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

Fleet command: spec the command-at-scale interaction contract. master

New wiki/interface/fleet-command.md (DRAFT) from Cameron's 2026-07-11 play critique: the unit of command is a set (selection size never changes the verb grammar); spatial row/bank selection is one gesture, frontend-only like the cursor; zoom is altitude of command, with bank aggregates readable from a paused far frame; one salience marker means unabsorbed information waits here, aggregating at distance and unfolding to actual records on focus; activating a pending item never dead-ends; the right rail demotes its telemetry onto the anchors that own it. Camera controls, the rail survivor set, and selection-by-state are OPEN gates to READY. No runtime change. Defense: design-session capture per wiki/process/design-sessions.md; a new system receives one owning Type: spec page with structured Design/Depends anchors and work-order metadata per wiki/process/meta.md. Verb ownership stays with machine-work.md; this page owns only the selection, zoom-register, and salience surface, so each exact rule keeps a single amendment site.