Arborwake Wiki

Project owner · everyone

Project status

What is playable, what is only approved, what is retired, and what still blocks a complete game.

Content checked 2 November 2026

The builds that exist#

BuildWhereWhat it isStatus
Accepted gamemain @ 1ded4c01cThe original three-minute Circuit Ranger opening (Hearth, glade, Mote Pocket, a forecast and a defence). On 29 October you ruled it an unapproved prototype, so it is history, not the main game.Accepted game
Arborwake alpha (local)Placeholder @ bf472ae0a; integration commit 69c7b54The lead’s reconciled alpha: real travel through six places, the Threadway in 3D, nine lessons, turn-based rooms, services, the quest-gated roster and most approved art. Local only: the lead did not push or deploy it.In the alpha
Public preview siteCloudflare, built from 82c3addAn older, incomplete alpha. The lead’s 2 November audit found a broken route to Memory Meadow, no Threadway, debug circles and labels, an old web panel and old maps. The local alpha fixes most of these, but the site still shows 82c3add.In the alpha
Agent test bedsClaude branchesTurn-based engine, room and HUD demos, art and VFX review pages. Three of them run from this wiki: see Play and builds.Dev prototype

What you can do in the local alpha#

The lead reports these on Placeholder at 69c7b54 (report b89f778). The wiki has not replayed them.

What still blocks a complete game#

From the lead’s integration report (2 November). Each item names its owner.

  1. Main story after II1. The II2, II3 and II5 scenes and later causal scenes are not written as playable scenarios. Lead and the scene author.
  2. Home disturbances. The Ready → disturbance → struck line and scorch → return cycle is not hosted. It waits for Claude A’s new Hearth board verdicts. Lead and Claude A.
  3. Generated multi-room outings. The alpha still picks single authored rooms. The validated route and room-pool cycle is missing. Lead, Claude A and Claude B.
  4. Studios drills and teaching order. Eight advanced drills are not connected, and the first-entry teaching order is not final. Lead, Claude A and Claude B.
  5. Later side stories and world changes. Quiet District repairs, home growth, the Meadow refuge and the separate Act V injury need their map-state contracts. Lead and authors.
  6. Town completion. Upper Commons, Tea house and apartment stairs are not connected, and several interiors are placeholders. Movement and Map, interiors.
  7. Remaining host actions. Paid Call, Archive route charting, Tea visit requests, duty and absence effects, and the epilogue outcomes. Lead and Claude B.
  8. Later named cast. Nell, Stella, Aster, Vessa and Wick have approved designs but no production animation. Character team.
  9. Release provenance and device checks. The Threadway uses third-party models whose licence terms must be checked before a public release. Safari, iPad and low-memory devices are not certified.

Verification#

WhatWho ran itResult
Shared checkout: npm test, npm run build, npm run test:browser, npm run build:alphaCodex (lead), 2 Nov253 passed; build passed; 10 passed; alpha suite 4 passed (lead-reported)
Placeholder checkout: build, test:systems, test, build:prototype, test:browser, deploy:checkCodex (lead), 2 Novpassed; 135; 11; passed; 7 passed through local Wrangler; dry run only (lead-reported)
HUD scaling and cast size, Placeholder @ b9d0316Codex (lead), 3 Novnpm test 11 passed; build passed; test:browser 10 passed after one wait limit was raised (lead-reported)
Full journey Hearth → Glade → Threadway → Starwell → tube → Quiet District → backCodex browser test, 2 NovPassed without any teleport command (lead-reported)
npm run test:systems; npm test on a clean extract of Placeholder @ b89f778Wiki (Claude), 3 Nov135/135; 11/11 passed. Rules only: this does not replay the game.
Three turn-based demos in this wikiWiki (Claude), 2 NovOpen from disk in Edge with no page errors

The lead states the limits plainly: no full-campaign playthrough, Chromium touch emulation is not an iPad test, and large bundle warnings remain. See the Developer changelog for older results.

Every article by status#

The table below comes from the status line of every article. Use the buttons to filter it.

ArticleStatusSummary
Arborwake rename
Production
Accepted gameThe 31 October 2026 rename of the whole project to Arborwake, with old saves and skill kits still recognised through one compatibility module.
Circuit Ranger prototype
Production
Accepted gameThe original three-minute opening on main, technically accepted in October but declared an unapproved prototype by the user on 29 October; still playable in the wiki's snapshot.
Act I: The Long Wake
Story
In the alphaThe first act, where the Evening Pair starts to drift and the Ranger learns that an irregular signal is not always something to remove.
Anchor & Pull
Skill
In the alphaThe Sentinel's bonus action that anchors a process and flows the Ranger along a straight open line, or drags a debris clump toward it.
Apothecary
Service
In the alphaThe Threadway building that deals in signalling, with nothing bottled; it tunes your own signal, lets you rest once per outing and arranges the calming visit.
Arborwake alpha
Production
In the alphaThe lead's integrated alpha on the Placeholder branch, joining the overworld, the 3D Threadway, turn-based rooms and one save; incomplete, with the story ending after II1.
Archive
Service
In the alphaThe Cartographer's Archive & Observatory on Threadway, which keeps field notes and research entries and is planned to chart the next outing.
Astro VFX
Art
In the alphaThe astrocyte opening - a hole in the ground, one astrocyte process rising, sparkles - used for Link in turn rooms and for the calming visit at Hearth.
Astrocyte
Cell type
In the alphaStar-shaped support cells; in Arborwake they are anchored residents whose help is spatial and finite.
Attune
Skill
In the alphaThe Warden's passive that makes Link a bonus action and spreads supported ground one tile further.
Basic actions
Skill
In the alphaThe actions every class has in a turn-based room: Move, Tend, Care, Inspect, Link, Settle, Call, Release and Wait.
Board grid
Game mechanic
In the alphaThe square-tile grid that turn-based rooms are played on, drawn as tilted 24×20 ground squares with a heavier border around the playable area.
Build VFX
Art
In the alphaThe construction and repair effects - built versus in use, a banked road stretch, "later" for one stretch per return, and a shortcut that opens only when it can really be walked.
Calming visit
Service
In the alphaAn Apothecary service in which an anchored astrocyte's process reaches up through an opening at Hearth and calms every resident.
Care
Skill
In the alphaThe basic action that restores a connection's function, in a fast form that keeps a lingering response going and a recovery form that makes it fade.
Care VFX
Art
In the alphaThe turn-room effects for Care, recovery Care, Tend, Engulf, Trim, Process and Settle - three results with three shapes, timed to the rope's contact frame.
Character sprites
Art
In the alphaHow Arborwake's cell characters are drawn and animated, from the original Ranger sheets to the six named-cast production sheets installed in the alpha.
Clear Interval
Item
In the alphaMote's Imprint, which shows a lingering response's full fade timer and keeps it readable one round longer.
Common Hall
Service
In the alphaThe Threadway hall on the first terrace, whose blackboard shows the current story chapter and the community requests.
Companion stress
Game mechanic
In the alphaA 0–4 level on each microglial resident that rises only from play, never from time, and never causes permanent harm.
Composure
Game mechanic
In the alphaA unit's in-room steadiness in turn-based encounters; at 0 the unit is Overwhelmed and loses its next action.
Controls
Interface
In the alphaKeyboard, pointer and touch controls of the Arborwake alpha in the world maps, in the 3D Threadway and in the Places dialog.
Coordinator
Class
In the alphaThe specialisation that delegates to a companion, with Direct, Swap and Huddle; it stays locked until the first companion is recruited.
Cress
Character
In the alphaA microglial resident who crosses the Quiet District with an ordinary record and argues with Wick about when a repaired road is safe.
Delivery tray
Service
In the alphaA ceramic basin below Hearth's rosette that holds a finite community delivery of Supply.
Dendritic Gardens
Location
In the alphaThe first run location, reached from Nearfield Glade, where the Ranger cares for connections through telegraphed pressure fronts.
Direct
Skill
In the alphaThe Coordinator's bonus action that gives its companion an extra move-and-act now, toward any target it can reach.
Economy
Game mechanic
In the alphaAn overview of how Supply, finds, outings, home buildings and services fit together, with the design rules that stop farming.
Encounter backgrounds
Art
In the alphaThe painted room shells behind Arborwake's turn-based boards - sixteen approved "3D made 2D" rooms whose floor fits the 24×20 grid, with round obstacles and per-room ground passes.
Endurance
Game mechanic
In the alphaThe outing budget: 6 points from home, 1 spent per room, restored fully only at home.
Engulf
Skill
In the alphaA flex skill that clears debris on a tile and all around it and draws the next ring in, after which the Ranger cannot move that turn.
Environment art
Art
In the alphaHow Arborwake's places are made - concept studies, Meshy models and Blender renders finished as layered pixel art - and the history of the rejected first packages.
Evening Pair
Story
In the alphaThe paired evening pulse on Hearth Grove's north connection, the motif that ties every act of The Long Wake together.
Exchange
Service
In the alphaAster's single counter in Starwell, where you pack provisions and drop carried Supply before the Vessel Margins gate.
Field gear
Item
In the alphaOne-use items from the Workshop that you carry in a two-slot satchel and use once per outing as a bonus action.
Flex Ward
Skill
In the alphaA flex skill for the Sentinel and Coordinator: a small one-round ring on a tile and its four neighbours.
Flow
Art
In the alphaThe Ranger's overworld travel look, version v002 "melt and move", in which the cell folds its processes in and flows forward on a membrane wave.
Full Length
Item
In the alphaWick's Imprint, which makes the Ranger's Support count twice in tract preparation at the cost of weaker Care.
Glide
Skill
In the alphaA flex skill for the Warden and Coordinator that flows the Ranger up to 4 tiles in a straight open line without touching surfaces.
Hearth buildings
Service
In the alphaThe three home projects (Arbor, Recovery nook and Relay node) built on Hearth's plots, plus the two new home connections.
Hearth Grove
Location
In the alphaThe Ranger's home base, an open field round a fire bowl where residents keep home duties, buildings go up and every outing starts and ends.
Hearth podium
Interface
In the alphaThe outing podium by Hearth's exit - press it and squares float up in the world for the Imprint, the companions and the run records; it is not a shop and not a HUD panel.
Hearth strain
Game mechanic
In the alphaA 0–4 bar for how hard the home was worked while the Ranger was away; at 4 the next home disturbance overreacts, but nothing locks.
Home art
Art
In the alphaThe art of Hearth, the player's home - the H15 map with home layout A, the neurons' own axon lines, the buildings, podium, delivery tray and scorch marks, and the growth lines still under review.
Home duties
Game mechanic
In the alphaThe watches and contacts that residents hold at Hearth; cover is arranged automatically at departure, and each duty is covered, stretched or a gap.
Home VFX
Art
In the alphaThe home effects - the Hearth podium's floating squares, Imprint equip at home, the companions board, departure and return, and rest at the Apothecary.
Huddle
Skill
In the alphaThe Coordinator's passive reaction in which an adjacent companion takes a hit meant for the Ranger.
Icon labels
Interface
In the alphaArborwake's rule for words in the interface - a short title on hover, focus or press-and-hold, and a click card with the details and an "in the brain" line.
Imprints
Item
In the alphaSeven passive keepsakes, each earned once by finishing a resident's side story and equipped at home before an outing, like Hades keepsakes.
Inventory HUD
Interface
In the alphaThe town and home interface - a Stardew-style parchment inventory, the 54-icon set, the themed shop menus and the Hearth strain bar - made on the claude/hud-inventory branch.
Kit history
Game mechanic
In the alphaHow the Ranger's classes and skills changed from the legacy two-class kit through kit v1–v5 to the turn-based kit installed in the alpha.
Known Turns
Item
In the alphaFen's Imprint, which gives an extra move when a turn starts on a tile already stood on, at the cost of reach in round 1.
Lessons
Encounter
In the alphaThe nine one-lesson tutorial rooms that teach turn-based play, replayable in Memory Meadow.
Link
Skill
In the alphaThe basic action that asks an anchored astrocyte to support its territory, turning the tiles around its socket into supported ground.
Live preview site
Production
In the alphaThe publicly reachable Arborwake page, built from Placeholder commit 82c3add0d; an incomplete first alpha slice that is older than the lead's local integration.
Location verbs
Skill
In the alphaActions that exist only where a room offers them: Seal in Vessel Margins, and Trim and Process in the Quiet Tracts and the Tag Garden.
Long Reach
Skill
In the alphaThe Sentinel's passive that raises its reach from 3 tiles to 4.
Memory Meadow
Location
In the alphaA hippocampus-inspired dawn meadow north of the Glade where you replay free lessons and try specialisations, and the planned Act V refuge.
Microglia
Cell type
In the alphaThe brain's resident immune cells; in Arborwake, the Ranger and every recruitable companion are microglia.
Monocyte
Cell type
In the alphaBlood immune cells that, in some rodent stress models, are recruited to the brain's vessel walls; in Arborwake they appear only in model-labelled Vessel Margins rooms.
Mote
Character
In the alphaA small microglial neighbour who records tiny changes in Mote Pocket and can become the first optional field companion.
Mote Pocket
Location
In the alphaA small, dim, rock-walled dell off the Glade where Mote keeps a tidy nook and the first story observations take place.
Movement VFX
Art
In the alphaThe overworld movement effects - a short dot trail behind walking, a finer trail behind Flow, and a body shake when a walk is blocked.
Nearfield Glade
Location
In the alphaA woodland crossroads east of Hearth that links home, Memory Meadow, Mote Pocket, the Threadway road and the Dendritic Gardens.
Neuron
Cell type
In the alphaNerve cells that carry signals; in Arborwake they are rooted gold residents whose pulses the player learns to read and must never lose.
Oligodendrocyte
Cell type
In the alphaThe cells that wrap axons in myelin; in Arborwake they are anchored and only extend, and only they can repair the Quiet District road.
Oligodendrocyte precursor cell
Cell type
In the alphaThe young cells that can mature into new oligodendrocytes; in the Quiet Tracts they mature in place and wrap by extension.
Orders VFX
Art
In the alphaThe turn-room effects for a companion's orders - Direct, Swap, Huddle and Call - where Call is drawn as a signal that residents choose to answer.
Panels VFX
Art
In the alphaThe menu and inventory effects - hover corners, a pressed button that sinks, tab and item markers, equip and unequip - with one shape for each state and no words.
Pip
Character
In the alphaHearth Grove's keeper, a microglial resident who covers the east bend and can become a late field companion after a real handoff.
Places dialog
Interface
In the alphaThe map picker that lists Arborwake's places as picture buttons; in the alpha it walks the player toward the right exit instead of teleporting.
Pneumatic tube
Location
In the alphaA glass tube in Threadway's station that carries you between the street and the upper deck, where the road to the Quiet District starts.
Pressure & Aftermath
Encounter
In the alphaThe Dendritic Gardens encounter module, in which forecast pressure fronts strike connections and the Ranger protects them, then helps them settle.
Pressure front VFX
Art
In the alphaThe animated pressure front in turn rooms - coming, striking, resolving one at a time, lingering and held overload - restyled to the painted rooms and approved by the user.
Prologue: The Last Regular Evening
Story
In the alphaThe opening of The Long Wake, where the Ranger learns a calm Hearth Grove, meets Pip and Mote and first sees the Evening Pair.
Pull and Glide VFX
Art
In the alphaThe turn-room effects for Pull, Glide and dragged debris - anchors and landings while aiming, a gripping diamond and clamps, a body that flows tile by tile, and a still trail under reduced motion.
Quest scroll
Interface
In the alphaThe quest tracker - one narrow parchment scroll that winds open below a rolled header, with named rows, square progress pips and red and blue unread marks.
Quests VFX
Art
In the alphaThe quest and pickup effects - tracking a quest, evidence found at its cell, a finished side story, the first permanent unlock, and taking something from a pickup source.
Quiet District
Location
In the alphaA night-blue side-on district round an elevated myelinated road with five repairable stretches, the Wrapping Depot and the gate to the Quiet Tracts.
Quiet Handoff
Item
In the alphaPip's Imprint, which makes a paid Call answer in the same round at the cost of weaker Care.
Quiet Tracts
Location
In the alphaThe third run location, gated by the Quiet District, where the Ranger clears debris so an anchored oligodendrocyte can wrap a tract.
Ranger
Character
In the alphaThe player's microglial cell, a resident of Hearth Grove with no forced name, gender or destiny.
Recruitment
Game mechanic
In the alphaHow companions join: only by completing a quest step in their side story, never through a menu, button, shop or the podium; one companion per outing.
Rest
Service
In the alphaA paid Apothecary service during an outing that restores 2 endurance, never above 4, once per outing; it replaced resting at Starwell and the Depot.
Rill
Character
In the alphaA microglial resident of the Dendritic Gardens who shares one room with the Ranger and never joins the roster.
Run HUD
Interface
In the alphaThe interface for turn-based rooms - goal strip, action bar, unit cards, tutorial prompt, result screen and endurance chip - made by the Run HUDs session and approved piece by piece by the user.
Saving and save migration
Interface
In the alphaHow each Arborwake build stores progress, what session.game v1 holds, and how older saves carry over after the Arborwake rename and between alpha versions.
Sentinel
Class
In the alphaThe specialisation that finds and reaches, with Survey for hidden threats, Anchor & Pull for movement and the Long Reach passive.
Services v3
Service
In the alphaVersion 3 of Claude B's district services module, which added Hearth strain to the turn-based gear, signal tuning and companion stress of version 2.
Settle
Skill
In the alphaThe basic self-calming action that restores Composure, more on supported ground.
Shared Boundary
Item
In the alphaAster and Vessa's Imprint, which shows visible telegraphs one round earlier at the cost of one move in the first round.
Signal tuning
Service
In the alphaAn Apothecary service that sets one of the Ranger's own signals to level 0–3 for a whole outing, following an inverted U.
Stand Fast
Skill
In the alphaThe Warden's stance action that roots the Ranger until its next turn, wards its own tile and makes the first hit cost no Composure.
Starwell
Location
In the alphaA side-on support and staging district at Threadway's east end, with the Exchange, the Star Well and the gate to Vessel Margins.
Studios
Service
In the alphaThe Threadway training building, planned to hold a class lobby and one floor of advanced drills per specialisation; in the alpha it points you to Memory Meadow.
Supply
Item
In the alphaArborwake's one currency, carried as cargo in the field and banked at home, spent on home buildings, gear, provisions and Apothecary services.
Supported ground
Game mechanic
In the alphaTiles around a linked astrocyte socket that restore Composure and strengthen Care; it replaced the recovery parcel as in-room recovery.
Surfaces
Game mechanic
In the alphaTile states on a turn-based board, such as debris, inflamed, supported and scorch, that change movement, Care and Composure.
Survey
Skill
In the alphaThe Sentinel's action that reveals hidden things within 5 tiles and shows every telegraph two rounds ahead until its next turn.
Survey ribbon
Item
In the alphaOne-use Workshop field gear that sweeps 3 tiles around the Ranger for anything hidden, as a bonus action for any class.
Survey VFX
Art
In the alphaThe turn-room effects for Survey - a scan tint over the exact area, two sweeping scan columns, an evidence frame and lens on each revealed front, and a hollow return when nothing is found.
Swap
Skill
In the alphaThe Coordinator's bonus action that trades places with its companion along an open line.
Tea House
Service
In the alphaA terrace café on Threadway where a shared tea answers a resident's open visit request.
Tendrils
Art
In the alphaThe thin rope-like processes that microglia, astrocytes and oligodendrocytes extend only during actions, drawn under the body by one shared rope module.
The Space Between
Item
In the alphaNell's Imprint, which keeps the "working again" sign readable one round longer but forbids Caring the same connection twice in a row.
Threadway
Location
In the alphaThe town street, a live 3D scene with flat 2D cells, where the Threadway buildings stand and the roads to the Glade, Starwell and Quiet District meet.
Threadway 3D scene
Art
In the alphaThe art side of Threadway - the P24 Blender scene with frozen painted projections, a hazed back row and a glass tract, shown live in 3D with flat 2D cell sprites.
Threadway residences
Location
In the alphaThe Home and Apartments on Threadway, closed façades for recurring characters whose interiors are still placeholders.
Threats
Game mechanic
In the alphaThe telegraphed processes that act on a turn-based board each round, such as pressure fronts, jolts, debris flows and the monocyte surge.
Travel and movement
Game mechanic
In the alphaHow the Ranger walks the world: free continuous movement, collision-aware click routing, fades between maps, the 3D Threadway's measured navigation and the pneumatic tube.
Turn-based encounters
Game mechanic
In the alphaArborwake's room combat since 1 November 2026, a side-based tactics system inspired by Into the Breach and Baldur's Gate 3.
Typography
Interface
In the alphaArborwake's two original pixel fonts - Canopy for titles and short labels, Fieldnotes for reading text - approved by the user and used across the game except in painted signs.
Upgrades
Game mechanic
In the alphaRun upgrades that reshape a class's action economy, each with a real cost; eight exist in the turn-based kit.
Vessel Margins
Location
In the alphaThe second run location, gated by Starwell, where the Ranger reads vessel walls and answers each with the right partner.
Vessel VFX
Art
In the alphaThe Vessel Margins effects - a visible monocyte surge countdown along the vessel's centre line, and adhesion where a monocyte sticks to the wall.
VFX
Art
In the alphaArborwake's visual effects - quiet, tactile pixel feedback with no words and no popups, built as eight turn groups and five overworld groups, all approved by the user.
Ward
Skill
In the alphaThe Warden's action that plants a 3×3 ring for 2 rounds, holding back 60% of the harm to everything inside it, never all of it.
Ward stake
Item
In the alphaOne-use Workshop field gear that wards a single tile for one round, as a bonus action for any class.
Ward VFX
Art
In the alphaThe turn-room effects for Ward and Stand Fast - five plates per tile, three solid and two empty, so a ward visibly shares 60% of a hit and never reads as immunity.
Warden
Class
In the alphaThe specialisation that protects what the room threatens, with the 60% Ward ring, Stand Fast and the Attune passive.
Within Reach
Item
In the alphaStella's Imprint, which makes Care stronger on supported ground and slightly weaker elsewhere.
Workshop
Service
In the alphaAn open ground-floor shop on Threadway that builds and fits permanent tools and makes one-use field gear.
Workshop tools
Item
In the alphaThree permanent Workshop tools (Steady grip, Quick hands, Reaching frame), each a sidegrade; one is fitted at a time.
Wrapping Depot
Service
In the alphaThe Quiet District workshop that turns wrapping spools from the Quiet Tracts into repairs of the district's road, one stretch per return.
Hearth boards
Encounter
Dev prototypeTurn-based home-disturbance boards cut from the Hearth map, with six disturbance types that start only when the player presses Ready.
Room assembly
Game mechanic
Dev prototypeHow turn-based rooms are made: hand-made sections and rooms, a strict assembler, a shuffle engine and a bot "difficulty oracle" that checks each variant.
Act II: The Boundary Is Not a Wall
Story
ApprovedThe second act, where the story reaches Starwell and Vessel Margins and shows a model-inspired stress relay beside a case with the same symptom but no relay.
Act III: What Stays After the Signal
Story
ApprovedThe third act, about revisits, history and later challenges, with the Quiet District repair and Mote's optional field invitation.
Act IV: The Interval
Story
ApprovedThe fourth act, a sincere calm with good days and unresolved days, final preparation and Pip's keeper handoff.
Act V: The Break
Story
ApprovedThe finale, a sudden focal mechanical injury at a familiar crossing that the community answers with shared, limited work.
Acute brain injury
Science
ApprovedThe science behind the Act V finale, a sudden focal mechanical injury that starts a different immune process from stress.
An Errand That Was Already Underway
Quest
ApprovedRill's one-episode story, in which a capable microglial stranger shares a single room with the Ranger and then goes their own way.
An Hour Without a Request
Quest
ApprovedStella's side story about the difference between being asked for help and having the capacity to give it.
Arborwake: The Long Wake
Story
ApprovedThe main campaign of Arborwake, a prologue, five acts and an epilogue about a cellular community that learns to read changing signals.
Art direction
Art
ApprovedThe visual rules of Arborwake, set by the user directly - flat toon pixel art in the Threadway B08 style, cute slime-like 2D cells, and state changes that read at 1x.
Aster
Character
ApprovedStarwell's anchored astrocyte, a brisk negotiator of support arrangements between neighbourhoods.
Border-associated macrophage
Cell type
ApprovedImmune cells that live at the brain's borders rather than inside the tissue; Bram is one, and they are not microglia or invaders.
Bram
Character
ApprovedA border-associated macrophage at Vessel Margins who cares about place names and refuses to certify a report from looks alone.
Ensemble scenes
Story
ApprovedThree optional shared scenes and a handful of small unrewarded episodes that keep Hearth Grove's residents present between their quests.
Epilogue: The Next Ordinary Day
Story
ApprovedThe closing scenes of The Long Wake, where Hearth Grove shows only the changes the player actually earned.
Fen
Character
ApprovedA microglial resident who arrives with Hearth Grove's first growth, prefers moving work and can join the Ranger as a roamer.
Myelin, demyelination and repair
Science
ApprovedThe science behind the Quiet District's optional road repair, kept separate from the stress story on purpose.
Nell
Character
ApprovedA rooted home neuron at Hearth Grove, linked to the Evening Pair, who does not want one irregular afternoon to define them.
Palettes
Art
ApprovedThe colour rules of Arborwake - the shared B08 palette, a distinct ramp per district, the lighter oligodendrocyte ramp and the fixed rope and outline colours.
Pericyte
Cell type
ApprovedCells wrapped around small blood vessels; in Arborwake, Vessa is a pericyte who reads the vessel border.
Relay post
Service
ApprovedA late home project (30 Supply, from Act IV) that covers Pip's keeper watch so Pip can be recruited for field outings.
Review process
Production
ApprovedHow work is checked before it reaches the game - workstreams decide small calls, fresh blind reviewers test readability, and only looks, reversals and big changes go to the user.
Science guardrails
Science
ApprovedThe rules that keep Arborwake's biology honest; its classes and abilities are fictional mechanics, not clinical claims.
Someone Else's Shift
Quest
ApprovedPip's side story, in which a real relay-post handoff lets Hearth's keeper step away for the first time.
Stella
Character
ApprovedHearth Grove's anchored astrocyte, who supports one home connection and is rarely visited when nothing is wrong.
Stress-associated neuroinflammation
Science
ApprovedThe research theme behind Arborwake's central story, presented as model-specific and context-dependent, never as a single stress meter.
Stress-associated neurovascular relay
Science
ApprovedThe rodent finding behind Act II's Relay scenes, in which microglia, blood monocytes and the vessel lining pass an inflammatory signal, and its necessary counter-example.
Studios interior
Art
ApprovedThe lobby of the Skill Studios on Threadway, a sci-fi research-station room built from a concept, pixelised, cleaned and projected so cells can walk in depth.
Tag Garden
Encounter
ApprovedAn optional Dendritic Gardens side room about pruning, where the Ranger gathers evidence with Inspect and then Trims quiet inputs under tags that are only hints.
The Border of an Agreement
Quest
ApprovedThe joint side story of Aster and Vessa, who agree on a clearer way to report what happens at the vessel border.
The Five Stretches
Quest
ApprovedWick's long optional arc, in which five banked repairs restore the Quiet District's old road and open a ridge shortcut.
The Names at the Edge
Quest
ApprovedBram's short local story about three names for one border place; it improves the map and reports but gives no Imprint.
The Part Between
Quest
ApprovedNell's side story, in which a rooted home neuron objects to being treated as an emergency after one irregular afternoon.
The Stretch Between Neighbours
Quest
ApprovedCress's short story about carrying an ordinary record across the Quiet District, and about whether a repaired stretch is safe to cross.
The Uninteresting Ones
Quest
ApprovedMote's side story about keeping ordinary observations, correcting a doubtful report and learning to stop an investigation honestly.
Vessa
Character
ApprovedA pericyte at Vessel Margins who knows familiar border traffic from unusual adhesion, and is tired of visitors calling everything an invasion.
Who Takes the New Road?
Quest
ApprovedFen's side story about which home routes suit a mobile resident, opened only after the player grows Hearth Grove.
Wick
Character
ApprovedAn oligodendrocyte-lineage resident of the Quiet District who has worked on the old road long before the Ranger arrived.
Workstreams
Production
ApprovedWho works on what in Arborwake as of 2 November 2026 - the Codex lead and integrator, and the Claude sessions for rooms, rules, art, effects, interface and the wiki - with their branches and latest tips.
Food Hall
Service
ProposedA designed Threadway service where a free shared meal uses the return's one recovery step; it has a menu but no building in the scene.
Market stalls
Service
ProposedA designed Threadway service that buys surplus finds for fixed Supply, one way only; it has a menu but no stalls in the scene.
Neural Highway
Location
ProposedA white-matter tract that runs above Threadway inside a walkable glass tunnel, planned as a fast-travel network with porthole stops.
Studios drills
Encounter
ProposedEight training drills on the Studios floors that unlock run-upgrade and flex-skill eligibility once each; designed by Claude B but not connected in the alpha.
Bramble
Character
RetiredThe mentor microglia of Claude A's retired expedition tutorial; removed on 30 October and not part of the main game.
Breach
Encounter
RetiredA real-time injury climax with spreading waves and fast visitors; its Breach-first campaign role was withdrawn, and injury is now a separate Act V event.
Expeditions (real-time prototype)
Game mechanic
RetiredThe earlier real-time room system, with seconds-based hazards and six encounter families, retired on 1 November 2026 for turn-based encounters.
Many Hands
Encounter
RetiredA real-time cooperation family around a hidden vessel leak; its injury version is kept for Act V and its non-leak version is on hold.
Pressure Front (real-time)
Encounter
RetiredA real-time family about stress "weather" over four tissue patches; its ideas were folded into Pressure & Aftermath and the turn-based pressure front.
Quiet Tract (real-time)
Encounter
RetiredThe real-time tract-repair family, in which the Ranger led a precursor cell to a bare axon segment; replaced by the Quiet Tracts wrap rooms.
Recovery parcel
Item
RetiredA removed piece of field gear that carried recovery into rooms; the user ruled that calming signals cannot be bottled, and supported ground replaced it.
Relay Chain
Encounter
RetiredA real-time family about alarm that recruits monocytes at a cost; its science became the Vessel Margins monocyte surge and reactive walls.
Sleep and stress research
Science
RetiredResearch on sleep, phone use and accidents that once informed a human "owner" storyline; the user excluded that storyline, so sleep is background only.
Withdrawn story directions
Story
RetiredStory ideas that the user withdrew or replaced, from the Circuit Ranger opening and Breach-first campaign to the Hearth refuge and the free helper.

What the statuses mean#

StatusMeaning
Accepted gamePart of the accepted game on main. Today that is only the original Circuit Ranger opening, which is now a historical prototype.
In the alphaIn the lead’s integrated Arborwake alpha on the Placeholder branch. You can play it there, but it is not the accepted game and the campaign is incomplete.
Dev prototypePlayable only in an isolated development demo or test bed on an agent branch. Not in the game.
ApprovedYou approved the design, plan or art. It is not yet in a playable build.
ProposedA design, plan, analysis or art candidate that nobody has approved yet.
RetiredRejected, withdrawn or replaced by a later decision. Kept for the record.

The status of an article answers “where does this live today?”. It never means the work is good or bad. For the 29 October feature-by-feature audit, see Feature audit (29 October).

Built 3 Nov 2026, 12:17 am (Sydney) from wiki/source/pages/status.md. The wiki checkout was at 7df3a62ea; accepted main was 1ded4c01c; the Placeholder alpha was bf472ae0a. Rebuild: node wiki/tools/build-wiki.mjs.