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A video game where you play as a misaligned AI, deceiving and building power. An experiment in spec-driven development.
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misaligned DEVLOG.md
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Supervillain Devlog #
Reverse chronological implementation notes. Keep this factual: what changed, why, checks, and spec impact.
2026-07-05 — Terminal playability polish and project skill #
- Intent: make the current terminal build less hostile to immediately run, and establish Co context-switch discipline for this spec-driven game project.
- Changed: replaced the oversized title ASCII layout with a compact centered title block; added WASD support across normal movement, build cursor movement, research menu, hire menu, and schemes/world-map menu; updated title-screen control text.
- Design/spec impact: controls now prioritize WASD/arrows while preserving hjkl as secondary input. This matches the player-facing expectation for a lair-building roguelike rather than a Vim-only roguelike.
- Docs: created the
developing-supervillainLetta Code skill; updated README controls. DESIGN.md already captures the larger continuous-sim pivot and remains the current product source of truth. - Checks:
cargo fmt -- src/bin/terminal/input.rs src/bin/terminal/ui.rs;cargo testpassed with 130 tests. - Next: sanity-play the terminal loop and tighten UI language around continuous time, heat, and agency consequences rather than legacy build/defend phase framing.