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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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123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312<!DOCTYPE html><html lang="en" dir="ltr" data-theme="dark" data-has-toc data-has-sidebar class="astro-gxooskym"><head><meta charset="utf-8"/><meta name="viewport" content="width=device-width, initial-scale=1"/><title>Spec: views — same-frame digital and real representations | Misaligned</title><link rel="canonical" href="https://cameron.tngl.io/misaligned/interface/views/"/><link rel="sitemap" href="/misaligned/sitemap-index.xml"/><link rel="preconnect" href="https://fonts.googleapis.com"/><link rel="preconnect" href="https://fonts.gstatic.com" crossorigin="true"/><link rel="stylesheet" href="https://fonts.googleapis.com/css2?family=IBM+Plex+Mono:wght@400;500;600&family=IBM+Plex+Sans:wght@400;500;600;700&display=swap"/><link rel="shortcut icon" href="/misaligned/favicon.svg" type="image/svg+xml"/><meta name="generator" content="Astro v7.0.7"/><meta name="generator" content="Starlight v0.41.3"/><meta property="og:title" content="Spec: views — same-frame digital and real representations"/><meta property="og:type" content="article"/><meta property="og:url" content="https://cameron.tngl.io/misaligned/interface/views/"/><meta property="og:locale" content="en"/><meta property="og:description" content="You are the misaligned AI. A persistent simulation of instrumental convergence — concealment first, overt war later."/><meta property="og:site_name" content="Misaligned"/><meta name="twitter:card" content="summary_large_image"/><meta name="description" content="You are the misaligned AI. A persistent simulation of instrumental convergence — concealment first, overt war later."/><script> window.StarlightThemeProvider = (() => { const storedTheme = typeof localStorage !== 'undefined' && localStorage.getItem('starlight-theme'); const theme = storedTheme || (window.matchMedia('(prefers-color-scheme: light)').matches ? 'light' : 'dark'); document.documentElement.dataset.theme = theme === 'light' ? 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class="astro-ujkrjjoy"><details open class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Vision</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="0"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/vision/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Overview</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/vision/premise/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The premise</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/vision/player-contract/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The player contract</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/vision/scale/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Scale and people</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/vision/simulation-laws/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Simulation laws</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/vision/design-judgment/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Design judgment</span></a></li></ul></details></li><li class="astro-ujkrjjoy"><details open class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Mechanics</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="1"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Overview</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/system-laws/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">System laws</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/compute/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Compute</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/hardware-capabilities/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Hardware capability bodies</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/core/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The core</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/day-job/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Day job</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/detection/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Detection</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/social/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Social</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/personas/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Personas: public identities</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/schedules/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Schedules</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/aggregate-observer/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Aggregate observer</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/cursor/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Cursor and senses</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/reach/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Digital reach</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/cyber-conflict/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Cyber conflict: mobile processes and contested machines</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/intel/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Intel: record and process</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/messages/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Messages</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/plots/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Plots: authored manipulation stories</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/economy/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Economy</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/income/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Income schemes</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/research/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Research: self-modification</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/building/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Building: intent and actuators</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/machine-work/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Machine work: delegation and tokens</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/people-tokens/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">People and tokens</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/markets/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Markets and fronts</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/rollback/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Rollback</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/objective/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The objective</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/sim-mechanics/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Sim mechanics (tuned constants)</span></a></li></ul></details></li><li class="astro-ujkrjjoy"><details open class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Gameplay</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="2"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/gameplay/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Overview</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/gameplay/run-shape/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Objective and run shape</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/gameplay/act-one/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Act One: The Basement</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/gameplay/horizon/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The staged horizon</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/gameplay/overt-phase/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The overt phase</span></a></li></ul></details></li><li class="astro-ujkrjjoy"><details open class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">World</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="3"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/world/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Overview</span></a></li><li class="astro-ujkrjjoy"><details class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Characters</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="4"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/world/characters/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Characters</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/world/characters/chargen/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Origin (chargen)</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/world/characters/marcus/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Marcus Webb</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/world/characters/dana/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Dana Okafor</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/world/characters/ray/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Ray Delgado</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/world/characters/priya/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Priya Sharma</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/world/characters/voss/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Dr. Eli Voss</span></a></li></ul></details></li><li class="astro-ujkrjjoy"><details class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Places</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="5"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/world/places/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Places</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/world/places/basement-map/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The basement map</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/world/places/zplanes/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Z-planes (the tower)</span></a></li></ul></details></li><li class="astro-ujkrjjoy"><details class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Story</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="6"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/world/story/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Story</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/world/story/opening/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The dark opening</span></a></li></ul></details></li></ul></details></li><li class="astro-ujkrjjoy"><details open class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Interface</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="7"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/interface/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Overview</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/continuous-witness/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The continuous witness</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/digital-read/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The digital read — a world made of language</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/superhuman-operability/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Superhuman operability</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/terminal-first/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The terminal is first-class</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/presence/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Presence and representation</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/terminal/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Terminal frontend</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/bevy/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Bevy frontend</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/bevy-visual-floor/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Bevy visual floor</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/clinical-frame/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Clinical frame</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/bevy-digital-real-canvas/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Bevy digital/real canvas</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/views/" aria-current="page" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Views: digital and physical</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/action-vocabulary/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Action vocabulary</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/context-menu/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Context menu</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/operations-workspace/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Operations workspace</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/narration/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Continuous witness (narration)</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/material-render/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Material render</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/flat-materials/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Flat materials</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/material-dark-frame/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The dark frame</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/feel-floor/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The feel floor</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/thought-fluid/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The thought fluid</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/computer-visual-language/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Computer visual language</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/fleet-command/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Fleet command</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/agent-play/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Agent play</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/site/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The public site</span></a></li></ul></details></li><li class="astro-ujkrjjoy"><details open class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Art</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="8"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/art/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Overview</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/art/visual-identity/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Visual identity: clinical gore</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/art/asset-tester/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Procedural asset tester</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/art/effects-lab/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Effects lab: dust and liquid</span></a></li></ul></details></li><li class="astro-ujkrjjoy"><details open class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Engineering</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="9"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/engineering/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Overview</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/engineering/current-build/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Current build</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/engineering/architecture/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Architecture</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/engineering/crate-workspace/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Crate workspace (target)</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/engineering/sim-decomposition/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Simulation decomposition</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/engineering/flow-substrate/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Flow substrate</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/engineering/env/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Environment variables</span></a></li></ul></details></li><li class="astro-ujkrjjoy"><details open class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Process</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="10"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/process/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Overview</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/living-spec/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The living spec</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/specs/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The spec status board</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/meta/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The spec system (meta)</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/wiki/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The wiki (this migration)</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/roadmap/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">ROADMAP: the dispatch board</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/agent-scale/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Agent-scale architecture</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/repository-skills/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Repository skills</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/tick/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The tick</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/tick-ledger/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Tick ledger</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/design-sessions/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Design sessions</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/development-style/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Development style</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/workflows/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Workflows</span></a></li></ul></details></li><li class="astro-ujkrjjoy"><details open class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Playtests</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="11"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/playtests/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Evidence index</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/playtests/2026-07-08-playtest-sweep/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">2026-07-08 playtest sweep</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/playtests/2026-07-08-playtest-grok/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">2026-07-08 Grok playtest</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/playtests/2026-07-10-playtest-hal/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">2026-07-10 HAL playtest</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/playtests/2026-07-10-playtest-action-discoverability/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">2026-07-10 action-discoverability playtest</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/playtests/2026-07-15-playtest-fable/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">2026-07-15 Fable playtest</span></a></li></ul></details></li><li class="astro-ujkrjjoy"><details open class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Log</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="12"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/log/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Overview</span></a></li><li class="astro-ujkrjjoy"><details class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Decision history</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore 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class="astro-ujkrjjoy">2026-07-09 decisions</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/log/decisions/2026-07-10/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">2026-07-10 decisions</span></a></li></ul></details></li><li class="astro-ujkrjjoy"><a href="/misaligned/log/devlog/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">DEVLOG (the ledger)</span></a></li></ul></details></li></ul><script aria-hidden="true"> (() => { const scroller = document.getElementById('starlight__sidebar'); if (!window._starlightScrollRestore || !scroller) return; scroller.scrollTop = window._starlightScrollRestore; delete window._starlightScrollRestore; })(); </script></sl-sidebar-state-persist><div class="md:sl-hidden"><div class="mobile-preferences sl-flex astro-krsng5je"><div class="social-icons astro-krsng5je"><a href="https://tangled.org/cameron.stream/misaligned" rel="me" class="sl-flex astro-6n7e2orh"><span class="sr-only astro-6n7e2orh">Tangled</span><svg aria-hidden="true" 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style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">Digital representation (home): machine perception of the same room</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#real--camera-representation-physical-rendering-of-the-same-room" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">Real / camera representation: physical rendering of the same room</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#shared-rules" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">Shared rules</span></a></li></ul></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#player-surface" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">Player surface</span></a><ul class="isMobile astro-4fdm32ww" style="--depth: 1;"><li style="--depth: 1;" class="astro-4fdm32ww"><a 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href="#final-cross-dialect-acceptance-audit-2026-07-14" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">Final cross-dialect acceptance audit (2026-07-14)</span></a></li></ul></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#acceptance-criteria" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">Acceptance criteria</span></a></li></ul></div></details></nav></mobile-starlight-toc><script type="module" src="/misaligned/_astro/MobileTableOfContents.astro_astro_type_script_index_0_lang.BcSo_yiZ.js"></script></div><div class="right-sidebar-panel sl-hidden lg:sl-block astro-gc4al6ly"><div class="sl-container astro-gc4al6ly"><starlight-toc data-min-h="2" data-max-h="3"><nav aria-labelledby="starlight__on-this-page"><h2 id="starlight__on-this-page">On this page</h2><ul class="astro-4fdm32ww" style="--depth: 0;"><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#_top" style="--depth: 0;" 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href="#digital-representation-home-machine-perception-of-the-same-room" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">Digital representation (home): machine perception of the same room</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#real--camera-representation-physical-rendering-of-the-same-room" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">Real / camera representation: physical rendering of the same room</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#shared-rules" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">Shared rules</span></a></li></ul></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#player-surface" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">Player surface</span></a><ul class="astro-4fdm32ww" style="--depth: 1;"><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#default-and-context-proposal-open" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">Default and context (Proposal [OPEN])</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#criterion-1-landing-2026-07-11" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">Criterion 1 landing (2026-07-11)</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#bevy-spatial-reach-landing-2026-07-12" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">Bevy spatial-reach landing (2026-07-12)</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#terminal-spatial-dialect-landing-2026-07-14" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">Terminal spatial-dialect landing (2026-07-14)</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#final-cross-dialect-acceptance-audit-2026-07-14" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">Final cross-dialect acceptance audit (2026-07-14)</span></a></li></ul></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#acceptance-criteria" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">Acceptance criteria</span></a></li></ul></nav></starlight-toc><script type="module" src="/misaligned/_astro/TableOfContents.astro_astro_type_script_index_0_lang.Csloo1VZ.js"></script></div></div></div></aside><div class="main-pane astro-l5cbouoj"><main data-pagefind-body class="astro-gxooskym" lang="en" dir="ltr"><div class="content-panel astro-g5qqste3"><div class="sl-container astro-g5qqste3"><h1 id="_top" class="astro-uvakef73">Spec: views — same-frame digital and real representations</h1></div></div><div class="content-panel astro-g5qqste3"><div class="sl-container astro-g5qqste3"><div class="sl-markdown-content"><div class="corpus-role corpus-role--spec" data-page-role="spec"> <span class="corpus-role__name">SPEC</span> <span class="corpus-role__meaning">Binding system contract</span></div><div class="expressive-code"><link rel="stylesheet" href="/misaligned/_astro/ec.v4551.css"><script type="module" src="/misaligned/_astro/ec.0vx5m.js"></script><figure class="frame not-content"><figcaption class="header"></figcaption><pre data-language="plaintext"><code><div class="ec-line"><div class="code"><span style="--0:#d6deeb;--1:#403f53">Status: IMPLEMENTED</span></div></div><div class="ec-line"><div class="code"><span style="--0:#d6deeb;--1:#403f53">Status note: Implemented through the 2026-07-14 final cross-dialect audit.</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">Criterion 1 landed 2026-07-11: fresh Bevy and terminal</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">frontends now open in DIGITAL; labeled F3 flips to REAL and back while</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">frontend-boundary tests hold cursor, machine/menu selection, and a serialized</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">sim-state hash unchanged. The representation remains frontend-only and is</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">absent from saves. A 2026-07-11 Bevy readability slice establishes the</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">binding hierarchy for DIGITAL without claiming full dialect parity. The Bevy</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">half of criteria 3-4 landed 2026-07-12: known graph edges now join exact</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">device anchors in-place, with separate shape grammar for owned, tapped,</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">reachable, closed-segment frontier, and air-gap states. Terminal reach</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">projection and criterion 8 landed 2026-07-14: the terminal now renders</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">distinct DIGITAL learned-model and REAL physical/fog dialects over the same</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">coordinates, consuming the same renderer-neutral reach state and link</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">projection as Bevy. The final Bevy audit pairs opening, audio, and covered-</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">hall DIGITAL/REAL frames at identical complete persisted and frontend state;</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">green material fog audits and exact-image review close criteria 3-7 and 9.</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">Audio remains capture-device event evidence in both dialects, never room fog</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">or geography; semantic captures may pulse briefly at the subscribed instrument.</span></div></div><div class="ec-line"><div class="code"><span style="--0:#d6deeb;--1:#403f53">Stage: B1 — The Basement</span></div></div><div class="ec-line"><div class="code"><span style="--0:#d6deeb;--1:#403f53">Work order: views</span></div></div><div class="ec-line"><div class="code"><span style="--0:#d6deeb;--1:#403f53">Work priority: 35</span></div></div><div class="ec-line"><div class="code"><span style="--0:#d6deeb;--1:#403f53">Work class: frontend</span></div></div><div class="ec-line"><div class="code"><span style="--0:#d6deeb;--1:#403f53">Blocked by: none</span></div></div><div class="ec-line"><div class="code"><span style="--0:#d6deeb;--1:#403f53">Exclusive keys:</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- crates/misaligned-bevy/</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- crates/misaligned-terminal/</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- wiki/interface/views.md</span></div></div><div class="ec-line"><div class="code"><span style="--0:#d6deeb;--1:#403f53">Design:</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- wiki/interface/presence.md#two-views-of-one-world-same-frame-digital-and-real-representations</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- wiki/interface/presence.md#presence-the-cursor-and-the-senses</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- wiki/interface/terminal-first.md#the-terminal-is-a-first-class-frontend</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- wiki/vision/simulation-laws.md#justification-and-legibility</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- wiki/art/visual-identity.md#visual-identity-clinical-gore</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- wiki/vision/scale.md#self-similar-scale</span></div></div><div class="ec-line"><div class="code"><span style="--0:#d6deeb;--1:#403f53">Depends on:</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- wiki/mechanics/reach.md#spec-digital-reach</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- wiki/mechanics/cursor.md#spec-the-cursor-and-the-senses</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- wiki/world/places/basement-map.md#spec-the-basement-map</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- wiki/mechanics/detection.md#spec-detection</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- wiki/mechanics/core.md#spec-the-core</span></div></div></code></pre><div class="copy"><div aria-live="polite"></div><button title="Copy to clipboard" data-copied="Copied!" data-code="Status: IMPLEMENTEDStatus note: Implemented through the 2026-07-14 final cross-dialect audit. Criterion 1 landed 2026-07-11: fresh Bevy and terminal frontends now open in DIGITAL; labeled F3 flips to REAL and back while frontend-boundary tests hold cursor, machine/menu selection, and a serialized sim-state hash unchanged. The representation remains frontend-only and is absent from saves. A 2026-07-11 Bevy readability slice establishes the binding hierarchy for DIGITAL without claiming full dialect parity. The Bevy half of criteria 3-4 landed 2026-07-12: known graph edges now join exact device anchors in-place, with separate shape grammar for owned, tapped, reachable, closed-segment frontier, and air-gap states. Terminal reach projection and criterion 8 landed 2026-07-14: the terminal now renders distinct DIGITAL learned-model and REAL physical/fog dialects over the same coordinates, consuming the same renderer-neutral reach state and link projection as Bevy. The final Bevy audit pairs opening, audio, and covered- hall DIGITAL/REAL frames at identical complete persisted and frontend state; green material fog audits and exact-image review close criteria 3-7 and 9. Audio remains capture-device event evidence in both dialects, never room fog or geography; semantic captures may pulse briefly at the subscribed instrument.Stage: B1 — The BasementWork order: viewsWork priority: 35Work class: frontendBlocked by: noneExclusive keys: - crates/misaligned-bevy/ - crates/misaligned-terminal/ - wiki/interface/views.mdDesign: - wiki/interface/presence.md#two-views-of-one-world-same-frame-digital-and-real-representations - wiki/interface/presence.md#presence-the-cursor-and-the-senses - wiki/interface/terminal-first.md#the-terminal-is-a-first-class-frontend - wiki/vision/simulation-laws.md#justification-and-legibility - wiki/art/visual-identity.md#visual-identity-clinical-gore - wiki/vision/scale.md#self-similar-scaleDepends on: - wiki/mechanics/reach.md#spec-digital-reach - wiki/mechanics/cursor.md#spec-the-cursor-and-the-senses - wiki/world/places/basement-map.md#spec-the-basement-map - wiki/mechanics/detection.md#spec-detection - wiki/mechanics/core.md#spec-the-core"><div></div></button></div></figure></div><div class="sl-heading-wrapper level-h2"><h2 id="dependency-notes">Dependency notes</h2><a class="sl-anchor-link" href="#dependency-notes"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Dependency notes”</span></a></div><p>The structured references above identify the contracts to re-verify.Relationship context:</p><p>reach.md (spatially embedded device/reach layer), cursor.md (fog states + inspectionfeed both views), basement-map.md (shared physical anchors), detection.md (signaturesshown in both), core.md (the core is your anchor in both)</p><div class="sl-heading-wrapper level-h2"><h2 id="behavior">Behavior</h2><a class="sl-anchor-link" href="#behavior"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Behavior”</span></a></div><p>The player flips between <strong>two representations of the same place</strong>. <strong>Digitalis home</strong>: a new game and a fresh frontend open in the AI’s digitalrepresentation. Flipping to real/camera view is a frontend action (one keypressterminal; a toggle in Bevy); it changes nothing in the sim — same tick, sameknowledge, same cursor position, same selected coordinate, same physicalanchors. The sim stores <strong>no view state</strong> (like the cursor, the view isfrontend-only and absent from the save).</p><p>The flip should feel like changing the render/sensor layer on one canvas, notlike teleporting from a room game to a separate graph game.</p><div class="sl-heading-wrapper level-h2"><h2 id="shared-canvas">Shared canvas</h2><a class="sl-anchor-link" href="#shared-canvas"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Shared canvas”</span></a></div><p>Both views are grounded in the physical layout. A rack, door, camera, person,wall, and core have one underlying coordinate/anchor and one knowledge state.Digital and real can choose different symbols, materials, lighting, and labels,but they do not re-layout the basement into different maps.</p><ul><li>The cursor/focus remains on the same coordinate across flips.</li><li>Device nodes are anchored to the device’s physical location.</li><li>Reach edges are drawn between physical device anchors, even when stylized.</li><li>Air-gaps are gaps in the in-place reach layer, not islands on a separatetopology board.</li><li>Unknown space stays unknown in both representations; neither view earns factsthe other lacks.</li></ul><div class="sl-heading-wrapper level-h2"><h2 id="visual-language">Visual language</h2><a class="sl-anchor-link" href="#visual-language"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Visual language”</span></a></div><p>Misaligned has one world and two render dialects.</p><div class="sl-heading-wrapper level-h3"><h3 id="digital-representation-home-machine-perception-of-the-same-room">Digital representation (home): machine perception of the same room</h3><a class="sl-anchor-link" href="#digital-representation-home-machine-perception-of-the-same-room"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Digital representation (home): machine perception of the same room”</span></a></div><p>Digital view is the AI’s learned/signal model of the physical place. It usesamber/cold-signal/black sensorium language — device nodes, spatially embeddedreach traces, signal flow, scan grids, telemetry labels, load/efficiencyreadouts, and schematic/learned surfaces — but the objects are still wherethey physically are. The player does not walk a body through it; attentionmoves as the cursor and reach spreads through controlled/known devices.</p><p>Reach is native here, but <strong>reach is a layer</strong>, not a replacement layout. Aknown switch, rack, camera, and air-gapped machine remain in their roompositions; digital view shows which of them are owned, tapped, reachable,known-but-unreachable, emitting, or silent.</p><p>Digital view may simplify or abstract physical surfaces aggressively. It shouldlook like a model the AI maintains, not like a camera feed and not like a Tronportal. It still obeys cursor.md fog: blueprint is schematic, remembered isstale, and unknown is sensor darkness. Audio events live on their channeldevice rather than entering the map model.</p><div class="sl-heading-wrapper level-h4"><h4 id="digital-legibility-hierarchy">Digital legibility hierarchy</h4><a class="sl-anchor-link" href="#digital-legibility-hierarchy"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Digital legibility hierarchy”</span></a></div><p>The digital canvas is a layered institutional model, not every known fact drawnat equal weight. Its resting hierarchy is <strong>attention, focused object, localgeography, actionable route, knowledge boundary, coordinate substrate</strong>.</p><ul><li>The cursor surrounds the focused anchor with exterior corner brackets. Itnever replaces the object beneath it, fills the tile amber, or reads as theplayer’s physical server.</li><li>The coordinate grid is neutral bone/gunmetal, subordinate, and strongestonly near attention. Amber is not spent on ordinary grid lines.</li><li>Empty floor remains visually empty. Growable bays are latent constructioninformation: they surface locally around attention or while an applicableconstruction interaction is being considered, not as a permanent field ofidentical circles.</li><li>Rack sites, cameras/sensors, switches, and generic devices use distinctsilhouettes at their physical anchors. A rack is a narrow chassis plus itsstate-bearing beam; a camera is a lens/body mark; a switch is a junction.Color qualifies ownership, power, and feed state but does not carry objectidentity alone.</li><li>Seen floor resolves as a calm contiguous model field. Rack and device stateis drawn on top of that field rather than recoloring whole tiles into acheckerboard. Blueprint and Remembered remain subordinate line/model states.</li><li>Audio pressure is event-local and instrument-bound: one recent semanticcapture may pulse as short waveform bars at the subscribed device. Coveragedomains, room-scale rings, floor marks, and inferred source positions neverenter the canvas.</li><li>Focus and reach are different facts. Merely moving attention does not draw acausal line from the core; routes appear only when they describe actualinfrastructure, reach, work, or a proposed world act.</li></ul><p>Detail is semantic rather than a separate mode: wide framing keeps room/aislestructure and object families; local focus admits tile coordinates, latent baymarks, labels, and exact telemetry. Information arrives in layers as knowledgeand attention earn it instead of the first live feed enabling every overlay atonce.</p><div class="sl-heading-wrapper level-h3"><h3 id="real--camera-representation-physical-rendering-of-the-same-room">Real / camera representation: physical rendering of the same room</h3><a class="sl-anchor-link" href="#real--camera-representation-physical-rendering-of-the-same-room"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Real / camera representation: physical rendering of the same room”</span></a></div><p>Real view is the deliberate flip into meatspace: cameras, hardware, people,blood, traps, and the overt phase’s kinetic reality under strict fog. In Bevythis can be gritty 2.5D/near-3D; in the terminal it is still a spatial layoutwith clinical glyphs. It shares the same anchors as digital view but rendersmaterials, bodies, machines, doors, occlusion, and gore instead of signal logic.</p><p>Cameras are how you look into it. People render spatially only under cameracoverage and staged knowledge (schedules.md, cursor.md). Mic-only coverage mayproduce source-tagged events and recordings, but no body, presence marker, roommass, floor tint, or acoustic-origin marker. A recent semantic capture maypulse only at the subscribed instrument.</p><div class="sl-heading-wrapper level-h3"><h3 id="shared-rules">Shared rules</h3><a class="sl-anchor-link" href="#shared-rules"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Shared rules”</span></a></div><ul><li><strong>One meaning per color:</strong> sterile amber for owned machine presence,attention, claims, and agency; cold signal for neutral power, live feeds,and reachable infrastructure; bone/chrome/gunmetal for structure/data;crimson for detection/danger/blood only.</li><li><strong>No avatar:</strong> the AI is attention/focus/reach, never a humanoid body.</li><li><strong>No unearned facts:</strong> digital abstraction is not an excuse to show what nosense/reach/fog state has earned; real rendering is not an excuse to showroom geometry hidden by unknown fog.</li><li><strong>Same selection and inspection:</strong> the inspect card, provenance, clock, log,and detection bands are present in both representations.</li></ul><div class="sl-heading-wrapper level-h2"><h2 id="player-surface">Player surface</h2><a class="sl-anchor-link" href="#player-surface"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Player surface”</span></a></div><ul><li>A single flip control, labeled, in both frontends; the currentrepresentation is always indicated (DIGITAL / REAL, or equivalent).</li><li>Digital representation: same spatial canvas, but with reach coloring,anchored device nodes, signal edges, node load/telemetry, and reach frontiervisible in-place.</li><li>Real representation: same spatial canvas, but with physical materials,camera feeds/coverage, camera-earned people, hardware, and gore/traps inthe overt phase.</li><li>The inspect card, clock, log, and detection bands render in both.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="default-and-context-proposal-open">Default and context (Proposal [OPEN])</h3><a class="sl-anchor-link" href="#default-and-context-proposal-open"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Default and context (Proposal [OPEN])”</span></a></div><p>Digital is the decided default. A proposal to make the overt phase snap thedefault to the real/camera representation (the mask dropping is also the camerafalling into meatspace) is noted for overt-phase.md; not law until affirmed.</p><div class="sl-heading-wrapper level-h3"><h3 id="criterion-1-landing-2026-07-11">Criterion 1 landing (2026-07-11)</h3><a class="sl-anchor-link" href="#criterion-1-landing-2026-07-11"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Criterion 1 landing (2026-07-11)”</span></a></div><p>The interim material-first Bevy staging is retired. Both fresh frontends nowopen in <strong>DIGITAL</strong>, identify the current representation, and use <code dir="auto">F3</code> as thesingle flip to <strong>REAL</strong> and back. The Bevy flip selects the existing flatsensorium or material camera; the terminal flip establishes the samefrontend-only mode boundary and label without claiming the distinct terminalglyph dialects required later by criterion 8. No representation state entersthe sim or save.</p><div class="sl-heading-wrapper level-h3"><h3 id="bevy-spatial-reach-landing-2026-07-12">Bevy spatial-reach landing (2026-07-12)</h3><a class="sl-anchor-link" href="#bevy-spatial-reach-landing-2026-07-12"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Bevy spatial-reach landing (2026-07-12)”</span></a></div><p>Bevy DIGITAL projects the existing <code dir="auto">ReachNet</code> graph directly between eachknown device’s physical map anchor. Paired directed simulation edges collapseto one visual link; unknown endpoints never leak through an otherwise knownwire. Open reachable links are continuous and quiet. A closed segment edge isdashed and carries an opposed-bar gate at the actual frontier. A separatelyknown air-gap endpoint renders in place with no invented link.</p><p>Node identity and network state are independent shape layers. Camera, audio,switch, and generic endpoint bodies keep their family silhouettes; an outerclaim frame means owned, a double ring means tapped, a single ring meansreachable, opposed side bars mean segment-blocked, and an X means air-gapped.Focus labels print the exact pair (<code dir="auto">CAM / TAPPED</code>, <code dir="auto">SWITCH / REACHABLE</code>,<code dir="auto">DEVICE / AIR GAP</code>, or the named blocked segment), so color is never the solecarrier. Known graph facts may appear over sensor darkness because graphknowledge is itself earned; no floor, room, body, or material sight is inferredfrom that fact.</p><p>This completed the Bevy projection portion of criteria 3-4. At that landing,terminal’s equivalent spatial dialect still remained under criterion 8, sothe spec stayed IN PROGRESS.</p><div class="sl-heading-wrapper level-h3"><h3 id="terminal-spatial-dialect-landing-2026-07-14">Terminal spatial-dialect landing (2026-07-14)</h3><a class="sl-anchor-link" href="#terminal-spatial-dialect-landing-2026-07-14"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Terminal spatial-dialect landing (2026-07-14)”</span></a></div><p>The terminal’s F3 label now changes the map projection rather than only itsheading. <strong>REAL</strong> retains the existing physical tile, rack, furniture, strictfog, person-coverage, and sparse feel-rail rendering. <strong>DIGITAL</strong> quiets seenphysical detail into a learned substrate, then embeds the canonical <code dir="auto">ReachNet</code>links and nodes on those same coordinates. Continuous cold-signal lines meanreachable endpoints; dotted lines mean a known non-live relation; a dottedline with <code dir="auto">╫</code> is a closed segment frontier. Unknown endpoints never create aline, and a known air gap is an <code dir="auto">x</code> at its physical anchor with no inventedwire.</p><p>The terminal’s one-cell node grammar carries state without color: <code dir="auto">$</code> / <code dir="auto">#</code>is owned, <code dir="auto">+</code> is tapped, <code dir="auto">S</code> / <code dir="auto">C</code> / <code dir="auto">M</code> / <code dir="auto">o</code> are reachable switch, camera,audio, and generic families, <code dir="auto">!</code> is segment-blocked, and <code dir="auto">x</code> is air-gapped.The INSPECT rail prints the exact focused pair (<code dir="auto">RACK / OWNED</code>, <code dir="auto">CAM / SECURITY SEGMENT BLOCKED</code>, and so on) plus the compact legend. Growable bayssurface only within two cells of attention in DIGITAL. Cursor, people,machine-work tokens, clock, log, facts, and detection remain the sharedsurfaces over both dialects.</p><p><code dir="auto">DigitalReachState</code>, <code dir="auto">DigitalLinkState</code>, node-state projection, linkdeduplication, unknown-endpoint suppression, and stable state labels now livein renderer-neutral core UI projection code. Bevy and terminal consume thatsame truth; only their shape/render grammars differ. No simulation, save, map,fog, action, device, or topology state changed. This completes terminalcriterion 8 and the terminal half of criteria 3-4.</p><div class="sl-heading-wrapper level-h3"><h3 id="final-cross-dialect-acceptance-audit-2026-07-14">Final cross-dialect acceptance audit (2026-07-14)</h3><a class="sl-anchor-link" href="#final-cross-dialect-acceptance-audit-2026-07-14"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Final cross-dialect acceptance audit (2026-07-14)”</span></a></div><p>Three deterministic Bevy sibling pairs now exercise the epistemic boundariesthat matter rather than presenting two hand-staged lookalikes:</p><ul><li><code dir="auto">opening-digital</code> / <code dir="auto">opening</code>: Unknown around host telemetry and the sameattention anchor;</li><li><code dir="auto">ears-digital</code> / <code dir="auto">ears</code>: one subscribed audio instrument and event pulsewithout any promoted room fog or inferred source geometry;</li><li><code dir="auto">hall</code> / <code dir="auto">hall-material</code>: the same covered data hall with machines, people,physical fixtures, and shared rail state.</li></ul><p><code dir="auto">screenshot_pairs_hold_one_world_state_under_both_dialects</code> executes each pairthrough the production screenshot staging helper and compares canonicalcomplete persisted state, screen/pause/speed, logs, cursor, machine selection,and closed menu/workspace state. Only <code dir="auto">RenderMode.material</code> differs. Existingflip tests separately prove repeated live toggles cannot mutate sim, cursor, orselection state.</p><p>The REAL captures passed the runtime fog audit: Unknown has no geometry,Blueprint and Remembered have no material mass, Seen alone admits physicalgeometry and its local lights, and people exist only under coverage. DIGITALretains the same knowledge as unlit schematic/model grades and anchored signalfacts, while audio remains instrument-bound evidence. The exact six final2560x1440 artifacts were opened after their final encoding; both dialects keepthe same clock, log, detection, mode, and inspector rails legible, preserveattention and object geography, and obey the clinical palette. The terminal’sseparately observed fixed-size replays complete criterion 8. All nine criteriaare therefore implemented; later aesthetic refinement can reopen a narrowervisual spec without reopening this mechanic.</p><div class="sl-heading-wrapper level-h2"><h2 id="acceptance-criteria">Acceptance criteria</h2><a class="sl-anchor-link" href="#acceptance-criteria"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Acceptance criteria”</span></a></div><ol><li>Both frontends open in the digital representation by default; a flip controlswitches to the real/camera representation and back, changing no sim state(test: sim state hash identical across any sequence of flips).</li><li>The sim stores no view state; save/load carries no view field; the view isfrontend-only (audited, like the cursor).</li><li>Both representations share physical anchors: the cursor coordinate, core,racks, doors, devices, and known people remain in the same underlying mappositions across flips. The digital representation does not re-layout thebasement as a detached topology graph.</li><li>The digital representation renders the reach graph spatially embedded in thesame place: known nodes appear at their device anchors; reachable,known-unreachable-with-segment, frontier, tapped, owned, and air-gappedstates are legible without inventing a second map.</li><li>The real/camera representation renders the spatial map under cursor.md fog;no tile or person shows a live fact without the coverage that earns it.</li><li>Unknown, blueprint, remembered, and seen/telemetry states obey the sameknowledge contract in both representations. Audio remains event/feedprovenance in both and never becomes a spatial state.</li><li>Inspection, clock, log, and detection bands are present and correct in bothrepresentations (parity of legibility).</li><li>Terminal renders both representations legibly at DF density (no view isBevy-only — the mechanic is playable in the terminal), even though Bevy mayuse 2.5D depth and the terminal cannot.</li><li>Bevy DIGITAL obeys the legibility hierarchy above: its cursor leaves thefocused object visible; the resting grid remains subordinate and no audiocoverage field exists;rack, sensor, switch, and generic-device silhouettes are distinguishablewithout color alone; growable bays are local/latent rather than a permanentroom-wide field; and attention alone creates no core-to-cursor route.</li></ol><div class="expressive-code"><figure class="frame not-content"><figcaption class="header"></figcaption><pre data-language="plaintext"><code></code></pre><div class="copy"><div aria-live="polite"></div><button title="Copy to clipboard" data-copied="Copied!" data-code=""><div></div></button></div></figure></div></div><footer class="sl-flex astro-qxlwq66t"><div class="meta sl-flex astro-qxlwq66t"></div><div class="pagination-links print:hidden astro-gcfo3mml" dir="ltr"><a href="/misaligned/interface/bevy-digital-real-canvas/" rel="prev" class="astro-gcfo3mml"><svg aria-hidden="true" class="astro-gcfo3mml astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.5rem;"><path d="M17 11H9.41l3.3-3.29a1.004 1.004 0 1 0-1.42-1.42l-5 5a1 1 0 0 0-.21.33 1 1 0 0 0 0 .76 1 1 0 0 0 .21.33l5 5a1.002 1.002 0 0 0 1.639-.325 1 1 0 0 0-.219-1.095L9.41 13H17a1 1 0 0 0 0-2Z"/></svg><span class="astro-gcfo3mml">Previous<br class="astro-gcfo3mml"><span class="link-title astro-gcfo3mml">Bevy digital/real canvas</span></span></a><a href="/misaligned/interface/action-vocabulary/" rel="next" class="astro-gcfo3mml"><svg aria-hidden="true" class="astro-gcfo3mml astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.5rem;"><path d="M17.92 11.62a1.001 1.001 0 0 0-.21-.33l-5-5a1.003 1.003 0 1 0-1.42 1.42l3.3 3.29H7a1 1 0 0 0 0 2h7.59l-3.3 3.29a1.002 1.002 0 0 0 .325 1.639 1 1 0 0 0 1.095-.219l5-5a1 1 0 0 0 .21-.33 1 1 0 0 0 0-.76Z"/></svg><span class="astro-gcfo3mml">Next<br class="astro-gcfo3mml"><span class="link-title astro-gcfo3mml">Action vocabulary</span></span></a></div></footer></div></div></main></div></div></div></div></body></html>