# Misaligned Devlog Reverse chronological implementation notes. Keep this factual: what changed, why, checks, and spec impact. ## 2026-07-05 — Misaligned rename and clinical UI pass - Intent: make the pivot real in code and presentation instead of leaving Misaligned as a doc-only title. - Changed: renamed the crate, binaries, save namespace, visible UI strings, README, workflows, and art manifest from Supervillain to Misaligned; renamed the old throne fiction to the physical core; shifted terminal/Bevy colors toward clinical near-monochrome, sterile amber machine signal, and crimson consequences; renamed old `villain`/`throne` art assets to `misaligned_process`/`core`. - Design/spec impact: resolves the repo/binary rename timing item in the constitution. Existing overt-phase mechanics remain substrate; this is naming/presentation plus the core-fiction cleanup, not a B1 implementation. - Checks: `cargo fmt`; `cargo test` passed with 130 tests; `cargo build --bin misaligned`; `cargo build --features bevy_ui --bin misaligned-bevy`; `cargo clippy --all-targets -- -D warnings`; `cargo clippy --all-targets --features bevy_ui -- -D warnings`; terminal pty smoke passed; Bevy launch smoke opened `Misaligned` window with no panic/error grep. - Next: regenerate actual PixelLab assets against the new clinical-gore manifest once the B1 tile vocabulary is settled. ## 2026-07-05 — Visual direction capture - Intent: capture Cameron's art/tone direction before it disappears into chat/Fable context. - Changed: preserved the constitution's new `Visual identity: clinical gore` direction and added matching art-prompting guidance to knowledge/art-pipeline.md. - Design/spec impact: establishes the aesthetic target as clean, sharp, science-forward, metal/glass/high-modern supervillainy with black-and-white iconography and controlled gore, rather than basement grime or cartoon softness. - Checks: docs-only change; no code checks run. - Next: future PixelLab prompts and Bevy art integration should bias toward precise lab/skyscraper surfaces and use gore as contrast, not map-wide noise. ## 2026-07-05 — Sidebar name cleanup - Intent: remove leftover inspiration-title branding from the terminal UI. - Changed: sidebar header now says `MISALIGNED` instead of `EVIL GENIUS`; Bevy title overlay no longer splashes a huge red logo/tagline over the map and now uses a small start prompt. - Design/spec impact: no constitution amendment needed; this aligns the interface with the project/game name already specified by DESIGN.md and README and keeps title UI as presentation polish. - Checks: `cargo fmt -- src/bin/terminal/ui.rs src/bin/bevy.rs`; `cargo test` passed with 130 tests; Bevy build passed. - Next: continue sanity-playing both frontends for any remaining legacy wave-defense or inspiration-name residue. ## 2026-07-05 — Terminal playability polish and project skill - Intent: make the current terminal build less hostile to immediately run, and establish Co context-switch discipline for this spec-driven game project. - Changed: replaced the oversized title ASCII layout with a compact centered title block; added WASD support across normal movement, build cursor movement, research menu, hire menu, and schemes/world-map menu; updated title-screen control text. - Design/spec impact: controls now prioritize WASD/arrows while preserving hjkl as secondary input. This matches the player-facing expectation for a lair-building roguelike rather than a Vim-only roguelike. - Docs: created the `developing-supervillain` Letta Code skill; updated README controls. DESIGN.md already captures the larger continuous-sim pivot and remains the current product source of truth. - Checks: `cargo fmt -- src/bin/terminal/input.rs src/bin/terminal/ui.rs`; `cargo test` passed with 130 tests. - Next: sanity-play the terminal loop and tighten UI language around continuous time, heat, and agency consequences rather than legacy build/defend phase framing.