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

Wire token anchors into the game render master

Owned racks in the material render now carry the work-token anchors from live sim queues: demand as glowing information cubes at the upper-left, knowledge as ivory mercury at the upper-right, parented to the chassis root so the anchors ride the tester's exact envelope. ChassisVisual carries quantized demand/knowledge so queue motion rebuilds the tile. The flat sensorium keeps the exact-count D/!/K glyphs but they hide in the material render; MISALIGNED_SHOT=tokens stages evidence through WorkGrid::enqueue. Defense: machine-work.md's decided token grammar calls for work physically standing on the hardware, with floating count labels rejected as the default world read — this replaces the label with the decided forms in the world view while the flat mode and focus retain exact counts (parity of legibility). Render-only: queues, rates, and consumption are untouched sim truth. Spec status note amended in this commit; exposure world art remains HOLD under Tangled issue #1.


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