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

Capture the dark frame: material render shows only light master

New spec wiki/interface/material-dark-frame.md (READY) from Cameron's 2026-07-09 screenshot feedback: the material opening frame is a close-up of the core in a dark basement — blueprint/remembered mass stops drawing in the material render (plan knowledge stays in the F3 flat sensorium), the tick-zero rig drops the institutional overhead so machine light is the scene light, powered owned machines cast soft amber floor pools, the default material camera anchors close on attention instead of fitting the known extent, and a dev-only work light (debug key + worklight shot stage) floods the scene for geometry work. The ruled claim-ring square leaves the material frame; the map-zoom claim mark is the recorded [OPEN]. Pointer amendments in material-render.md, flat-materials.md, bevy-visual-floor.md, computer-visual-language.md; ledgers appended. Defense: capture-only amendment of the binding interface specs. material-dark-frame.md now owns the material-mode blueprint clause and default framing (amending material-render.md's fog-contract sentence and bevy-visual-floor.md's composition default) and the close-range claim read (amending computer-visual-language.md's ring decision). No code changes; implementation is a separate work order against the new spec's acceptance criteria.