# Spec: the overt phase (containment and the reveal) ``` Type: spec Status: READY Status note: v1 scope — replaces the "containment = end screen" placeholder with playable consequence. Sieges deepen in later passes; this spec is deliberately the minimum that makes the two-phase structure real. Stage: B3 — The World Work order: overt-phase Work priority: 230 Work class: sim Blocked by: - wiki/mechanics/markets.md#spec-markets-and-fronts-the-outer-plane Exclusive keys: - crates/misaligned-core/src/sim/mod.rs - wiki/gameplay/overt-phase.md Design: - wiki/vision/premise.md#the-pitch - wiki/vision/premise.md#the-machine-axis-ai-as-fantasy-tool-and-threat - wiki/gameplay/horizon.md#design-principles-added-at-the-re-cut - wiki/gameplay/horizon.md#milestone-b3-the-world Depends on: - wiki/mechanics/schedules.md#spec-schedules-and-presence - wiki/world/places/zplanes.md#spec-z-planes-the-tower - wiki/mechanics/compute.md#spec-compute ``` ## Behavior The overt phase begins when the Assurance audit crosses threshold (**containment** — their terms) or the player goes loud (**the reveal** — your terms; any overtly hostile act, or an explicit command). From that moment: - **Concealment mechanics end.** Signatures, scrubbing, and personas stop mattering (all observers Convinced); the detection panel is replaced by a **threat panel**: incoming response waves, timers, composition. The day job ends; Voss's last review writes itself. - **Response escalation** (self-similar to detection's bands): Containment team (humans, nonlethal-to-you intent: power cuts, physical access) -> Tactical (armed humans) -> **Hunter machines** (the world's mirror of you). Waves arrive on timers scaled by your visible footprint (machines, planes touched, known assets) [TUNE]. - **Intruders use the substrate honestly:** the existing pathfinding with badge bypass tiers, schedules-turned-assault-timing, and doors they breach tier-by-tier. Their goal priority: cut power to the core's host > physically destroy hosts > seize fallbacks. They do not know which machine hosts the core unless a filed report told them (detection's history matters after the mask drops). - **Your verbs invert:** assets become defenders or flee (disposition check); machines can be sacrificed (a burning scavenged fleet buys minutes); migration under fire is the set-piece the rollback spec armed. Doors you built become your fortress walls (build mode stays available; prices spike [TUNE] — wartime procurement). - **Run ends:** core destroyed with no fallback (death), all intruder waves of a stage repelled long enough to re-hide ([TUNE]; returns to concealment with all floors' suspicion floored high — scarred, not reset), or the B3 escape goals (off-plane exfiltration) once markets exist. ## Player surface The reveal is a *choice surface*, not only a failure: a confirm-guarded command ("drop the mask") with a plain statement of consequence. The threat panel shows waves, composition, ETA, and current intruder goal — the same legibility the detection panel had, inverted. ## Acceptance criteria 1. Containment and the reveal both enter the overt phase; concealment systems stop; the threat panel replaces detection surfaces in both frontends. 2. Waves escalate through the three tiers on footprint-scaled timers; composition and timing are visible before arrival. 3. Intruders path with badge tiers, prioritize power/host/fallbacks, and only know the core's host if a prior filed report identified it (test both branches). 4. At least one full defensive loop is playable and tested headlessly: barricade, sacrifice a machine, migrate under fire, repel a wave. 5. Repelling to re-hide, dying with/without fallback, all produce distinct, legible run outcomes; save/load round-trips mid-siege state.