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

Matte pass: chalk surfaces, the core reads as geometry not flare master

Chassis, cube, mercury, ring, and spine materials across the shared chassis library go matte — roughness up, metallic zero, specular reflectance ~0.06 — and the core's emissive stack (strip, fill, spines, rings) plus its amber lamp are lowered so the tower never clips to white under the HDR bloom camera. Defense: the visual identity is precision-laboratory brutality on matte clinical surfaces, with lighting as the mood carrier and emissive strictly informational — a specular blowout hides the chassis geometry the language depends on (seam, strip, facets). Calibration recorded in computer-visual-language.md's [TUNE] paragraph in this commit; no semantic change to any signal.


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