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

Design capture: maintenance dependency, wires law decided, core death. master

Part six of today's design session. Wires-vs-world moves to DECIDED (information is wired, suspicion is physical). The constitution's People as Agents section gains the maintenance dependency: hardware decays and only humans repair it — decay emits repair work orders trusted people fulfill, so killing people rots your fleet (dependency, not restraint, is why you coexist). Gauntlet limiter decided: device wear, not TV walls. Switches bridge disparate graphs (direction) — towers with giant base switches; planetary map and fusion-tier power parked in ROADMAP Deferred. Foreign machines: networked = full geometric definition DECIDED; the foreign accent color RE-OPENED (dim teal walked back — spec status note and #32 dispatch updated so the implementer renders candidates instead of shipping teal). Core death PROPOSED: wake at your last sync, hub-severed machines disconnect, no sync = hard loss. Defense: documentation-only commit (DESIGN.md + wiki/); no src changes. The constitution body amendment rides in the same commit as its decisions entry per the amendment rule; the re-opened axis is flagged in both the spec and the dispatch line so ROADMAP #32 cannot land the walked-back treatment.