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

Routed evidence: exposure is located information; retire the dust. master

Design-session capture (Cameron, 2026-07-11). Evidence becomes a located record on a real carrier — THINK writes noise logs on the emitting host — routing toward observer endpoints with a read-deadline; LIE interdicts records on the path instead of vacuuming particulate. Observers ingest at designated endpoints and process on their own cadence, mirroring the player's intel pipeline; the two ledgers stay two systems; witnessed physical acts stay direct-to-head. Exposure stays crimson with its world-space form reopened as an information record. No runtime change; the pool/dust implementation stands until a migration work order. Defense: design-session capture per wiki/process/design-sessions.md. Amends the owning pages in one change — detection.md (routed-evidence model), machine-work.md (byproduct and token grammar), system-laws.md (flow law), simulation-laws.md (token anatomy), intel.md (the mirror), people-tokens.md (re-expression gate), visual-identity.md and effects-lab.md (material split) — with history in the 2026-07-11 decision volume and the dated session log, so current design is recorded once in the binding corpus.