A video game where you play as a misaligned AI, deceiving and building power. An experiment in spec-driven development.

Design capture: exposure geometry — wells, gauntlets, inspections. master

Part five of today's design session. Affirmed: reversed work orders (trust is logistics — purchases/builds create teal a person carries to site; higher-trust people pick your items up) and concealment-as-sink, refined into gravity wells with an absorb radius (researchable); coverage becomes per-cluster distribution. Decided: research is the heaviest heat source (real cost to research-maxing; power-rush viable but trap-defended); gauntlets (people-facing devices strip attention out of users along walking paths); Assurance inspections (shutdown discipline; inspectors can power off servers and trace connections to the core; zero heat near the core — core shutdown ends the game, rollback reconciliation [OPEN]). Social verbs RESOLVED: no influence token — trust from useful work, deceit strips crimson. PROPOSED: one physics per family — wires carry teal/bone, the world carries crimson. Defense: documentation-only commit (DESIGN.md + wiki/); no src changes. Same-turn capture; decisions dated in the constitution's log, proposals marked PROPOSED, opens preserved.