# The player contract ``` Type: law ``` ## The player contract (non-technical law) What we owe the player, with the same force as any mechanic. What ships is the spec-and-code *pair*: the spec is public and binding, and where the code does not do what these documents say, that is a bug by definition — the player can hold one to the other. Violations of this section are highest-severity tick findings. 1. **Correctness.** No release ships with a known correctness bug. Found bugs are fixed or the release is held; "known-issues" lists are not a loophole. 2. **Security and privacy.** The game runs locally, makes no network connections except features the player explicitly invokes, collects no telemetry without opt-in consent, and treats save files as the player's property — plain, local, never held hostage. 3. **Continuity.** Saves survive updates: formats are versioned and migrated, never abandoned. A player's persistent world is the point of the game; breaking it breaks the contract. Saves also survive the act of saving: the game never truncates the existing save in place. Every save write goes to a sibling temp file that is synced and atomically renamed over the target, and the prior save is first rotated (by copy) to exactly one backup generation (`misaligned_save.txt.bak`). A failed or killed write — or a junk overwrite — leaves the previous save readable at the save path or its backup. The backup is manual recovery material only; the load path never reads it automatically. 4. **Performance.** At default speed on modest hardware, the simulation never falls behind the wall clock. Depth may cost content; it may not cost the heartbeat. 5. **Honesty.** Patch notes say what actually changed. The design corpus and specs are in the repository, readable by anyone who plays.