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 Many rows are now out of date.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 level | Meaning |
|---|---|
| Lead-verified | Codex reviewed it and its tests passed on main. |
| Lead review: blockers | Codex reviewed an earlier commit and recorded defects. |
| Tests rerun by wiki | The wiki reran the agent’s tests at the pinned commit. |
| Agent-reported | Only the authoring agent’s own report. |
| You approved (art record) | An art report records your approval. |
| Document only | A written design with nothing to run. |
| Decision recorded | A decision recorded in the cited document. |
| Feature | Status on 29 Oct | What it was | Evidence |
|---|---|---|---|
| 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. |
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| 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. |
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| 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”. |
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| 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. |
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| “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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| Run upgrades Classes & skills · Claude B | Dev prototype Tests rerun by wiki | Ten between-room upgrades with trade-offs, lost when the run ends. |
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| 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). |
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| 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). |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| OPC (precursor cell) character Art · Character art | Proposed Document only | Not designed yet, although Claude A’s Quiet Tract uses OPCs. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| “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). |
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