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

Computer visual language: signal kit in the asset tester (design session). master

Rack states widen from dead/powered/core to dead/foreign/idle/busy/core; claim styles ladder/ring/wash render under Q/W/E with an L lineup view. The kit: cold power dot, amber presence LEDs (amber strictly = mine; foreign activity in dim cold signal), status strip, segmented activity bar with out-of-phase blink on busy machines, core spine (full-height amber beacon, unique geometry), claim mark under test. Warm fill light removed so machine presence is entirely LED-owned. New DRAFT spec wiki/interface/computer-visual-language.md; DESIGN.md decisions entry; ROADMAP #32 (HOLD until Cameron picks the claim mark); session log with lineup renders. Defense: tester-only change (src/bin/assets/, no sim, no game frontend); the pre-session read was constitutionally backwards — the core rack lit its strip in cold SIGNAL while ordinary powered racks glowed amber, so the single most-yours machine read cooler than generic hardware, and a warm scene light washed even dead chassis amber, violating amber = machine presence. The kit restores one-meaning-per-color (amber = my footprint only, SIGNAL = electricity/foreign activity) and carries every axis on a geometry channel too (dot, LED count, bar segments, spine height), per 'information is never carried by color alone'. Game wiring is deliberately withheld until the DRAFT spec goes READY.