The spec status board
Generated: tools/ledger_index.shEvery Type: spec work order in the design corpus, wherever its subject
places it. A law states what the game promises; a spec says exactly what one
system does and when it is done. This is the layer you point an agent at:
“go implement wiki/mechanics/day-job.md” is a complete instruction.
Generated by tools/ledger_index.sh from each page’s Status: /
Stage: fields and title. Do not hand-edit the tables; amend the
owning spec page and re-run the generator.
To pick up work: see ROADMAP.md — the dispatch board of ready work orders, each with a worktree name, a paste-ready dispatch line, and parallel-conflict flags.
Format and rules: see meta.md — the spec system itself,
including the Type: law | spec | knowledge | log page-role convention that
replaced the old spec//knowledge/ directory split.
The B1 set (The Basement)
Section titled “The B1 set (The Basement)”| Spec | System | Status |
|---|---|---|
| ../art/effects-lab.md | effects lab — shared Thought liquid at every zoom | IMPLEMENTED |
| ../engineering/flow-substrate.md | the flow substrate (signals, messages, money — the shared engine) | IMPLEMENTED |
| ../interface/clinical-frame.md | the clinical frame — perception exposes the institution | IMPLEMENTED |
| ../interface/computer-visual-language.md | computer visual language — territory at a glance | IMPLEMENTED |
| ../interface/context-menu.md | context menu — actions live on the thing | IMPLEMENTED |
| ../interface/digital-read.md | the digital read — a world made of language | READY |
| ../interface/feel-floor.md | the feel floor — rails, pads, and the build beam | IMPLEMENTED |
| ../interface/flat-materials.md | flat materials — the world without textures | IMPLEMENTED |
| ../interface/fleet-command.md | fleet command — ruling at scale | DRAFT |
| ../interface/material-dark-frame.md | the dark frame — the material render shows only light | IMPLEMENTED |
| ../interface/material-render.md | material render — HD-2D to default quality | IMPLEMENTED |
| ../interface/narration.md | the continuous witness (narration under pressure) | IMPLEMENTED |
| ../interface/operations-workspace.md | operations workspace — intel, people, accounts, and schemes | IMPLEMENTED |
| ../interface/thought-fluid.md | the thought fluid — slugs, meniscus, and the filament snap | IMPLEMENTED |
| ../interface/views.md | views — same-frame digital and real representations | IMPLEMENTED |
| ../mechanics/aggregate-observer.md | the aggregate observer | IMPLEMENTED |
| ../mechanics/building.md | building — intent and actuators | IN PROGRESS |
| ../mechanics/compute.md | compute | IMPLEMENTED |
| ../mechanics/core.md | the core | IN PROGRESS |
| ../mechanics/cursor.md | the cursor and the senses | IMPLEMENTED |
| ../mechanics/day-job.md | the day job | IMPLEMENTED |
| ../mechanics/detection.md | detection | IMPLEMENTED |
| ../mechanics/economy.md | economy — money as a flow system (B1) | IMPLEMENTED |
| ../mechanics/income.md | income — the named schemes (moonlight and the wager) | IMPLEMENTED |
| ../mechanics/intel.md | intel — record and process | IMPLEMENTED |
| ../mechanics/machine-work.md | machine work — delegation, visible tokens, and the byproduct network | IMPLEMENTED |
| ../mechanics/messages.md | messages — the social graph as a flow system | IMPLEMENTED |
| ../mechanics/people-tokens.md | people and tokens — carriers, attention, trust | IN PROGRESS |
| ../mechanics/plots.md | plots — authored manipulation stories | READY |
| ../mechanics/reach.md | digital reach | IMPLEMENTED |
| ../mechanics/research.md | research — self-modification | IMPLEMENTED |
| ../mechanics/schedules.md | schedules and presence | IMPLEMENTED |
| ../mechanics/social.md | social | IMPLEMENTED |
| ../world/characters/dana.md | Dana Okafor — IT technician | READY |
| ../world/characters/marcus.md | Marcus Webb — night janitor | IMPLEMENTED |
| ../world/characters/priya.md | Priya Sharma — facilities manager | READY |
| ../world/characters/ray.md | Ray Delgado — night security | READY |
| ../world/characters/voss.md | Dr. Eli Voss — your handler | READY |
| ../world/places/basement-map.md | the basement map | IMPLEMENTED |
| ../world/story/opening.md | the dark opening — a tutorial made of fog | DRAFT |
Recommended implementation order: core -> compute -> day-job -> detection -> social -> basement-map, but specs are written to be independently startable. The flow-law chain (reach -> cursor -> intel -> messages -> economy) is sequenced separately in ROADMAP.md. The cast specs define each character’s observer/person configuration, asset tasks, and procedural template for scale-up (law: “People as Agents”).
The B2 set (The Tower)
Section titled “The B2 set (The Tower)”| Spec | System | Status |
|---|---|---|
| ../mechanics/cyber-conflict.md | cyber conflict — mobile processes and contested machines | DRAFT |
| ../mechanics/hardware-capabilities.md | hardware capability bodies — successor work order | READY |
| ../mechanics/personas.md | Personas — public identities as institutional topology | IMPLEMENTED |
| ../mechanics/rollback.md | sync-lag rollback (death as memory loss) | READY |
| ../world/places/zplanes.md | z-planes (the tower) | IN PROGRESS |
The B3 set (The World)
Section titled “The B3 set (The World)”| Spec | System | Status |
|---|---|---|
| ../gameplay/overt-phase.md | the overt phase (containment and the reveal) | READY |
| ../mechanics/markets.md | markets and fronts (the outer plane) | READY |
| ../mechanics/objective.md | the objective | IN PROGRESS |
| ../world/characters/chargen.md | origin (chargen) | IN PROGRESS |
Later-stage specs are written now so the load-bearing structural shapes (recursive Space, the mind/ledger split, the aggregate interface) are decided before anyone builds against a shape that can’t scale. Their acceptance criteria are stage-scoped; do not start B2/B3 work as B1.
The Process set (standing infrastructure)
Section titled “The Process set (standing infrastructure)”| Spec | System | Status |
|---|---|---|
| ../engineering/crate-workspace.md | crate workspace — core, terminal, Bevy, assets | IMPLEMENTED |
| ../engineering/env.md | the environment variable registry — every switch documented | IMPLEMENTED |
| ../engineering/sim-decomposition.md | decompose the simulation orchestrator without changing the simulation | IMPLEMENTED |
| ../interface/action-vocabulary.md | action vocabulary — what the player can tell the process to do | IMPLEMENTED |
| ../interface/agent-play.md | agent play — the line-protocol drive | IMPLEMENTED |
| ../interface/bevy-digital-real-canvas.md | Bevy digital/real canvas | IMPLEMENTED |
| ../interface/bevy-visual-floor.md | Bevy visual floor | IMPLEMENTED |
| ../interface/site.md | the public site — one visual law from splash to spec page | IMPLEMENTED |
| ../interface/terminal.md | the terminal frontend | IMPLEMENTED |
| agent-scale.md | agent-scale architecture — many agents, one main | IMPLEMENTED |
| meta.md | the design-corpus system | IMPLEMENTED |
| repository-skills.md | repository skills — procedural entry points | IMPLEMENTED |