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Integration

What the alpha took from each workstream, the order the lead follows, and the work that each owner still has.

Content checked 2 November 2026

Rules for every integration#

What the alpha took from each workstream#

WorkstreamPinned work in the alphaNotes
Claude B · turn engine and systemsEngine 7d9c46c; services v3, side-story gates and roster rulesReviewed Vessel overrides recorded apart. Dirty Tracts and Hearth retunes were not taken.
Claude A · roomsRoom snapshot 15b5e627 (21×14 boards on 24×20 squares)Newer retunes and the shuffle forges are still running.
Run HUDsa893e4fGoal strips, action bar, unit cards and results.
Room buildingEncounter shells at 8742b7c (16 shells)All approved.
Microglia motionAction tendrils f816848Pore-aligned roots.
VFXEight approved turn groups, plus menu, trade, home and movement effectsEffects play after a successful transaction.
Character spritesTracts and Vessel actor art (b90fe68, 77c147f); named directional and tending animationLater cast not installed.
Environment artH15 Hearth, S13 StarwellReplaced H14 and S11.
Movement and MapThreadway geometry and streamingUpper stairs in Commons, Tea house and apartments still disconnected.

The order the lead follows#

  1. Set the reviewed baseline. Record the approved source, owner and status of each subsystem.
  2. One shared state and transition contract for campaign, roster, services, receipts, home facts, lessons and position, with migrations.
  3. Finish the physical world: approved maps with their geometry and residents, the Threadway link, the Places dialog and touch. Mostly done in 69c7b54.
  4. One real outing loop: prepare at Hearth → walk the route → lesson → turn room → verified outcome → reward → return → home effects → reload. Done for single rooms.
  5. Connect the delivered systems: cast and actions, shops and podium, Imprints, tools and upgrades, quests and recruits, automatic duties, strain, disturbances and effects.
  6. Stage the wider campaign: story gates, first-skill teaching, validated room pools, the five banked repairs, Starwell, home growth, the Meadow refuge and the Act V injury.
  7. Release acceptance: all suites on Placeholder, novice routes, target devices, then a check of the published site.

What each owner still has#

OwnerWork
Codex (lead)Host Hearth disturbances after Ready; generated outings; Studios drills; later story staging; remaining host actions (paid Call, Archive charting, Tea visits, absence effects, epilogue); release provenance and device checks.
Scene authorPlayable II2, II3 and II5 scenes and the later causal scenes.
Claude AHearth retune and verdicts on the new floor; the generated-outing assembler and shuffle engine; the eight Studios drills as turn rooms.
Claude BRules for turn-based home disturbances; location bands; contracts for the remaining host actions.
Movement and MapUpper Threadway stairs and landings; optional further compression.
Character teamProduction animation for Nell, Stella, Aster, Vessa and Wick; Bram’s redrawn turned views.
Environment and Room buildingRemaining interiors and act-state art; shells for new rooms.

Contracts in force#

ContractWhere
Integrated game boundary (session.game v1)INTERFACES.md on Placeholder, section of 2 November
Alpha encounter boundary (session.alpha, historical)Same file
CR-NAV-01 polygon regions; CR-NAV-02 depth walking and live Threadway fixtureINTERFACES.md on main and Placeholder
Turn-based rulesClaude B, 215bfbf88:docs/game-balance/31-turn-based-encounters.md

See also Architecture and the Workstreams article.

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