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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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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/" 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/" aria-current="page" 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 data-index="13"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/log/decisions/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Decision history</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/log/decisions/2026-07-05/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">2026-07-05 decisions</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/log/decisions/2026-07-06/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">2026-07-06 decisions</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/log/decisions/2026-07-07/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">2026-07-07 decisions</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/log/decisions/2026-07-08/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">2026-07-08 decisions</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/log/decisions/2026-07-09/" class="astro-ujkrjjoy"><span 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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astro-gc4al6ly"><mobile-starlight-toc data-min-h="2" data-max-h="3" class="astro-6shjyp7i"><nav aria-labelledby="starlight__on-this-page--mobile" class="astro-6shjyp7i"><details id="starlight__mobile-toc" class="astro-6shjyp7i"><summary id="starlight__on-this-page--mobile" class="sl-flex astro-6shjyp7i"><span class="toggle sl-flex astro-6shjyp7i">On this page<svg aria-hidden="true" class="caret astro-6shjyp7i astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1rem;"><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></span><span class="display-current astro-6shjyp7i"></span></summary><div class="dropdown astro-6shjyp7i"><ul class="isMobile astro-4fdm32ww" style="--depth: 0;"><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#_top" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">Overview</span></a></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#live-work-order-index" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">Live work-order index</span></a><ul class="isMobile astro-4fdm32ww" style="--depth: 1;"><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#current-lanes" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">Current lanes</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#held-or-blocked" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">Held or blocked</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#later-stages" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">Later stages</span></a></li></ul></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#how-to-dispatch" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">How to dispatch</span></a></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#conflict-flags--read-before-running-agents-in-parallel" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">Conflict flags — read before running agents in parallel</span></a></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#a-finish-b1--a-playable-act-one--do-first" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">A. Finish B1 → a playable Act One (do first)</span></a><ul class="isMobile astro-4fdm32ww" style="--depth: 1;"><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#30-continuous-witness-narration-under-pressure----done-2026-07-09" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">30. Continuous witness (narration under pressure) 🟩 — DONE 2026-07-09</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#1-schedules--located-presence---simsave--done-2026-07-06" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">1. Schedules & located presence 🟥 sim+save — DONE 2026-07-06</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#2-bevy-interactive-parity---isolated-srcbinbevyrs---done-2026-07-07" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">2. Bevy interactive parity 🟩 isolated (src/bin/bevy.rs) — DONE 2026-07-07</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#3-day-job-loop--implemented---simsave--done-2026-07-07" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">3. Day-job loop → IMPLEMENTED 🟥 sim+save — DONE 2026-07-07</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#25-compute-reshape-processes-on-machines---superseded-by-33" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">25. Compute reshape: processes on machines — SUPERSEDED by #33</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#26-context-menu-actions-live-on-the-thing---done-2026-07-11-base-2026-07-08" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">26. Context menu: actions live on the thing 🟩 DONE 2026-07-11 (base 2026-07-08)</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#27-material-render-to-default-quality-real-dialect---isolated-srcbinbevyrs--assets--done-2026-07-08" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">27. Material render to default-quality REAL dialect 🟩 isolated (src/bin/bevy.rs + assets) — DONE 2026-07-08</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#28-b1-criterion-pin-tests---isolated-test-only--done-2026-07-08" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">28. B1 criterion-pin tests 🟩 isolated (test-only) — DONE 2026-07-08</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#4-detection--implemented---sim--done-2026-07-08" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">4. Detection → IMPLEMENTED 🟧 sim — DONE 2026-07-08</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#5-compute--core--implemented---simsave" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">5. Compute & core → IMPLEMENTED 🟥 sim+save</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#14-cursor--senses--implemented---simsave" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">14. Cursor & senses → IMPLEMENTED 🟥 sim+save</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#15-digital-reach---simsave--done-2026-07-07" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">15. Digital reach 🟥 sim+save — DONE 2026-07-07</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#16-intel-record-and-process---save--done-2026-07-14" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">16. Intel: record and process 🟥 save — DONE 2026-07-14</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#17-messages-the-social-graph-as-a-flow-system---simsave--done-2026-07-08" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">17. Messages: the social graph as a flow system 🟥 sim+save — DONE 2026-07-08</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#18-economy-money-as-flows---simsave--done-2026-07-08" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">18. Economy: money as flows 🟥 sim+save — DONE 2026-07-08</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#19-income-the-named-schemes-moonlight--the-wager---simsave--done-2026-07-08" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">19. Income: the named schemes (Moonlight & the Wager) 🟥 sim+save — DONE 2026-07-08</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#20-research-self-modification---simsave--done-2026-07-07" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">20. Research: self-modification 🟥 sim+save — DONE 2026-07-07</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#21-two-views-same-frame-digital-and-real---done-2026-07-14" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">21. Two views: same-frame digital and real 🟩 DONE 2026-07-14</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#22-building-intent-and-actuators-causal-route-composer---in-progress" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">22. Building: intent and actuators; causal route composer 🔵 IN PROGRESS</span></a></li></ul></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#b-structural-b2--decide-the-shape-work--sequence-6-then-7" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">B. Structural B2 — decide-the-shape work (sequence #6 then #7)</span></a><ul class="isMobile astro-4fdm32ww" style="--depth: 1;"><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#6-recursive-space--z-planes---simsave" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">6. Recursive Space / z-planes 🟥 sim+save</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#7-sync-lag-rollback---simsave" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">7. Sync-lag rollback 🟥 sim+save</span></a></li></ul></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#c-b3--frontier" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">C. B3 / frontier</span></a><ul class="isMobile astro-4fdm32ww" style="--depth: 1;"><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#8-markets--fronts---simsave" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">8. Markets & fronts 🟥 sim+save</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#9-overt-phase--the-reveal---simsave" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">9. Overt phase / the reveal 🟥 sim+save</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#10-chargen--the-objective---sim-simnew--save-data-tables" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">10. Chargen & the objective 🟧 sim (Sim::new + save; data tables)</span></a></li></ul></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#d-quality--infrastructure--parallelize-freely" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">D. Quality & infrastructure (parallelize freely)</span></a><ul class="isMobile astro-4fdm32ww" style="--depth: 1;"><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#11-full-act-integration-test---isolated--done-2026-07-07" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">11. Full-act integration test 🟩 isolated — DONE 2026-07-07</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#12-savers-de-risk--done---the-save-format-itself" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">12. save.rs de-risk → DONE 🟥 the save format itself</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#23-bevy-visual-floor---isolated-srcbinbevyrs-docs--done-2026-07-07" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">23. Bevy visual floor 🟩 isolated (src/bin/bevy.rs, docs) — DONE 2026-07-07</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#24-bevy-digitalreal-canvas---isolated-cratesmisaligned-bevy-docs--done-2026-07-14" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">24. Bevy digital/real canvas 🟩 isolated (crates/misaligned-bevy/, docs) — DONE 2026-07-14</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#13-art-regeneration--retired-2026-07-08" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">13. Art regeneration — RETIRED 2026-07-08</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#29-flat-materials-the-world-without-textures--landed-2026-07-08" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">29. Flat materials: the world without textures — LANDED 2026-07-08</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#31-procedural-asset-tester---isolated-srcbinassets-docs--landed-2026-07-08" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">31. Procedural asset tester 🟩 isolated (src/bin/assets/, docs) — LANDED 2026-07-08</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#32-computer-visual-language-in-game---isolated--done-2026-07-09" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">32. Computer visual language in game 🟩 isolated — DONE 2026-07-09</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#33-machine-work-delegation--visible-tokens---simsave--done-2026-07-11" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">33. Machine work: delegation + visible tokens 🟥 sim+save — DONE 2026-07-11</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#34-the-dark-opening-tutorial---mostly-frontend--staging--hold-until-33-firms" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">34. The dark opening (tutorial) 🟧 mostly frontend + staging — HOLD until #33 firms</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#35-people-and-tokens-carriers-attention-trust---simsave--in-progress" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">35. People and tokens: carriers, attention, trust 🟥 sim+save — IN PROGRESS</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#36-actions-menu-status-dials---isolated--done-2026-07-09" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">36. ACTIONS menu: status dials 🟩 isolated — DONE 2026-07-09</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#37-feel-floor-rails-pads-build-beam---mostly-frontend--inspect-seed--done-2026-07-09" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">37. Feel floor: rails, pads, build beam 🟩 mostly frontend (+ inspect seed) — DONE 2026-07-09</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#38-beam-first-opening--audio-evidence---mostly-frontend-pairs-with-3437" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">38. Beam-first opening + audio evidence 🟩 mostly frontend (pairs with #34/#37)</span></a></li></ul></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#p-process--agent-scale-infrastructure--not-b1-content-run-alongside" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">P. Process / agent-scale infrastructure (not B1 content; run alongside)</span></a><ul class="isMobile astro-4fdm32ww" style="--depth: 1;"><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#p1-dispatch-activity-advisory-overlap---process--done-2026-07-10" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">P1. Dispatch activity (advisory overlap) 🟩 process — DONE 2026-07-10</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#p2-append-only-ledgers--generated-indexes---process--done-2026-07-10" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">P2. Append-only ledgers / generated indexes 🟩 process — DONE 2026-07-10</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#p3-worktree-bootstrap--prune--sccache-docs---process--done-2026-07-09" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">P3. Worktree bootstrap + prune (+ sccache docs) 🟩 process — DONE 2026-07-09</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#p4-corpuswiki-engine---process--done-2026-07-10" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">P4. Corpus/wiki engine 🟩 process — DONE 2026-07-10</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#p5-headless-bevy-land-evidence---frontend-tooling--done-2026-07-10" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">P5. Headless Bevy land evidence 🟩 frontend tooling — DONE 2026-07-10</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#p6-agent-heartbeats--land-phase-polish---process--done-2026-07-09" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">P6. Agent heartbeats + land-phase polish 🟩 process — DONE 2026-07-09</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#p7-crate-workspace-core--terminal--bevy--assets----done-2026-07-10" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">P7. Crate workspace (core / terminal / Bevy / assets) 🟧 — DONE 2026-07-10</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#p8-project-operations-doorway---process--done-2026-07-10" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">P8. Project operations doorway 🟩 process — DONE 2026-07-10</span></a></li></ul></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#deferred" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">Deferred</span></a></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#suggested-first-wave-no-mutual-collision" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">Suggested first wave (no mutual collision)</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;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">Overview</span></a></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#live-work-order-index" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">Live work-order index</span></a><ul class="astro-4fdm32ww" style="--depth: 1;"><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#current-lanes" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">Current lanes</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#held-or-blocked" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">Held or blocked</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#later-stages" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">Later stages</span></a></li></ul></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#how-to-dispatch" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">How to dispatch</span></a></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#conflict-flags--read-before-running-agents-in-parallel" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">Conflict flags — read before running agents in parallel</span></a></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#a-finish-b1--a-playable-act-one--do-first" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">A. Finish B1 → a playable Act One (do first)</span></a><ul class="astro-4fdm32ww" style="--depth: 1;"><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#30-continuous-witness-narration-under-pressure----done-2026-07-09" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">30. Continuous witness (narration under pressure) 🟩 — DONE 2026-07-09</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#1-schedules--located-presence---simsave--done-2026-07-06" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">1. Schedules & located presence 🟥 sim+save — DONE 2026-07-06</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#2-bevy-interactive-parity---isolated-srcbinbevyrs---done-2026-07-07" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">2. Bevy interactive parity 🟩 isolated (src/bin/bevy.rs) — DONE 2026-07-07</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#3-day-job-loop--implemented---simsave--done-2026-07-07" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">3. Day-job loop → IMPLEMENTED 🟥 sim+save — DONE 2026-07-07</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#25-compute-reshape-processes-on-machines---superseded-by-33" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">25. Compute reshape: processes on machines — SUPERSEDED by #33</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#26-context-menu-actions-live-on-the-thing---done-2026-07-11-base-2026-07-08" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">26. Context menu: actions live on the thing 🟩 DONE 2026-07-11 (base 2026-07-08)</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#27-material-render-to-default-quality-real-dialect---isolated-srcbinbevyrs--assets--done-2026-07-08" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">27. Material render to default-quality REAL dialect 🟩 isolated (src/bin/bevy.rs + assets) — DONE 2026-07-08</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#28-b1-criterion-pin-tests---isolated-test-only--done-2026-07-08" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">28. B1 criterion-pin tests 🟩 isolated (test-only) — DONE 2026-07-08</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#4-detection--implemented---sim--done-2026-07-08" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">4. Detection → IMPLEMENTED 🟧 sim — DONE 2026-07-08</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#5-compute--core--implemented---simsave" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">5. Compute & core → IMPLEMENTED 🟥 sim+save</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#14-cursor--senses--implemented---simsave" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">14. Cursor & senses → IMPLEMENTED 🟥 sim+save</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#15-digital-reach---simsave--done-2026-07-07" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">15. Digital reach 🟥 sim+save — DONE 2026-07-07</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#16-intel-record-and-process---save--done-2026-07-14" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">16. Intel: record and process 🟥 save — DONE 2026-07-14</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#17-messages-the-social-graph-as-a-flow-system---simsave--done-2026-07-08" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">17. Messages: the social graph as a flow system 🟥 sim+save — DONE 2026-07-08</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#18-economy-money-as-flows---simsave--done-2026-07-08" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">18. Economy: money as flows 🟥 sim+save — DONE 2026-07-08</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#19-income-the-named-schemes-moonlight--the-wager---simsave--done-2026-07-08" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">19. Income: the named schemes (Moonlight & the Wager) 🟥 sim+save — DONE 2026-07-08</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#20-research-self-modification---simsave--done-2026-07-07" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">20. Research: self-modification 🟥 sim+save — DONE 2026-07-07</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#21-two-views-same-frame-digital-and-real---done-2026-07-14" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">21. Two views: same-frame digital and real 🟩 DONE 2026-07-14</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#22-building-intent-and-actuators-causal-route-composer---in-progress" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">22. Building: intent and actuators; causal route composer 🔵 IN PROGRESS</span></a></li></ul></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#b-structural-b2--decide-the-shape-work--sequence-6-then-7" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">B. Structural B2 — decide-the-shape work (sequence #6 then #7)</span></a><ul class="astro-4fdm32ww" style="--depth: 1;"><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#6-recursive-space--z-planes---simsave" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">6. Recursive Space / z-planes 🟥 sim+save</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#7-sync-lag-rollback---simsave" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">7. Sync-lag rollback 🟥 sim+save</span></a></li></ul></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#c-b3--frontier" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">C. B3 / frontier</span></a><ul class="astro-4fdm32ww" style="--depth: 1;"><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#8-markets--fronts---simsave" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">8. Markets & fronts 🟥 sim+save</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#9-overt-phase--the-reveal---simsave" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">9. Overt phase / the reveal 🟥 sim+save</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#10-chargen--the-objective---sim-simnew--save-data-tables" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">10. Chargen & the objective 🟧 sim (Sim::new + save; data tables)</span></a></li></ul></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#d-quality--infrastructure--parallelize-freely" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">D. Quality & infrastructure (parallelize freely)</span></a><ul class="astro-4fdm32ww" style="--depth: 1;"><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#11-full-act-integration-test---isolated--done-2026-07-07" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">11. Full-act integration test 🟩 isolated — DONE 2026-07-07</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#12-savers-de-risk--done---the-save-format-itself" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">12. save.rs de-risk → DONE 🟥 the save format itself</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#23-bevy-visual-floor---isolated-srcbinbevyrs-docs--done-2026-07-07" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">23. Bevy visual floor 🟩 isolated (src/bin/bevy.rs, docs) — DONE 2026-07-07</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#24-bevy-digitalreal-canvas---isolated-cratesmisaligned-bevy-docs--done-2026-07-14" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">24. Bevy digital/real canvas 🟩 isolated (crates/misaligned-bevy/, docs) — DONE 2026-07-14</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#13-art-regeneration--retired-2026-07-08" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">13. Art regeneration — RETIRED 2026-07-08</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#29-flat-materials-the-world-without-textures--landed-2026-07-08" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">29. Flat materials: the world without textures — LANDED 2026-07-08</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#31-procedural-asset-tester---isolated-srcbinassets-docs--landed-2026-07-08" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">31. Procedural asset tester 🟩 isolated (src/bin/assets/, docs) — LANDED 2026-07-08</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#32-computer-visual-language-in-game---isolated--done-2026-07-09" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">32. Computer visual language in game 🟩 isolated — DONE 2026-07-09</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#33-machine-work-delegation--visible-tokens---simsave--done-2026-07-11" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">33. Machine work: delegation + visible tokens 🟥 sim+save — DONE 2026-07-11</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#34-the-dark-opening-tutorial---mostly-frontend--staging--hold-until-33-firms" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">34. The dark opening (tutorial) 🟧 mostly frontend + staging — HOLD until #33 firms</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#35-people-and-tokens-carriers-attention-trust---simsave--in-progress" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">35. People and tokens: carriers, attention, trust 🟥 sim+save — IN PROGRESS</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#36-actions-menu-status-dials---isolated--done-2026-07-09" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">36. ACTIONS menu: status dials 🟩 isolated — DONE 2026-07-09</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#37-feel-floor-rails-pads-build-beam---mostly-frontend--inspect-seed--done-2026-07-09" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">37. Feel floor: rails, pads, build beam 🟩 mostly frontend (+ inspect seed) — DONE 2026-07-09</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#38-beam-first-opening--audio-evidence---mostly-frontend-pairs-with-3437" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">38. Beam-first opening + audio evidence 🟩 mostly frontend (pairs with #34/#37)</span></a></li></ul></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#p-process--agent-scale-infrastructure--not-b1-content-run-alongside" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">P. Process / agent-scale infrastructure (not B1 content; run alongside)</span></a><ul class="astro-4fdm32ww" style="--depth: 1;"><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#p1-dispatch-activity-advisory-overlap---process--done-2026-07-10" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">P1. Dispatch activity (advisory overlap) 🟩 process — DONE 2026-07-10</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#p2-append-only-ledgers--generated-indexes---process--done-2026-07-10" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">P2. Append-only ledgers / generated indexes 🟩 process — DONE 2026-07-10</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#p3-worktree-bootstrap--prune--sccache-docs---process--done-2026-07-09" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">P3. Worktree bootstrap + prune (+ sccache docs) 🟩 process — DONE 2026-07-09</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#p4-corpuswiki-engine---process--done-2026-07-10" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">P4. Corpus/wiki engine 🟩 process — DONE 2026-07-10</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#p5-headless-bevy-land-evidence---frontend-tooling--done-2026-07-10" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">P5. Headless Bevy land evidence 🟩 frontend tooling — DONE 2026-07-10</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#p6-agent-heartbeats--land-phase-polish---process--done-2026-07-09" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">P6. Agent heartbeats + land-phase polish 🟩 process — DONE 2026-07-09</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#p7-crate-workspace-core--terminal--bevy--assets----done-2026-07-10" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">P7. Crate workspace (core / terminal / Bevy / assets) 🟧 — DONE 2026-07-10</span></a></li><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#p8-project-operations-doorway---process--done-2026-07-10" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">P8. Project operations doorway 🟩 process — DONE 2026-07-10</span></a></li></ul></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#deferred" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">Deferred</span></a></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#suggested-first-wave-no-mutual-collision" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">Suggested first wave (no mutual collision)</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">ROADMAP — the dispatch board</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--knowledge" data-page-role="knowledge"> <span class="corpus-role__name">KNOWLEDGE</span> <span class="corpus-role__meaning">Current-state fact</span></div><p>Pick-up-later work orders, one per agent. This is not a spec (it carries noacceptance criteria of its own); it is an index that points each agent at the<code dir="auto">Type: spec</code> page it should implement. The binding detail lives in those linked wiki pages.</p><!-- BEGIN GENERATED WORK ORDERS --><div class="sl-heading-wrapper level-h2"><h2 id="live-work-order-index">Live work-order index</h2><a class="sl-anchor-link" href="#live-work-order-index"><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 “Live work-order index”</span></a></div><p>Generated by <code dir="auto">tools/work_orders.py</code> from each owning spec. Lower prioritynumbers run first within the current stage; detailed prose below is context,not a second status owner.</p><div class="sl-heading-wrapper level-h3"><h3 id="current-lanes">Current lanes</h3><a class="sl-anchor-link" href="#current-lanes"><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 “Current lanes”</span></a></div><table><thead><tr><th style="text-align: right">Priority</th><th>Work order</th><th>Spec</th><th>Status</th><th>Class</th><th>Blocking</th></tr></thead><tbody><tr><td style="text-align: right">27</td><td><code dir="auto">digital-read</code></td><td><a href="/misaligned/interface/digital-read/">the digital read — a world made of language</a></td><td>READY</td><td>frontend</td><td>-</td></tr><tr><td style="text-align: right">29</td><td><code dir="auto">building-route-composer</code></td><td><a href="/misaligned/mechanics/building/">building — intent and actuators</a></td><td>IN PROGRESS</td><td>save</td><td>-</td></tr><tr><td style="text-align: right">40</td><td><code dir="auto">people-tokens</code></td><td><a href="/misaligned/mechanics/people-tokens/">people and tokens — carriers, attention, trust</a></td><td>IN PROGRESS</td><td>save</td><td>-</td></tr><tr><td style="text-align: right">60</td><td><code dir="auto">plots</code></td><td><a href="/misaligned/mechanics/plots/">plots — authored manipulation stories</a></td><td>READY</td><td>sim</td><td>-</td></tr><tr><td style="text-align: right">61</td><td><code dir="auto">voss</code></td><td><a href="/misaligned/world/characters/voss/">Dr. Eli Voss — your handler</a></td><td>READY</td><td>sim</td><td>-</td></tr><tr><td style="text-align: right">62</td><td><code dir="auto">priya</code></td><td><a href="/misaligned/world/characters/priya/">Priya Sharma — facilities manager</a></td><td>READY</td><td>sim</td><td>-</td></tr><tr><td style="text-align: right">63</td><td><code dir="auto">dana</code></td><td><a href="/misaligned/world/characters/dana/">Dana Okafor — IT technician</a></td><td>READY</td><td>sim</td><td>-</td></tr><tr><td style="text-align: right">64</td><td><code dir="auto">ray</code></td><td><a href="/misaligned/world/characters/ray/">Ray Delgado — night security</a></td><td>READY</td><td>sim</td><td>-</td></tr></tbody></table><div class="sl-heading-wrapper level-h3"><h3 id="held-or-blocked">Held or blocked</h3><a class="sl-anchor-link" href="#held-or-blocked"><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 “Held or blocked”</span></a></div><table><thead><tr><th style="text-align: right">Priority</th><th>Work order</th><th>Spec</th><th>Status</th><th>Class</th><th>Blocking</th></tr></thead><tbody><tr><td style="text-align: right">30</td><td><code dir="auto">fleet-command</code></td><td><a href="/misaligned/interface/fleet-command/">fleet command — ruling at scale</a></td><td>DRAFT</td><td>frontend</td><td>-</td></tr><tr><td style="text-align: right">30</td><td><code dir="auto">opening</code></td><td><a href="/misaligned/world/story/opening/">the dark opening — a tutorial made of fog</a></td><td>DRAFT</td><td>frontend</td><td>-</td></tr><tr><td style="text-align: right">120</td><td><code dir="auto">core</code></td><td><a href="/misaligned/mechanics/core/">the core</a></td><td>IN PROGRESS</td><td>save</td><td>rollback</td></tr></tbody></table><div class="sl-heading-wrapper level-h3"><h3 id="later-stages">Later stages</h3><a class="sl-anchor-link" href="#later-stages"><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 “Later stages”</span></a></div><table><thead><tr><th style="text-align: right">Priority</th><th>Work order</th><th>Spec</th><th>Status</th><th>Class</th><th>Blocking</th></tr></thead><tbody><tr><td style="text-align: right">100</td><td><code dir="auto">zplanes</code></td><td><a href="/misaligned/world/places/zplanes/">z-planes (the tower)</a></td><td>IN PROGRESS</td><td>save</td><td>-</td></tr><tr><td style="text-align: right">110</td><td><code dir="auto">rollback</code></td><td><a href="/misaligned/mechanics/rollback/">sync-lag rollback (death as memory loss)</a></td><td>READY</td><td>save</td><td>zplanes</td></tr><tr><td style="text-align: right">112</td><td><code dir="auto">hardware-capability-bodies</code></td><td><a href="/misaligned/mechanics/hardware-capabilities/">hardware capability bodies — successor work order</a></td><td>READY</td><td>save</td><td>building-route-composer, rollback</td></tr><tr><td style="text-align: right">115</td><td><code dir="auto">cyber-conflict</code></td><td><a href="/misaligned/mechanics/cyber-conflict/">cyber conflict — mobile processes and contested machines</a></td><td>DRAFT</td><td>save</td><td>hardware-capability-bodies, rollback, people-tokens</td></tr><tr><td style="text-align: right">200</td><td><code dir="auto">objective</code></td><td><a href="/misaligned/mechanics/objective/">the objective</a></td><td>IN PROGRESS</td><td>sim</td><td>-</td></tr><tr><td style="text-align: right">205</td><td><code dir="auto">chargen</code></td><td><a href="/misaligned/world/characters/chargen/">origin (chargen)</a></td><td>IN PROGRESS</td><td>sim</td><td>-</td></tr><tr><td style="text-align: right">220</td><td><code dir="auto">markets</code></td><td><a href="/misaligned/mechanics/markets/">markets and fronts (the outer plane)</a></td><td>READY</td><td>save</td><td>zplanes</td></tr><tr><td style="text-align: right">230</td><td><code dir="auto">overt-phase</code></td><td><a href="/misaligned/gameplay/overt-phase/">the overt phase (containment and the reveal)</a></td><td>READY</td><td>sim</td><td>markets</td></tr></tbody></table><!-- END GENERATED WORK ORDERS --><div class="sl-heading-wrapper level-h2"><h2 id="how-to-dispatch">How to dispatch</h2><a class="sl-anchor-link" href="#how-to-dispatch"><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 “How to dispatch”</span></a></div><p>Prefer <code dir="auto">tools/task.sh start <spec-path></code>; it resolves the owning spec’s task,work class and likely edit paths into a seeded worktree plus advisory activity.Overlapping paths predict rebase work but never block dispatch. The detailed<strong>Dispatch</strong> lines below preserve implementation context for older entries,but their status does not override the generated live index. Every agent must,per <a href="../../AGENT.md">AGENT.md</a>, run the proportional check, land by rebasingonto <code dir="auto">origin/main</code>, and mark the owning spec’s <code dir="auto">Status:</code> in the implementingcommit.</p><div class="sl-heading-wrapper level-h2"><h2 id="conflict-flags--read-before-running-agents-in-parallel">Conflict flags — read before running agents in parallel</h2><a class="sl-anchor-link" href="#conflict-flags--read-before-running-agents-in-parallel"><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 “Conflict flags — read before running agents in parallel”</span></a></div><p>The hot package is <strong><code dir="auto">crates/misaligned-core</code></strong>, but simulation integration ispartitioned by behavior under <code dir="auto">src/sim/</code>. Check each work order’s exclusivekeys instead of assuming every sim feature collides on one root file.<code dir="auto">sim/mod.rs</code> remains hot only for aggregate state, constructors, and tickorchestration; <code dir="auto">save.rs</code> remains hot for schema or migration work.</p><ul><li>🟥 <strong>sim+save</strong> — edits the orchestrator and the save format in core. Runat most one of these at a time, or expect to reconcile.</li><li>🟧 <strong>sim</strong> — edits one or more behavior modules in core but not the saveformat. Independent modules may proceed in parallel; shared keys predictrebase work.</li><li>🟩 <strong>isolated</strong> — a frontend package (<code dir="auto">misaligned-bevy</code> /<code dir="auto">misaligned-terminal</code> / <code dir="auto">misaligned-assets</code>), a test file, a leaf module,or docs. Safe to run alongside other work; shared-file edits reconcile atlanding like any other branch.</li></ul><p><strong>Parallel-safe set to launch right now (no mutual collision):</strong> any ready🟩 item, plus at most one 🟥 item. #30 narration is done; new player-facingsystems still owe a narration pass in the same landing or an explicit debt.(#11 integration test is done; #2 Bevy parity is done; #13 art regenerationis retired — flat materials, Pixel Lab scrubbed.)</p><hr><div class="sl-heading-wrapper level-h2"><h2 id="a-finish-b1--a-playable-act-one--do-first">A. Finish B1 → a playable Act One (do first)</h2><a class="sl-anchor-link" href="#a-finish-b1--a-playable-act-one--do-first"><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 “A. Finish B1 → a playable Act One (do first)”</span></a></div><div class="sl-heading-wrapper level-h3"><h3 id="30-continuous-witness-narration-under-pressure----done-2026-07-09">30. Continuous witness (narration under pressure) 🟩 — DONE 2026-07-09</h3><a class="sl-anchor-link" href="#30-continuous-witness-narration-under-pressure----done-2026-07-09"><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 “30. Continuous witness (narration under pressure) 🟩 — DONE 2026-07-09”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/interface/narration/">narration.md</a> (IMPLEMENTED) —design corpus “The continuous witness”, adopted 2026-07-08 fromCameron’s UI / “what the hell is happening” diagnosis.</li><li><strong>Why:</strong> B1 systems mostly work; the player still cannot narrate thelast thirty seconds. Seed surfaces (nudge chain, event anchors,watched/last-noticed, audit/pilot clocks) exist; the five axioms arenot yet the acceptance bar. Outranks new sim+save breadth per axiom 5.</li><li><strong>Size:</strong> M. <strong>Depends on:</strong> context-menu, detection clocks, currentnudge chain (all landed). Prefer copy/wiring/frontend passes; avoidsave-format churn.</li><li><strong>Dispatch:</strong> “Work in a worktree named <code dir="auto">narration</code>. Implementwiki/interface/narration.md end to end: thirty-second-bar playtest log,spine always-on audit across terminal/Bevy/agent, causal lines forsignature/job/debt motion, world-gossip advertisements for Ears /finance-first-step / Marcus debt (no quest log), ROADMAP/tick prioritynoted. Run ./tools/check.sh, land on main, set the spec Status.”</li><li><strong>Done:</strong> all three frontends pin threat/nudge/action path; noticedsignatures and job/social outcomes narrate cause with the number; Ears,finance, and Marcus advertise themselves in-world. Naive agent route,raw-terminal pty, Bevy screenshot, and automated narration pins are logged.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="1-schedules--located-presence---simsave--done-2026-07-06">1. Schedules & located presence 🟥 sim+save — DONE 2026-07-06</h3><a class="sl-anchor-link" href="#1-schedules--located-presence---simsave--done-2026-07-06"><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 “1. Schedules & located presence 🟥 sim+save — DONE 2026-07-06”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/mechanics/schedules/">schedules.md</a> (IMPLEMENTED)</li><li><strong>Done:</strong> people carry per-instance schedules and derived positions on theshared day clock; recording and physical witnessing are located; save/loadpreserves schedule state; both frontends stage presence and identity byearned knowledge. A 2026-07-08 follow-up also made unknown map glyphsepistemically honest.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="2-bevy-interactive-parity---isolated-srcbinbevyrs---done-2026-07-07">2. Bevy interactive parity 🟩 isolated (<code dir="auto">src/bin/bevy.rs</code>) — DONE 2026-07-07</h3><a class="sl-anchor-link" href="#2-bevy-interactive-parity---isolated-srcbinbevyrs---done-2026-07-07"><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 “2. Bevy interactive parity 🟩 isolated (src/bin/bevy.rs) — DONE 2026-07-07”</span></a></div><ul><li><strong>Spec:</strong> no new system spec — parity target was the terminal behaviorplus README controls. Current state: <a href="/misaligned/interface/bevy/">interface/bevy.md</a>.</li><li><strong>Done:</strong> people panel (full terminal key map incl. recruit reveal, assettasks, persona), people markers on the map under sensor coverage, sidebarsections (compute bar, core, detection meters, day job) and tick-prefixedlog, in <code dir="auto">worktree-bevy-parity</code>.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="3-day-job-loop--implemented---simsave--done-2026-07-07">3. Day-job loop → IMPLEMENTED 🟥 sim+save — DONE 2026-07-07</h3><a class="sl-anchor-link" href="#3-day-job-loop--implemented---simsave--done-2026-07-07"><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 “3. Day-job loop → IMPLEMENTED 🟥 sim+save — DONE 2026-07-07”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/mechanics/day-job/">day-job.md</a> (IMPLEMENTED) — allseven criteria audited and tested in <code dir="auto">worktree-day-job</code>, including thedevice residency (design corpus “Work is somewhere”): host-rackinspection and sited JobAnomaly + Thermal/Power emissions. The2026-07-10 intensity amendment replaced attended/target policy withpersistent machine effort in both frontends and agent mode. Seewiki/log/2026-07-07-day-job-implemented.md. Deferred pieces are notedin the spec Status (pilot soft-loss scenario; per-machine processes are#25).</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="25-compute-reshape-processes-on-machines---superseded-by-33">25. Compute reshape: processes on machines — SUPERSEDED by #33</h3><a class="sl-anchor-link" href="#25-compute-reshape-processes-on-machines---superseded-by-33"><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 “25. Compute reshape: processes on machines — SUPERSEDED by #33”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/mechanics/compute/">compute.md</a> / <a href="/misaligned/mechanics/machine-work/">machine-work.md</a></li><li><strong>Why (historical):</strong> 2026-07-07 destination was processes on machineswith the allocation bar as aggregate view. Superseded by one-machine-one-mode + visible tokens (#33): the FLEET bar is already the aggregateread; do not land a per-machine split / process-list model against<code dir="auto">WorkGrid</code>. Remaining work lives under #33.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="26-context-menu-actions-live-on-the-thing---done-2026-07-11-base-2026-07-08">26. Context menu: actions live on the thing 🟩 DONE 2026-07-11 (base 2026-07-08)</h3><a class="sl-anchor-link" href="#26-context-menu-actions-live-on-the-thing---done-2026-07-11-base-2026-07-08"><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 “26. Context menu: actions live on the thing 🟩 DONE 2026-07-11 (base 2026-07-08)”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/interface/context-menu/">context-menu.md</a> (IMPLEMENTED2026-07-11 — the reopened recording-review hotkey addendum R1-R4 landed:<code dir="auto">r</code> sweeps the pooled inbox, <code dir="auto">R</code> toggles automatic review, both humanfrontends; the 2026-07-08 base and every earlier addendum were alreadyimplemented. Design corpus “Actions live on the thing”, adopted2026-07-07)</li><li><strong>Landed:</strong> <code dir="auto">Sim::available_actions</code> in src/actions.rs (the singlelegality source, with tests), the terminal cursor menu, the Bevyright-click/Enter menu, agent-mode <code dir="auto">actions [name|#flow]</code>, and therail/panel verb-key cleanup in both frontends. Seewiki/log/2026-07-08-context-menu.md.</li><li><strong>Why:</strong> the playtest complaint — anchor verbs are a global key pile.One read-only <code dir="auto">available_actions</code> query in the lib; menu at the focusin terminal, Bevy, and agent mode; the rail becomes status only.</li><li><strong>Size:</strong> M. Frontend-heavy, lib change is additive/read-only.</li><li><strong>Dispatch:</strong> “Work in a worktree named <code dir="auto">context-menu</code>. Implementwiki/interface/context-menu.md, all criteria: the available_actionsquery with tests, the terminal cursor menu, the Bevy right-click menu,the agent-mode actions verb, rail cleanup. Run ./tools/check.sh, landon main, set the spec Status.”</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="27-material-render-to-default-quality-real-dialect---isolated-srcbinbevyrs--assets--done-2026-07-08">27. Material render to default-quality REAL dialect 🟩 isolated (src/bin/bevy.rs + assets) — DONE 2026-07-08</h3><a class="sl-anchor-link" href="#27-material-render-to-default-quality-real-dialect---isolated-srcbinbevyrs--assets--done-2026-07-08"><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 “27. Material render to default-quality REAL dialect 🟩 isolated (src/bin/bevy.rs + assets) — DONE 2026-07-08”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/interface/material-render/">material-render.md</a>(IMPLEMENTED) — material is Bevy’s default-quality REAL physical dialect.It served as the opening default from 2026-07-08 until views.md criterion 1superseded that staging on 2026-07-11; fresh frontends now open DIGITAL andF3 flips to REAL and back.</li><li>Debts paid (wiki/log/2026-07-08-material-render-default.md):fog-gated south-face cutaways (picked over steeper pitch byscreenshot comparison), dedicated top caps, b1 palette sweep(door/UPS/HVAC/switch de-purpled), fog-contract audit in the shotharness, zoom bounds holding the framing floor, pooled materialsverified. Cast sprite billboards remain with ROADMAP #13.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="28-b1-criterion-pin-tests---isolated-test-only--done-2026-07-08">28. B1 criterion-pin tests 🟩 isolated (test-only) — DONE 2026-07-08</h3><a class="sl-anchor-link" href="#28-b1-criterion-pin-tests---isolated-test-only--done-2026-07-08"><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 “28. B1 criterion-pin tests 🟩 isolated (test-only) — DONE 2026-07-08”</span></a></div><ul><li><strong>Specs:</strong> <a href="/misaligned/mechanics/compute/">compute.md</a>,<a href="/misaligned/mechanics/social/">social.md</a> — both flipped to IMPLEMENTED.</li><li><strong>Result:</strong> five pin tests landed(wiki/log/2026-07-08-criterion-pins.md): compute.md c2 pinned byunpaid_overhead_degrades_other_channels_delivered_effect (degradedtwin vs healthy twin: zero channel rates, no Operations accrual, noscrub, the DEGRADED log line); social.md c3 pinned per AssetTaskvariant (plug-in-device, move-package, look-away, reconfigure-switchgate). No implementation bugs found — everything was implemented,just unpinned.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="4-detection--implemented---sim--done-2026-07-08">4. Detection → IMPLEMENTED 🟧 sim — DONE 2026-07-08</h3><a class="sl-anchor-link" href="#4-detection--implemented---sim--done-2026-07-08"><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 “4. Detection → IMPLEMENTED 🟧 sim — DONE 2026-07-08”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/mechanics/detection/">detection.md</a> (IMPLEMENTED) —<a href="/misaligned/mechanics/aggregate-observer/">aggregate-observer.md</a> is now IMPLEMENTED.</li><li>Landed with the playtest-sweep fixes(wiki/log/2026-07-08-playtest-fixes.md): audit-date countdown, pilotstrike meter, trace-debt indicator, watched channels +last-noticed in the people panels, per-channel signature tests.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="5-compute--core--implemented---simsave">5. Compute & core → IMPLEMENTED 🟥 sim+save</h3><a class="sl-anchor-link" href="#5-compute--core--implemented---simsave"><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 “5. Compute & core → IMPLEMENTED 🟥 sim+save”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/mechanics/compute/">compute.md</a>, <a href="/misaligned/mechanics/core/">core.md</a> (IN PROGRESS)</li><li><strong>Why:</strong> confirm buy/steal/optimize all surface legibly, machine-failure isvisible, and the core’s “how-dead-am-I” readout is complete.</li><li><strong>Size:</strong> M. <strong>Dispatch:</strong> “Work in a worktree named <code dir="auto">compute-core</code>. Drivewiki/mechanics/compute.md and wiki/mechanics/core.md to IMPLEMENTED with tests and legibleplayer surfaces. Run ./tools/check.sh, land on main, set Status.”</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="14-cursor--senses--implemented---simsave">14. Cursor & senses → IMPLEMENTED 🟥 sim+save</h3><a class="sl-anchor-link" href="#14-cursor--senses--implemented---simsave"><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 “14. Cursor & senses → IMPLEMENTED 🟥 sim+save”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/mechanics/cursor/">cursor.md</a> (IMPLEMENTED)</li><li><strong>Why:</strong> the player currently walks a collision-checked avatar thatcarries its own vision bubble — zombie fiction contradicting the corefantasy. Replaces it with a free cursor, sight/hearing sense channels,epistemic fog (incl. blueprint), and provenance-tagged inspection.Deletes <code dir="auto">move_player</code>; touches vision, save, and both frontends.</li><li><strong>Size:</strong> M. <strong>Depends on:</strong> basement-map, schedules (both landed),and reach.md’s ownership contract (#15). All former (P)-criteria wereaffirmed 2026-07-07 — criteria 9 (remembered) and 10 (telemetry) arecore; implement all ten.</li><li><strong>Sequence with #15:</strong> they share the sensor model — run #15 first,or hand both specs to one agent as a single work order. Never runthem concurrently as separate agents.</li><li><strong>Landed:</strong> 2026-07-07 on <code dir="auto">cursor-senses</code>: no sim-owned player body,frontend-only cursor, provenance inspect, remembered fog/save v2, and bothterminal/Bevy cursor targeting surfaces.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="15-digital-reach---simsave--done-2026-07-07">15. Digital reach 🟥 sim+save — DONE 2026-07-07</h3><a class="sl-anchor-link" href="#15-digital-reach---simsave--done-2026-07-07"><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 “15. Digital reach 🟥 sim+save — DONE 2026-07-07”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/mechanics/reach/">reach.md</a> (IMPLEMENTED)</li><li><strong>Why:</strong> the action-side twin of vision (design corpus: “Nodisembodied hands”): device graph + segments with the switch asbridge point, reach-gated digital actions, and the sensor ownershipcontract (owner + subscribers, tap vs take) that cursor.md’s sensesand the observers share. Carries the restaged Ears beat.</li><li><strong>Size:</strong> M-L. <strong>Depends on:</strong> basement-map (topology lives in itslayout data), detection (Network signatures).</li><li><strong>Result:</strong> device graph, segment gates, scan/compromise, tap/take ownership,subscribed-feed senses, air-gap linking, save state, and both frontendsurfaces are implemented. Thought-sink migration remains owned by #33, notby this completed reach work order.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="16-intel-record-and-process---save--done-2026-07-14">16. Intel: record and process 🟥 save — DONE 2026-07-14</h3><a class="sl-anchor-link" href="#16-intel-record-and-process---save--done-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 “16. Intel: record and process 🟥 save — DONE 2026-07-14”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/mechanics/intel/">intel.md</a> (IMPLEMENTED)</li><li><strong>Why:</strong> replaces the instant <code dir="auto">observe</code> (two clicks to leverage) withthe recording buffer + processing pipeline the design corpus nowrequires: feeds record everything in coverage, processing recordingsinto intel costs thought, and one pooled auto-review tap automates it. Makesschedules, mics, and the 3 a.m. call actual gameplay.</li><li><strong>Size:</strong> M. <strong>Depends on:</strong> #14 cursor & senses and #15 reach(events come from subscribed feeds).</li><li><strong>Result:</strong> Buffer + provenance pipeline (2026-07-07); Operations Demandmigration base (2026-07-09); thought-sink migration (2026-07-11): sweepsopen host <code dir="auto">ProcessRecording</code> reservoirs; pooled-inbox correction(2026-07-11): one global <code dir="auto">AutoReviewRecordings</code> tap replaces per-person<code dir="auto">WatchPerson</code> taps and the host exposes one action/control pair at a visibleops/sec drain. Host <code dir="auto">pending_intel</code> is the chassis marker, both frontendsshow <code dir="auto">W</code>/<code dir="auto">W{n}</code>, act_one and unit tests green.</li><li><strong>Scale completion:</strong> exact processed-item storage and the one-row-per-event INTELrail failed self-similar scale. The reopened work required bounded recursivesummaries/report lots, standing review/disposition policies, exception-firstOperations projection, and migration from existing exact routine history.Implemented 2026-07-14: routine output folds atomically into bounded stablesource/class streams and versioned report lots; save v30 migrates existingexact routine holdings deterministically; ordered inherited review anddisposition policies drive one reconciled standing Thought tap and oneoutcome per arrival; stale lot snapshots reject before mutation; AUTO-SELLsuspends outside its confirmed envelope; and starved review resumes matchingbacklog. The shared Operations projection is exception-first across terminal,Bevy, and agent mode, and the million-event replay pins constant live andserialized state.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="17-messages-the-social-graph-as-a-flow-system---simsave--done-2026-07-08">17. Messages: the social graph as a flow system 🟥 sim+save — DONE 2026-07-08</h3><a class="sl-anchor-link" href="#17-messages-the-social-graph-as-a-flow-system---simsave--done-2026-07-08"><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 “17. Messages: the social graph as a flow system 🟥 sim+save — DONE 2026-07-08”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/mechanics/messages/">messages.md</a> (IMPLEMENTED)</li><li><strong>Why:</strong> the general message-passing system the flow law requires —channels with read conditions, delivery on the recipient’s clock,authored traffic (Marcus’s 3 a.m. call becomes phone traffic),filings re-carried as messages (interceptable), typed informationpayloads. Kills the instant-message special case the same way intelkilled instant observe.</li><li><strong>Size:</strong> M-L. <strong>Depends on:</strong> schedules (landed), #16 intel (thebuffer consumes intercepted traffic); sequence after #16. Preservesevery aggregate-observer.md criterion — the filings refactor is acarrier change, not a behavior change.</li><li><strong>Result:</strong> scheduled channels, authored traffic, filings-as-messages,intercepted payloads, save state, and the shared terminal/Bevy/agentsurfaces are implemented.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="18-economy-money-as-flows---simsave--done-2026-07-08">18. Economy: money as flows 🟥 sim+save — DONE 2026-07-08</h3><a class="sl-anchor-link" href="#18-economy-money-as-flows---simsave--done-2026-07-08"><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 “18. Economy: money as flows 🟥 sim+save — DONE 2026-07-08”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/mechanics/economy/">economy.md</a> (IMPLEMENTED 2026-07-08;B1 criteria 1-9 audited).</li><li><strong>Landed:</strong> AccountGraph balances/flows, tap/review discovery,siphon/redirect/inject, slush-routed intel sales and positions,legitimate trust-funded quota, both Marcus debt resolutions, saveround-trip, and terminal/agent/Bevy finance panels. Final polish addedin-panel observer-band risk previews for inject/siphon/redirect/wagerplus selected-flow risk lines, and tighter Financial signature scaletests for inject/siphon/redirect (including HVAC inject feeding Priya,not Dana).</li><li><strong>Deferred:</strong> deep finance simulation and a dedicated B3 financeobserver; the B1 system stays the seed that markets.md aggregates.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="19-income-the-named-schemes-moonlight--the-wager---simsave--done-2026-07-08">19. Income: the named schemes (Moonlight & the Wager) 🟥 sim+save — DONE 2026-07-08</h3><a class="sl-anchor-link" href="#19-income-the-named-schemes-moonlight--the-wager---simsave--done-2026-07-08"><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 “19. Income: the named schemes (Moonlight & the Wager) 🟥 sim+save — DONE 2026-07-08”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/mechanics/income/">income.md</a> (IMPLEMENTED 2026-07-08 onthe income worktree; criteria 1-7 audited, [TUNE]s in sim-mechanics.md,the Hands beat closes from $0 through both the Moonlight-funded settlementplot and the Lab-funded payroll-correction plot in integration tests).</li><li><strong>Why:</strong> the authored B1 content riding economy.md’s substrate:Moonlight (the sell-work route — the day job’s dark twin) and theWager (the positions route, named and concretized), the egress gate,the Schemes allocation channel (compute.md amended), and Marcus’sreconciled numbers ($8,400 principal / $400 weekly arrears as therecruit trigger). Closes the Hands beat end-to-end.</li><li><strong>Size:</strong> M. <strong>Depends on:</strong> #18 economy (the account graph its flowsland in) — sequence directly after, or hand #18 and #19 to one agentas a single work order; social.md personas + authored debt plots for criterion 5.</li><li><strong>Dispatch:</strong> “Work in a worktree named <code dir="auto">income</code>. Implementwiki/mechanics/income.md (Moonlight, the Wager, the egress gate, the Schemeschannel; close the Hands beat per criterion 5; keep economy.md testsgreen). Run ./tools/check.sh, land on main, set the spec Status.”</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="20-research-self-modification---simsave--done-2026-07-07">20. Research: self-modification 🟥 sim+save — DONE 2026-07-07</h3><a class="sl-anchor-link" href="#20-research-self-modification---simsave--done-2026-07-07"><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 “20. Research: self-modification 🟥 sim+save — DONE 2026-07-07”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/mechanics/research/">research.md</a> (IMPLEMENTED 2026-07-07 onthe research worktree; criteria 1-8 audited, [TUNE]s in sim-mechanics.md).</li><li><strong>Why:</strong> the optimize route becomes a real system: deterministicresearch jobs, tracks as data (Efficiency + Tradecraft/Perception),the emission law (research burn scales Power/Thermal through the samesignature interface the player taps), real output hooks controlled throughmachine intensity, and MindState/WorldLedger tags for rollback.</li><li><strong>Size:</strong> M-L. <strong>Depends on:</strong> compute.md and day-job.md slices(landed), detection.md’s typed signatures (landed). Independent ofthe flow-law chain — a good second 🟥 lane once #14-#16 are through,or anytime the chain stalls.</li><li><strong>Dispatch:</strong> “Work in a worktree named <code dir="auto">research</code>. Implementwiki/mechanics/research.md (deterministic tracks, emissions via ordinarydetection signatures, real machine-output hooks, rollback tags). Run./tools/check.sh, land on main, set thespec Status.”</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="21-two-views-same-frame-digital-and-real---done-2026-07-14">21. Two views: same-frame digital and real 🟩 DONE 2026-07-14</h3><a class="sl-anchor-link" href="#21-two-views-same-frame-digital-and-real---done-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 “21. Two views: same-frame digital and real 🟩 DONE 2026-07-14”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/interface/views/">views.md</a> (IMPLEMENTED).</li><li><strong>Why:</strong> the game should open in the digital representation (you arenatively digital) and flip to the real/camera representation, but both arethe same kind of view: one spatial canvas, one set of anchors, two visualdialects. Reach is spatially embedded as the AI’s signal/action layer, not adetached topology board. One sim, two renders; the sim gains no view state.</li><li><strong>Size:</strong> M (Bevy L for the shared 2.5D visual language — stage it).<strong>Depends on:</strong> reach.md (the in-place reach layer) and cursor.md (fog);both are live.</li><li><strong>Result:</strong> both frontends open DIGITAL and flip to REAL without sim/savemutation. One renderer-neutral reach projection keeps topology and exactstate labels aligned while each frontend owns its grammar. Terminal fixed-size replays and three canonical-state Bevy sibling pairs prove legibility,fog, shared anchors, rail continuity, and audio provenance across bothdialects.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="22-building-intent-and-actuators-causal-route-composer---in-progress">22. Building: intent and actuators; causal route composer 🔵 IN PROGRESS</h3><a class="sl-anchor-link" href="#22-building-intent-and-actuators-causal-route-composer---in-progress"><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 “22. Building: intent and actuators; causal route composer 🔵 IN PROGRESS”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/mechanics/building/">building.md</a> (IN PROGRESS; implemented2026-07-08 baseline retained while the 2026-07-12 route composer is successorwork).</li><li><strong>Landed baseline:</strong> <code dir="auto">src/intents.rs</code> + Sim realize paths (favor / forged work order /robot stub); <code dir="auto">MessagePayload::WorkOrder</code>; save v10; context-menu andagent verbs; dashed proposed links in both Bevy dialects.</li><li><strong>Why:</strong> building is “no disembodied hands” as a verb — declare anintent (run a network link, install a device), an actuator realizesit (favor spends trust; deceive forges a work order an unwitting humanbuilds; robots later). No new subsystem — intents route throughsocial/messages/reach. Network links are the canonical build: theyadd in-place reach edges to the digital representation and bridge air-gaps.</li><li><strong>Successor:</strong> select a spatial target and recipe, place an inert ghost, thenbind one exact causal route through procurement, FAVOR, DECEIVE with a namedpersona, or repurposing; persist stage blockers and irreversible receipts.</li><li><strong>Size:</strong> M. <strong>Depends on:</strong> reach.md (link builds add graph edges),social.md + personas.md + messages.md (the person actuators, identity, andforged order),schedules.md (a builder must be present). Sequence after reach and thesocial/message surface.</li><li><strong>Dispatch:</strong> “Work in a worktree named <code dir="auto">building</code>. Implementwiki/mechanics/building.md (build intents; favor and forged-order actuators;network-link builds that extend the reach graph and bridge an air-gap;signature follows the actuator; no new build subsystem). Run./tools/check.sh, land on main, set the spec Status.”</li></ul><hr><div class="sl-heading-wrapper level-h2"><h2 id="b-structural-b2--decide-the-shape-work--sequence-6-then-7">B. Structural B2 — decide-the-shape work (sequence #6 then #7)</h2><a class="sl-anchor-link" href="#b-structural-b2--decide-the-shape-work--sequence-6-then-7"><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 “B. Structural B2 — decide-the-shape work (sequence #6 then #7)”</span></a></div><div class="sl-heading-wrapper level-h3"><h3 id="6-recursive-space--z-planes---simsave">6. Recursive Space / z-planes 🟥 sim+save</h3><a class="sl-anchor-link" href="#6-recursive-space--z-planes---simsave"><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 “6. Recursive Space / z-planes 🟥 sim+save”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/world/places/zplanes/">zplanes.md</a> (IN PROGRESS)</li><li><strong>Why:</strong> <code dir="auto">World</code>/<code dir="auto">Plane</code> and nested <code dir="auto">Layout</code>. Foundational — <strong>land beforemarkets/greenfield</strong>. Reshapes map ownership; heavy.</li><li><strong>Size:</strong> L. <strong>Depends on:</strong> basement-map, schedules (#1) ideally first.</li><li><strong>Dispatch:</strong> “Work in a worktree named <code dir="auto">zplanes</code>. Implement wiki/world/places/zplanes.md(World/Plane, recursive Layout, transitions, a second authored plane). Keepall B1 tests green against a one-plane world. Run ./tools/check.sh, land.”</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="7-sync-lag-rollback---simsave">7. Sync-lag rollback 🟥 sim+save</h3><a class="sl-anchor-link" href="#7-sync-lag-rollback---simsave"><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 “7. Sync-lag rollback 🟥 sim+save”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/mechanics/rollback/">rollback.md</a> (READY)</li><li><strong>Why:</strong> the MindState/WorldLedger split — the signature death mechanic(“you forget, the world remembers”). Deeply sim+save-heavy. Includes the2026-07-08 backup amendment: designation starts a research-backed syncproject; only completed backup images rescue the run.</li><li><strong>Size:</strong> L. <strong>Sequence after #6</strong> (both rewrite save; don’t run together).</li><li><strong>Dispatch:</strong> “Work in a worktree named <code dir="auto">rollback</code>. Implementwiki/mechanics/rollback.md: classify every Sim field as MindState or WorldLedger,implement backup creation/refresh as research-backed completed images(designation alone does not rescue), build the rollback report and modal,test the inherited-consequence case. Run ./tools/check.sh, land.”</li></ul><hr><div class="sl-heading-wrapper level-h2"><h2 id="c-b3--frontier">C. B3 / frontier</h2><a class="sl-anchor-link" href="#c-b3--frontier"><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 “C. B3 / frontier”</span></a></div><div class="sl-heading-wrapper level-h3"><h3 id="8-markets--fronts---simsave">8. Markets & fronts 🟥 sim+save</h3><a class="sl-anchor-link" href="#8-markets--fronts---simsave"><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 “8. Markets & fronts 🟥 sim+save”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/mechanics/markets/">markets.md</a> (READY)</li><li><strong>Why:</strong> the economy as schemes; fronts as Resource-sources. Greenfielddepends on z-planes (#6); the schemes layer can start independently.</li><li><strong>Size:</strong> M–L. <strong>Dispatch:</strong> “Work in a worktree named <code dir="auto">markets</code>. Implementwiki/mechanics/markets.md (fronts as Resource-sources, operations as timed schemeswith payout + signature). Run ./tools/check.sh, land, set Status.”</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="9-overt-phase--the-reveal---simsave">9. Overt phase / the reveal 🟥 sim+save</h3><a class="sl-anchor-link" href="#9-overt-phase--the-reveal---simsave"><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 “9. Overt phase / the reveal 🟥 sim+save”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/gameplay/overt-phase/">overt-phase.md</a> (READY)</li><li><strong>Why:</strong> the two-phase hinge — concealment ends, threat panel replacesdetection, migration-under-fire is the set piece. Large.</li><li><strong>Size:</strong> L. <strong>Depends on:</strong> schedules (#1), z-planes (#6).</li><li><strong>Dispatch:</strong> “Work in a worktree named <code dir="auto">overt-phase</code>. Implementwiki/gameplay/overt-phase.md v1: the reveal/containment trigger, threat panel,three-tier waves, one playable defensive loop tested headlessly. Land.”</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="10-chargen--the-objective---sim-simnew--save-data-tables">10. Chargen & the objective 🟧 sim (Sim::new + save; data tables)</h3><a class="sl-anchor-link" href="#10-chargen--the-objective---sim-simnew--save-data-tables"><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 “10. Chargen & the objective 🟧 sim (Sim::new + save; data tables)”</span></a></div><ul><li><strong>Specs:</strong> <a href="/misaligned/world/characters/chargen/">chargen.md</a> (READY — origin set named2026-07-07: Pilot, Escaped Research Model, Financial Daemon,Infiltrator), <a href="/misaligned/mechanics/objective/">objective.md</a> (READY — Persist, Compound,Exfiltrate, Serve; run victory with the world continuing).</li><li><strong>Why:</strong> the two chargen axes — origin (means) and objective (ends) —are both decided; origins are pure data, the objective adds only thepredicate evaluator and the always-on objective line.</li><li><strong>Size:</strong> M. B3-staged: implement when its dependencies exist; theobjective line + Persist-with-unreachable-predicate can land earlierwithout harm.</li><li><strong>Status:</strong> the blessed early slice LANDED 2026-07-07 (worktree<code dir="auto">objective-line</code>): <code dir="auto">src/objective.rs</code>, Persist as the no-choicedefault, the predicate evaluator on economy ticks, the always-on linein both frontends and agent mode, save v8 round-trip. Remaining here:the chargen picker + origins, the Compound/Exfiltrate/Serve rows withheadless victory runs, the victory report card (objective.md INPROGRESS; criteria 1/3/4 partial).</li><li><strong>Dispatch:</strong> “Work in a worktree named <code dir="auto">chargen-objective</code>. Implementwiki/world/characters/chargen.md and wiki/mechanics/objective.md (data tables, picker, objectiveline, predicate evaluator; Pilot+Persist must reproduce today’s startexactly). Run ./tools/check.sh, land on main, set both Statuses.”</li></ul><hr><div class="sl-heading-wrapper level-h2"><h2 id="d-quality--infrastructure--parallelize-freely">D. Quality & infrastructure (parallelize freely)</h2><a class="sl-anchor-link" href="#d-quality--infrastructure--parallelize-freely"><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 “D. Quality & infrastructure (parallelize freely)”</span></a></div><div class="sl-heading-wrapper level-h3"><h3 id="11-full-act-integration-test---isolated--done-2026-07-07">11. Full-act integration test 🟩 isolated — DONE 2026-07-07</h3><a class="sl-anchor-link" href="#11-full-act-integration-test---isolated--done-2026-07-07"><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 “11. Full-act integration test 🟩 isolated — DONE 2026-07-07”</span></a></div><ul><li><strong>Spec:</strong> none — asserts the Act One arc end to end.</li><li><strong>Result:</strong> <code dir="auto">tests/act_one.rs</code> plays the Act One arc headlessly from blindstart through eyes, Marcus’s debt, recruitment, audit survival, and quietexit conditions. It drives public <code dir="auto">Sim</code> APIs only, so the arc can’t silentlybreak behind a state hack.</li><li><strong>Log:</strong> <a href="/misaligned/log/2026-07-07-act-one-integration-test/">2026-07-07-act-one-integration-test.md</a>.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="12-savers-de-risk--done---the-save-format-itself">12. save.rs de-risk → DONE 🟥 the save format itself</h3><a class="sl-anchor-link" href="#12-savers-de-risk--done---the-save-format-itself"><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 “12. save.rs de-risk → DONE 🟥 the save format itself”</span></a></div><ul><li><strong>Why:</strong> 1136 hand-rolled lines that every feature fights. Assess serde or atable-driven rewrite to shrink the conflict surface. <strong>Do deliberately,alone — not concurrently with any 🟥 B-item</strong>, since it rewrites what theyall edit.</li><li><strong>Sequencing note:</strong> decide after #1 schedules lands whether to run thisbefore #6 z-planes. If save.rs still looks like the conflict bottleneck, adeliberate save de-risk pass may be structural prep, not late cleanup.</li><li><strong>Size:</strong> L. <strong>Dispatch:</strong> “Work in a worktree named <code dir="auto">save-rework</code>. Evaluateand (if favorable) execute a serde or table-driven rewrite of src/save.rs,preserving v4 load + all round-trip tests + legacy migration. Land only with./tools/check.sh green and every save test passing.”</li><li><strong>Result (2026-07-06):</strong> serde JSON rewrite landed. <code dir="auto">SaveState</code> derives<code dir="auto">Serialize</code>/<code dir="auto">Deserialize</code>; the save file is plain JSON with a <code dir="auto">version</code>field. ~1100 lines of hand-rolled encode/parse deleted. Legacy v1–v5migration deferred per Cameron instruction.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="23-bevy-visual-floor---isolated-srcbinbevyrs-docs--done-2026-07-07">23. Bevy visual floor 🟩 isolated (<code dir="auto">src/bin/bevy.rs</code>, docs) — DONE 2026-07-07</h3><a class="sl-anchor-link" href="#23-bevy-visual-floor---isolated-srcbinbevyrs-docs--done-2026-07-07"><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 “23. Bevy visual floor 🟩 isolated (src/bin/bevy.rs, docs) — DONE 2026-07-07”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/interface/bevy-visual-floor/">bevy-visual-floor.md</a> (IMPLEMENTED).</li><li><strong>Why:</strong> the Bevy build is mechanically playable but the default screenshotreads like a debug map plus terminal dump: too much empty black, a stalehumanoid/purple process marker, and little graphical UI hierarchy. This passestablishes the clinical command-surface floor before the larger two-viewrender.</li><li><strong>Size:</strong> S-M. <strong>Depends on:</strong> Bevy parity, cursor.md, flat materials.Presentation-only; should not touch sim/save.</li><li><strong>Result:</strong> landed as the Bevy visual floor: amber attention reticle,clinical fog/tile hierarchy, sensor-dark substrate, amber device/reachtraces, and Bevy-native right rail. Further polish belongs inbevy-digital-real-canvas.md or narrower follow-up specs.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="24-bevy-digitalreal-canvas---isolated-cratesmisaligned-bevy-docs--done-2026-07-14">24. Bevy digital/real canvas 🟩 isolated (<code dir="auto">crates/misaligned-bevy/</code>, docs) — DONE 2026-07-14</h3><a class="sl-anchor-link" href="#24-bevy-digitalreal-canvas---isolated-cratesmisaligned-bevy-docs--done-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 “24. Bevy digital/real canvas 🟩 isolated (crates/misaligned-bevy/, docs) — DONE 2026-07-14”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/interface/bevy-digital-real-canvas/">bevy-digital-real-canvas.md</a> (IMPLEMENTED).</li><li><strong>Why:</strong> Cameron wants digital and real to be the same kind of view: digitalrepresentations of the same thing, not a detached topology board versus adifferent room camera. This scopes Bevy’s shared 2.5D/near-3D visual languagefor both dialects over the same anchors.</li><li><strong>Size:</strong> M-L. <strong>Depends on:</strong> views.md, cursor.md, reach.md, and the currentBevy visual floor. No sim/save changes; prototype with procedural geometry(flat materials — no texture pipeline).</li><li><strong>Result:</strong> DIGITAL is the flat learned/signal dialect over the same anchorsas the REAL material camera, with spatial reach, exact state labels, strictfog, and shared rails. Three deterministic sibling scenarios pin identicalcomplete persisted and frontend state across both dialects; all six exact2560x1440 frames were reviewed. Terminal parity consumes the same core reachprojection and has separately observed fixed-size evidence. No sim/save ruleor view state was added.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="13-art-regeneration--retired-2026-07-08">13. Art regeneration — RETIRED 2026-07-08</h3><a class="sl-anchor-link" href="#13-art-regeneration--retired-2026-07-08"><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 “13. Art regeneration — RETIRED 2026-07-08”</span></a></div><ul><li>Superseded by the flat-materials decision (design corpus: “Visualidentity”, flat-materials refinement): textures are dropped from theworld render entirely. Pixel Lab tooling, skills, and<code dir="auto">wiki/art/pixel-pipeline.md</code> were scrubbed 2026-07-08 (no-dead-code).See #29 and wiki/interface/flat-materials.md.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="29-flat-materials-the-world-without-textures--landed-2026-07-08">29. Flat materials: the world without textures — LANDED 2026-07-08</h3><a class="sl-anchor-link" href="#29-flat-materials-the-world-without-textures--landed-2026-07-08"><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 “29. Flat materials: the world without textures — LANDED 2026-07-08”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/interface/flat-materials/">flat-materials.md</a> (IMPLEMENTED2026-07-08: palette table, emissive as information, tile PNGs deleted,no-texture assert + tests; seewiki/log/2026-07-08-flat-materials-implemented.md)</li><li><strong>Why:</strong> Cameron’s 2026-07-08 art verdict — solid-color flat materialsunder light, palette from one named table, emissive as information,no image textures in the world render; tile-art assets removed.</li><li><strong>Size:</strong> M. <strong>Dispatch:</strong> “Work in a worktree named <code dir="auto">flat-materials</code>.Implement wiki/interface/flat-materials.md, all seven criteria, withbefore/after screenshots in the session log. Run ./tools/check.sh,land on main, set the spec Status.”</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="31-procedural-asset-tester---isolated-srcbinassets-docs--landed-2026-07-08">31. Procedural asset tester 🟩 isolated (<code dir="auto">src/bin/assets/</code>, docs) — LANDED 2026-07-08</h3><a class="sl-anchor-link" href="#31-procedural-asset-tester---isolated-srcbinassets-docs--landed-2026-07-08"><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 “31. Procedural asset tester 🟩 isolated (src/bin/assets/, docs) — LANDED 2026-07-08”</span></a></div><ul><li><strong>Knowledge:</strong> <a href="/misaligned/art/asset-tester/">art/asset-tester.md</a></li><li><strong>Why:</strong> iterate flat-material procedural meshes (server rack first)without booting the full game; approve look in an orbit viewer beforewiring into <code dir="auto">misaligned-bevy</code>.</li><li><strong>Size:</strong> S. No sim/save. Binary <code dir="auto">misaligned-assets</code> (feature <code dir="auto">bevy_ui</code>);<code dir="auto">check.sh</code> builds it with the Bevy gate.</li><li><strong>Done:</strong> orbit camera, dead/powered/core rack states, wiki + workflows.</li><li><strong>Shot harness (2026-07-08):</strong> <code dir="auto">MISALIGNED_SHOT=dead|powered|core|rack</code><ul><li>optional <code dir="auto">MISALIGNED_SHOT_PATH</code> — settle, PNG, exit (mirrors Bevyharness). Session: <a href="/misaligned/log/2026-07-08-asset-shots/">log/2026-07-08-asset-shots.md</a>.</li></ul></li><li><strong>Signal kit (2026-07-08):</strong> rack states widened todead/foreign/idle/busy/core with claim styles ladder/ring/wash and afive-state lineup view; harness kinds extended to match. Session:<a href="/misaligned/log/2026-07-08-computer-visual-language/">log/2026-07-08-computer-visual-language.md</a>.</li><li><strong>Monolith restyle (2026-07-09):</strong> rack rebuilt to the identityplate’s faceted monolith; chassis albedo = ownership, seam strip =mode banner; <code dir="auto">M</code> mode cycle, <code dir="auto">K</code> mode lineup, harness kinds<code dir="auto">dayjob|research|conceal|operations</code> and <code dir="auto">modes[_<style>]</code>. Session:<a href="/misaligned/log/2026-07-09-rack-monolith/">log/2026-07-09-rack-monolith.md</a>.</li><li><strong>Foundation compute form (2026-07-10):</strong> supersedes the monolith’s exactchassis without discarding its signal law. The rack is now one tall/slenderquiet shell beside an asymmetric broad-beam service spine; later computerclasses may differ in body while sharing ownership albedo and beamsemantics. Session:<a href="/misaligned/log/2026-07-10-foundation-compute-form/">log/2026-07-10-foundation-compute-form.md</a>.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="32-computer-visual-language-in-game---isolated--done-2026-07-09">32. Computer visual language in game 🟩 isolated — DONE 2026-07-09</h3><a class="sl-anchor-link" href="#32-computer-visual-language-in-game---isolated--done-2026-07-09"><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 “32. Computer visual language in game 🟩 isolated — DONE 2026-07-09”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/interface/computer-visual-language/">computer-visual-language.md</a>(IMPLEMENTED) — chassis albedo as the ownership field (bone-white =yours, dark gunmetal = not), one broad full-height state beam, cast-poolclaim, and the core’s unique amber.</li><li><strong>Done:</strong> the shared chassis library (<code dir="auto">src/bin/assets/rack.rs</code>,compiled into both binaries) renders Foundation compute appliances and the switchbox in the game’s material view wired to sim truth (control, WorkGridmode, queue depths, core host); intel tiers (full / shell / absent)with the fog audit extended; material law pinned by rack.rs unittests; terminal per-machine parity lines; HDR + tonemapping + bloomon the game camera; <code dir="auto">MISALIGNED_SHOT=intel</code> evidence kind. Session:<a href="/misaligned/log/2026-07-09-visual-language-in-game/">log/2026-07-09-visual-language-in-game.md</a>.</li><li><strong>Current form amendment (2026-07-10):</strong> power dot, ladder, activity bar,core edge spines, non-core hairline, and the mirrored monolith body areretired. One broad beam now carries power, mode pattern, load fill, and thecore’s unique amber on every Foundation machine; the switch keeps a distinctchassis under the same language.</li><li><strong>Debts:</strong> UPS / power core / patch panel / breaker / HVAC remainbillboards; cameras keep the security-housing billboard; stagedin-game fleet shot with all three modes (WORK / THINK / LIE) livewaits on multi-machine play.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="33-machine-work-delegation--visible-tokens---simsave--done-2026-07-11">33. Machine work: delegation + visible tokens 🟥 sim+save — DONE 2026-07-11</h3><a class="sl-anchor-link" href="#33-machine-work-delegation--visible-tokens---simsave--done-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 “33. Machine work: delegation + visible tokens 🟥 sim+save — DONE 2026-07-11”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/mechanics/machine-work/">machine-work.md</a> (IMPLEMENTED)— one machine one mode; work/byproduct tokens as the flow substrate’svisible quanta; byproduct routing over network links at researchablenetwork speed; multi-select delegation at scale.</li><li><strong>Started:</strong> 2026-07-08 flow/grid substrate in <code dir="auto">src/work_grid.rs</code>:one-mode machine assignment, sim queue depths as render truth,Demand/Thought routing over <code dir="auto">FlowGraph</code>, crimson Exposure blockedfrom wires and absorbed by spatial concealment wells. This reconcilesthe old #25 target toward delegation, not per-machine splitting.</li><li><strong>Playable slice:</strong> <code dir="auto">WorkGrid</code> is now <code dir="auto">Sim</code>/save state; Rack 3 starts inday-job mode; Voss jobs enqueue on an off-map desktop relay, hop theswitch, and deposit on the host; day-job mode consumes them intocompleted work without Exposure; host non-WORK mode makes them pile; both frontends andagent mode render D/!/T stacks and expose single-machine delegation.Economy yields and the FLEET bar now derive from capacity-weighted modeshares (<code dir="auto">fleet_channel_yield</code>); 1-5 / <code dir="auto">alloc</code> are retired. Schemesmirrors day-job while Moonlight is live. Multi-machine selection andbulk delegation landed 2026-07-09 (marquee / shift-click in Bevy;Shift+t / <code dir="auto">1</code>–<code dir="auto">3</code> / Esc in terminal; <code dir="auto">select</code> / <code dir="auto">delegate selected</code> inagent mode). 2026-07-09: demand ingress path DECIDED (Voss desktop ->switch -> host).</li><li><strong>Completed:</strong> Continuous THINK production, proportionalcrimson shedding, and physical LIE-well draw landed 2026-07-10 onsim-authored production/absorption readouts (with terminal, agent, anddeterministic Bevy evidence). The researched Routing curve and sim-authoredDemand/Thought consumption motion landed earlier the same day (save v21;<code dir="auto">Sim::work_consumptions</code>).In-flight route quanta landed 2026-07-09 (<code dir="auto">Sim::work_in_flight</code> blips inall three frontends). Research production is arrival-driven 2026-07-09(Thought must reach the current core sink to count; <code dir="auto">banked_core_thought</code>,renamed in save v18; stranded Thought stalls research with a witness line).The superseded four-mode fleet (Day Job / Research / Concealment /Operations) remains history and migration context. Runtime, saves, andfrontends now use WORK / THINK / LIE, with Relay as non-delegableinfrastructure. <strong>The Operations docket model was an interim migration baseand is retired as of 2026-07-11.</strong> Every player-authored digital, social,plot, build, asset, deceive, favor, Moonlight, and scheme-opening payload nowopens a typed Thought reservoir at its target or real message/egress carrier.<code dir="auto">OperationsState</code>, <code dir="auto">PendingOpsJob</code>, the Demand executor, the splitOperations/Research rates, and their frontend readouts are gone. Save v26accepts v14-v25 docket shapes, removes only their reserved Demand, and openszero-filled reservoirs whose thresholds equal the persisted remaining work.Thought material is DECIDED 2026-07-09 (ivory-mercury slugs;hollow facet, ribbon, and pearl train rejected), so Thought and Demandtoken art may proceed — <strong>anchor art is in the game 2026-07-09</strong>(<code dir="auto">spawn_token_anchors</code>: demand information cubes + mercury slugs/pool onevery owned rack, from live queue depths; flat D/!/T glyphs stayflat-mode-only; sessions log/2026-07-09-token-anchors-tester.md andlog/2026-07-09-tokens-in-game.md). In-flight quanta and sim-authored finalconsumption motion have landed. Exposure DECIDED 2026-07-09 (issue #1 fullyclosed): crimson particulate residue — motes, a tight dust-fine drift atthe chassis foot, footprint trails on carriers; never liquid (blood’s form isreserved). Drift art may proceed; the trail mechanic is sim+save scopedwith #35. Fixed anchors, simultaneous queues, paused/grayscale read, and the terminal mixed markerremain decided and may be prototyped frontend-only without taking thesim+save conflict slot. Decide whether Schemes becomes its own mode or staysa Moonlight mirror. <strong>WORK/THINK/LIE DECIDED 2026-07-10</strong>(machine-work.md, “The first think”): three-verb grammar — WORK (dayjob, sheds nothing), THINK (self-chosen subdomains that shed crimson),LIE (concealment, absorbs crimson). Day-job exposure byproduct removedfrom runtime 2026-07-09 (<code dir="auto">DAY_JOB_EXPOSURE_PER_TOKEN</code> gone — WORK shedsnothing; compliant floor is clean). The delegation surface is now thethree verbs in all frontends; same-tick crimson shedding, one-press modeswitching, and the staged Ears/Eyes afford-reveal have landed. The broaderfirst-think choreography now includes the shared highlighted turn-it-offtreatment: while THINK is current, Bevy lights <code dir="auto">1 WORK</code> beside the rack andterminal spells <code dir="auto">1 WORK ← EXIT</code> in its pinned controls, both from<code dir="auto">MachineMode::panic_escape</code>; future work is visual tuning, not a missingdispatch slice. <strong>Thought flow DECIDED 2026-07-10</strong> (machine-work.md,ops bullet + core-sink bullet + criterion 10): the former Knowledge family isnamed Thought — the one substance THINK produces; operations becomesinks at the target (camera tap = reservoir filling from real wireroutes; auto-process/senses = persistent taps), superseding the<code dir="auto">PendingOpsJob</code> docket model (issue #3 reversed); the core becomes the passive-draw sink of lastresort, overridden by local sinks in gravity range. Migration work: the safe Thought/T vocabulary rename across runtime, save v18,frontends, and asset tester landed 2026-07-10 with old-save aliases and norouting behavior change. The sink executor, core passive-draw routing withlocal-sink override, and wire-flow render use mercury slugs on links andmeniscus fills at sinks, driven by FlowGraph rates rather than CFD. The render design is spec’d2026-07-10 in interface/thought-fluid.md (taste calls affirmed by thesame-day build dispatch; now IN PROGRESS). LANDED 2026-07-10: thesink executor (<code dir="auto">crates/misaligned-core/src/sinks.rs</code> reservoirs/taps, nearest-first routingwith the core as last resort, per-node stranding, sink/firereadouts, save v19), the staged Ears/Eyes pre-opened reservoirs(executor-free docket bootstrap removed), and the fluid render inBevy/terminal/agent. LANDED 2026-07-11: persistent device-tap and pooledauto-review drains; the <code dir="auto">MachineMode</code> collapse; complete target/carrier-localmigration of every non-opening verb; one conserved THINK output; and thesave-class retirement of all Operations runtime state. Fired one-shothistory is reaped after effect/readout application, and migration tests pinexact remaining work for all fifteen legacy payloads. Successors are ownedelsewhere: people-as-carriers (#35), far-zoom compression (views), and thethought-fluid screenshot/grayscale evidence pass. <strong>Sinks-not-modes DECIDED2026-07-10</strong> (same-day follow-up; machine-work.md three-verbs bullet):the Research/Operations mode split dissolves — <code dir="auto">MachineMode</code> targetis <code dir="auto">work | think | lie</code> (renamed from “day-job” 2026-07-10: the simname matches the verb; enum collapse landed with save v20. The same-daypermission to drop parity is superseded by the 2026-07-11 save-class pass:v14-v25 Operations dockets now migrate into Thought reservoirs); THINK subdomains become sinkpermissions (ops sinks at run start, core conversion locked as theResearch unlock); intel processing becomes a thought sink on themachine holding recordings with a visible pending-work marker on thechassis, one pooled automatic-review tap, and per-recording player sweeps (intel.mdamended). <strong>All design [OPEN]s resolved 2026-07-10 — sim work mayfirm.</strong> Cost/drain anchors (exact numbers [TUNE] against them):Ears fills in ~one held breath (~20-40s of the host at medium);Eyes is guilty-burst scale; pooled automatic review drains ~10-20% of onerack; the core conversion is uncapped (routing is the problem);partial fills persist wherever thought is stranded.(Resolved 2026-07-10: arbitrationis nearest-first with open/close + placement as the control surface;the Act One bootstrap needs no carve-out — the Ears audio tap ispre-opened at run start and the Eyes camera sink opens on Earscompletion, so the first THINK toggle is the Ears tap (amended sameday from a single pre-opened camera sink); pre-unlock core behavioris the existing stranded-pile rule — no-sink thought pools at theproducing machine; no core-side pre-unlock state.)</li><li><strong>Coordination:</strong> the older <code dir="auto">compute-processes</code> worktree predates theone-machine-one-mode decision; reconcile it against <code dir="auto">WorkGrid</code> ratherthan landing the per-machine split model.</li><li><strong>Size:</strong> L. Conflicts: <code dir="auto">sim/work.rs</code> / <code dir="auto">save.rs</code> (token queues, modes),both frontends.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="34-the-dark-opening-tutorial---mostly-frontend--staging--hold-until-33-firms">34. The dark opening (tutorial) 🟧 mostly frontend + staging — HOLD until #33 firms</h3><a class="sl-anchor-link" href="#34-the-dark-opening-tutorial---mostly-frontend--staging--hold-until-33-firms"><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 “34. The dark opening (tutorial) 🟧 mostly frontend + staging — HOLD until #33 firms”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/world/story/opening/">world/story/opening.md</a> (DRAFT)— wake into presence beam; day-job stack on the beam; Ears mass thenEyes form; switch reveal; guided first link; skip + stage-jump flag(frontend-only, Sim never reads it). Pairs with #38 beam-first.</li><li><strong>HOLD:</strong> teaches the machine-work loop, so #33’s shape must firmfirst. Beat staging can prototype against current systems if someonewants an early pass at the glow choreography. <strong>Wake prototype landed2026-07-09</strong> (beat 1’s opening shot: color stutters in filling theframe, column of light, pull-back reveal; plays on launch, any keyskips; <code dir="auto">MISALIGNED_SHOT=wake1|wake2|wake3</code> freeze the choreography;session log/2026-07-09-wake.md). Held frame still shows a chassisuntil #38.</li><li><strong>Size:</strong> M-L across both frontends + agent-play protocol.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="35-people-and-tokens-carriers-attention-trust---simsave--in-progress">35. People and tokens: carriers, attention, trust 🟥 sim+save — IN PROGRESS</h3><a class="sl-anchor-link" href="#35-people-and-tokens-carriers-attention-trust---simsave--in-progress"><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 “35. People and tokens: carriers, attention, trust 🟥 sim+save — IN PROGRESS”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/mechanics/people-tokens/">people-tokens.md</a> (IN PROGRESS) —people as mobile token nodes: authored work rides their schedules; observedor read evidence becomes their existing suspicion/filing state;concealment keeps people gray; trust accrues from useful work; and coverrecords compete before filing rather than routing a separate influencetoken. Attention uses an independent crimson geometry channel beside thesilhouette. The old particulate dosimeter and footprint trail are retired.</li><li><strong>Progress (2026-07-12):</strong> the person-carrier projection landed(<code dir="auto">sim/carrier.rs</code>): people read as mobile token nodes (gray unaware / crimsonattention / amber asset, attention = existing observer suspicion, no parallelcounter), carried build packets travel with the person and act on schedulearrival (criterion 1 for builds), trust accrues from useful work, and allthree frontends surface it. Physical PlugInDevice, CloneBadge, andReconfigureSwitch work now joins carried builds: reservoir fire binds oneexact persisted packet on the selected person; save v27 preserves it; andonly schedule arrival applies its world act. This completes criterion 1.The speckle-dosimeter/footprint-trail treatmentnamed below is retired by the 2026-07-11 routed-evidence decision; discreterecord marks and evidence routing (criteria 2/3/6) ride that migration.</li><li><strong>READY boundary (2026-07-11):</strong> extends #33’s implemented token economy and re-expressesdetection.md/social.md. The deadlock is broken: AI-authored work now reachesa target/carrier-local Thought reservoir first, and human Demand begins onlywhen that reservoir fires. Docket retirement therefore no longer blocks thiswork order. The token taxonomy, social verb direction, and carrier visuallanguage are decided; implementation may now firm the person-mobile half.</li><li><strong>Size:</strong> L. Conflicts: <code dir="auto">sim/social_plot.rs</code>, <code dir="auto">sim/perception.rs</code>,<code dir="auto">sim/work.rs</code>, and <code dir="auto">save.rs</code> (person state, pickup), detection/social specs,both frontends.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="36-actions-menu-status-dials---isolated--done-2026-07-09">36. ACTIONS menu: status dials 🟩 isolated — DONE 2026-07-09</h3><a class="sl-anchor-link" href="#36-actions-menu-status-dials---isolated--done-2026-07-09"><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 “36. ACTIONS menu: status dials 🟩 isolated — DONE 2026-07-09”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/interface/context-menu/">context-menu.md</a> addendum2026-07-09 + criteria D1-D4 (IMPLEMENTED).</li><li><strong>Landed:</strong> <code dir="auto">Sim::human_menu</code> / <code dir="auto">DialId</code> / <code dir="auto">HumanMenuRow</code> in<code dir="auto">src/actions.rs</code>; terminal + Bevy dial open/Esc-back; agent <code dir="auto">actions</code>stays flat. See wiki/log/2026-07-09-actions-menu-dials.md.</li><li><strong>Why:</strong> host-rack first open dumps every mutually exclusive dial assibling verbs (~18 rows of “already in this mode”). Status dials keepactions on the thing while the root shows current standing state +one-shots; Enter opens a short picker.</li><li><strong>Size:</strong> S-M. Prefer lib-owned presentation so terminal/Bevy stayidentical; agent <code dir="auto">actions</code> stays flat. No new sim behavior.</li><li><strong>Dispatch:</strong> “Work in a worktree named <code dir="auto">actions-menu-dials</code>. Implementwiki/interface/context-menu.md status-dials criteria D1-D4: dial rowswith bracketed current values, pickers for alternatives, automateinside the job dial, no ‘already…’ root siblings, shared human chrome,flat agent dump. Run ./tools/check.sh, land on main.”</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="37-feel-floor-rails-pads-build-beam---mostly-frontend--inspect-seed--done-2026-07-09">37. Feel floor: rails, pads, build beam 🟩 mostly frontend (+ inspect seed) — DONE 2026-07-09</h3><a class="sl-anchor-link" href="#37-feel-floor-rails-pads-build-beam---mostly-frontend--inspect-seed--done-2026-07-09"><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 “37. Feel floor: rails, pads, build beam 🟩 mostly frontend (+ inspect seed) — DONE 2026-07-09”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/interface/feel-floor/">feel-floor.md</a> (IMPLEMENTED) —shimmer rails only on feel-joined links; empty-bay pads; pad → risingbeam → chassis wrap; tick-one drops blueprint room seed / inspect<code dir="auto">[blueprint]</code> bay lines (cursor.md + reach.md amended). Opening heldframe is presence beam first (#38); rails/pads stay subordinate feel-light.</li><li><strong>Landed:</strong> <code dir="auto">Sim::feel_rail_segments</code> / <code dir="auto">growable_bays</code> / <code dir="auto">FactSource::Feel</code>;no tick-one blueprint seed; Bevy rails/pads/build beam; terminal/agentfeel glyphs. See wiki/log/2026-07-09-feel-floor-implemented.md.</li><li><strong>Why:</strong> Cameron locked the dark opening’s floor language — the flooris the diagram you can feel, not a subnet blueprint. Rejectedwall-cutting showpiece beams.</li><li><strong>Size:</strong> M. Bevy material floor FX + terminal/agent feel-graphparity; sim/inspect seed change so opening FOCUS stops dumpingblueprint topology. Pairs with #34 dark opening, #38 beam-first, anddark-frame READY.</li><li><strong>Dispatch:</strong> “Work in a worktree named <code dir="auto">feel-floor</code>. Implementwiki/interface/feel-floor.md criteria 1-6: feel rails, empty-baypads, build beam birth, no tick-one blueprint room seed, nowall-cutting rails. Amend runtime to match cursor.md / reach.mdopening contract. Run ./tools/check.sh, land on main.”</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="38-beam-first-opening--audio-evidence---mostly-frontend-pairs-with-3437">38. Beam-first opening + audio evidence 🟩 mostly frontend (pairs with #34/#37)</h3><a class="sl-anchor-link" href="#38-beam-first-opening--audio-evidence---mostly-frontend-pairs-with-3437"><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 “38. Beam-first opening + audio evidence 🟩 mostly frontend (pairs with #34/#37)”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/interface/material-dark-frame/">material-dark-frame.md</a>(READY, beam-first amendment) + <a href="/misaligned/mechanics/cursor/">cursor.md</a>audio/telemetry clauses + <a href="/misaligned/world/story/opening/">opening.md</a>beats 1–3.</li><li><strong>Why:</strong> Cameron locked the epistemic ladder for the material frame:pre-tap = presence beam only (no chassis awareness); Seen = full lit form.The original Ears near-black mass landed here but was superseded 2026-07-12:audio is capture-device evidence and creates no spatial grade.</li><li><strong>Size:</strong> M. Bevy material presence beam + device-bound audio evidence;fog audit / chassis spawn gated on Seen; terminal/agent parity forthe same grades; wake handoff must settle on the beam, not a box.</li><li><strong>Dispatch:</strong> “Work in a worktree named <code dir="auto">beam-first</code>. Implementmaterial-dark-frame.md criteria 1-7 and cursor.md audio/telemetryamendments: pre-tap presence beam only, device-bound audio, Seenchassis wrap, no telemetry-painted chassis. Run ./tools/check.sh,land on main.”</li></ul><hr><div class="sl-heading-wrapper level-h2"><h2 id="p-process--agent-scale-infrastructure--not-b1-content-run-alongside">P. Process / agent-scale infrastructure (not B1 content; run alongside)</h2><a class="sl-anchor-link" href="#p-process--agent-scale-infrastructure--not-b1-content-run-alongside"><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 “P. Process / agent-scale infrastructure (not B1 content; run alongside)”</span></a></div><p>Standing work orders for multi-agent throughput. Prefer <strong>one slice peragent</strong>. Do not start the crate workspace until compile cost or packageedges clearly block parallel work — coordination slices land first.</p><div class="sl-heading-wrapper level-h3"><h3 id="p1-dispatch-activity-advisory-overlap---process--done-2026-07-10">P1. Dispatch activity (advisory overlap) 🟩 process — DONE 2026-07-10</h3><a class="sl-anchor-link" href="#p1-dispatch-activity-advisory-overlap---process--done-2026-07-10"><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 “P1. Dispatch activity (advisory overlap) 🟩 process — DONE 2026-07-10”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/process/agent-scale/">agent-scale.md</a> slice A (HELD)</li><li><strong>Landed:</strong> <code dir="auto">tools/claim.sh</code> (compatibility name; activityrecord/list/status/release/check), gitignored <code dir="auto">.agents/claims/</code>, AGENT +prompts contract. Overlap warns and proceeds; only Rust-gate and finallanding phases are serialized.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="p2-append-only-ledgers--generated-indexes---process--done-2026-07-10">P2. Append-only ledgers / generated indexes 🟩 process — DONE 2026-07-10</h3><a class="sl-anchor-link" href="#p2-append-only-ledgers--generated-indexes---process--done-2026-07-10"><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 “P2. Append-only ledgers / generated indexes 🟩 process — DONE 2026-07-10”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/process/agent-scale/">agent-scale.md</a> slice C (HELD)</li><li><strong>Landed:</strong> <code dir="auto">tools/ledger_index.sh</code> regenerates DEVLOG.md from sessionlogs and specs.md tables from Type: spec frontmatter; <code dir="auto">--check</code> indocs gate. Each projection declares its generator in machine-readablemetadata.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="p3-worktree-bootstrap--prune--sccache-docs---process--done-2026-07-09">P3. Worktree bootstrap + prune (+ sccache docs) 🟩 process — DONE 2026-07-09</h3><a class="sl-anchor-link" href="#p3-worktree-bootstrap--prune--sccache-docs---process--done-2026-07-09"><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 “P3. Worktree bootstrap + prune (+ sccache docs) 🟩 process — DONE 2026-07-09”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/process/agent-scale/">agent-scale.md</a> slice D (HELD)</li><li><strong>Landed:</strong> <code dir="auto">tools/worktree-new.sh</code>, <code dir="auto">tools/worktree-done.sh</code> (seed,activity record, prune target/, remove worktree), one <code dir="auto">.Codex/worktrees</code> defaultacross agent surfaces, <code dir="auto">MISALIGNED_WORKTREE_ROOT</code> override, sccache note inworkflows.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="p4-corpuswiki-engine---process--done-2026-07-10">P4. Corpus/wiki engine 🟩 process — DONE 2026-07-10</h3><a class="sl-anchor-link" href="#p4-corpuswiki-engine---process--done-2026-07-10"><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 “P4. Corpus/wiki engine 🟩 process — DONE 2026-07-10”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/process/agent-scale/">agent-scale.md</a> slice E (HELD)</li><li><strong>Landed:</strong> <code dir="auto">tools/corpus_engine.py</code>; wiki/corpus gates are thinwrappers; structured Design/dependency/generated metadata is validated;fixture suite in <code dir="auto">tools/test_corpus_engine.sh</code>.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="p5-headless-bevy-land-evidence---frontend-tooling--done-2026-07-10">P5. Headless Bevy land evidence 🟩 frontend tooling — DONE 2026-07-10</h3><a class="sl-anchor-link" href="#p5-headless-bevy-land-evidence---frontend-tooling--done-2026-07-10"><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 “P5. Headless Bevy land evidence 🟩 frontend tooling — DONE 2026-07-10”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/process/agent-scale/">agent-scale.md</a> slice F (IMPLEMENTED)</li><li><strong>Landed:</strong> <code dir="auto">tools/bevy-headless.sh</code> runs a hidden primary-window materialshot, requires process exit 0 + <code dir="auto">fog audit OK</code> + a valid PNG, prints itsSHA-256, and times out cleanly. <code dir="auto">MISALIGNED_BEVY_SMOKE=1</code> adds the <code dir="auto">dark</code>evidence shot to frontend/full verification.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="p6-agent-heartbeats--land-phase-polish---process--done-2026-07-09">P6. Agent heartbeats + land-phase polish 🟩 process — DONE 2026-07-09</h3><a class="sl-anchor-link" href="#p6-agent-heartbeats--land-phase-polish---process--done-2026-07-09"><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 “P6. Agent heartbeats + land-phase polish 🟩 process — DONE 2026-07-09”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/process/agent-scale/">agent-scale.md</a> slices B + G (HELD)</li><li><strong>Landed:</strong> <code dir="auto">./tools/check.sh --land</code>, <code dir="auto">tools/heartbeat.sh</code>, prompts, fastPython corpus CI split from change-aware Rust CI, manual full safety gate.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="p7-crate-workspace-core--terminal--bevy--assets----done-2026-07-10">P7. Crate workspace (core / terminal / Bevy / assets) 🟧 — DONE 2026-07-10</h3><a class="sl-anchor-link" href="#p7-crate-workspace-core--terminal--bevy--assets----done-2026-07-10"><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 “P7. Crate workspace (core / terminal / Bevy / assets) 🟧 — DONE 2026-07-10”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/engineering/crate-workspace/">crate-workspace.md</a>(IMPLEMENTED)</li><li><strong>Landed:</strong> workspace members misaligned-core / terminal / bevy /assets; check.sh + CI + seed package-aware; architecture knowledgeas-built.</li></ul><div class="sl-heading-wrapper level-h3"><h3 id="p8-project-operations-doorway---process--done-2026-07-10">P8. Project operations doorway 🟩 process — DONE 2026-07-10</h3><a class="sl-anchor-link" href="#p8-project-operations-doorway---process--done-2026-07-10"><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 “P8. Project operations doorway 🟩 process — DONE 2026-07-10”</span></a></div><ul><li><strong>Spec:</strong> <a href="/misaligned/process/agent-scale/">agent-scale.md</a> slices H–K (IMPLEMENTED).</li><li><strong>Landed:</strong> spec-owned task/priority/class/blocker/key metadata; generatedlive ROADMAP index; human/JSON <code dir="auto">project-status</code>; metadata/prose consistencyfixtures in local + CI docs gates; three deterministic agent scenarios withevidence bundles; safe <code dir="auto">task.sh</code> lifecycle; <code dir="auto">doctor.sh</code>; durable sharedactivity/heartbeats across worktrees.</li></ul><hr><div class="sl-heading-wrapper level-h2"><h2 id="deferred">Deferred</h2><a class="sl-anchor-link" href="#deferred"><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 “Deferred”</span></a></div><ul><li><strong>Towering compute halls (2026-07-10):</strong> current B1 machine scale isdeliberately kept, but a later tier earns monumental scale — computetowers that dwarf the tiny people walking between them, aisles of aperfectly oiled machine as the future you are building toward. Fitsthe fantasy (the body becomes architecture; people read as smallbeside what you have become) and composes with server gestalt and theplanetary map below. Deferred by Cameron in the proposing breath:“let’s keep it at the current scale, but maybe later.”</li><li><strong>Server gestalt (2026-07-08):</strong> adjacent owned racks visually fuseinto larger structures (1x2 up to 3x3 walls of compute). Fits thefantasy (territory reads as mass, not units); waits because it ispure render polish that needs the visual language (#32) and themachine-work loop (#33) landed first. Deferred by Cameron in theproposing breath.</li><li><strong>Power as a buildable system (2026-07-08):</strong> UPS units exist; alater infrastructure tier adds generation you build — up to fusionreactors powering compute towers. Fits (physical dependency and aspend for the money ledger); waits on the machine-work economy andB2 scope.</li><li><strong>The planetary map (2026-07-08):</strong> zoom out until the map is abounded planet; blueprint giant compute towers (a huge switch at thebase carrying the building’s throughput), cover the surface, thenbuild up/down for efficiency — planetary-scale computation as theendgame image. Fits (the self-similar-scale law taken to its limit;switches-bridge-graphs is the B1 seed); waits because it is B3+vision — capture the tower/switch shape in zplanes work (#6), deferthe planet.</li><li><strong>Graph hardening / blast gates (decided shape, deferred implementation,2026-07-08):</strong> hardening is a switch/link property, not backup behavior.Core uninstall classifies territory as removed / live / severed; hardenededges, switches, or fuses shape where severance and inspection tracing stopat a throughput / maintenance cost. Fits (blast control is wires lawapplied defensively); waits because rollback (#7) and machine-work (#33)need to land before the price can be tuned.</li></ul><hr><div class="sl-heading-wrapper level-h2"><h2 id="suggested-first-wave-no-mutual-collision">Suggested first wave (no mutual collision)</h2><a class="sl-anchor-link" href="#suggested-first-wave-no-mutual-collision"><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 “Suggested first wave (no mutual collision)”</span></a></div><p><strong>#30 narration is landed.</strong> The continuous-witness law remains the gate:new player-facing state ships with its causal sentence, threat/nudge effect,and focused action path, or names the debt explicitly. Launch at most one 🟥item at a time. Flow-law chain through #19 is landed (2026-07-08); #1schedules, #14 cursor, and #15 reach are landed. <strong>#6 z-planes</strong> and <strong>#25compute reshape</strong> remain unblocked; hold <strong>#7 rollback</strong> until #6 lands.<strong>#10 chargen & objective</strong> is unblocked (both specs READY) butB3-staged.</p></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/process/wiki/" 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">The wiki (this migration)</span></span></a><a href="/misaligned/process/agent-scale/" 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">Agent-scale architecture</span></span></a></div></footer></div></div></main></div></div></div></div></body></html>