reported
B’s audit: “The code is sound; the design is not.” The v0 module and the Extend prototype were deleted and replaced by the current kit.
  • claude/skills:docs/game-balance/03-audit.md
Misleading science framings
Platform & release · Design
Retired
Decision recorded
No enemy microglia, M1/M2 factions, cytokine bullets, ATP currency, cure buttons, or “doomscrolling kills neurons” story.
Earlier game designs
Circuit Ranger opening · Design
Retired
Decision recorded
Phase 1 maintenance game, Phase 1B stress caretaker and the one-screen Circuit Ranger were superseded by the connected world. Research kept.
Proposed FPS-grid sprite format
Art · Codex
Retired
Decision recorded
Replaced by the pixel-art skill’s own sheet.json export format.
First supporting cast
Art · You
Retired
Decision recorded
You rejected it: “everything looks like a recolour of the main character”. Redrawn anatomy-first.
  • codex/ranger-character-art:docs/ops/agent-messages/2026-10-27-character-art-expansion.md
First environment art (r01–r03) and shop-style home
Art · You
Retired
Decision recorded
Rejected for artistic quality; later the storefront reading of home was rejected in favour of care gardens.
  • codex/environment-art:art/environment/README.md
“Pipe-shaped” pericyte vessel kit (k007)
Art · You
Retired
Agent-reported
Recorded as rejected in the art branch’s newest kit document; replaced by organic surfaces (k015).
  • PERICYTE-SURFACE-KIT.md at 9667ab4