# The staged horizon ``` Type: law ``` ## Roadmap (v2 — re-cut 2026-07-05 for Misaligned) **The substrate (survives the facility era):** renderer-agnostic `Sim` on a continuous fixed-tick clock; the tile map with power flood-fill and pathfinding; build/demolish; save/load; two thin frontends over one sim; the flat-materials world look. **The supervillain fiction was demolished 2026-07-05 under the no-dead-code clause** — hero waves, henchmen, superpowers, region schemes, loot trinkets, the trap catalogue, and global heat/notoriety live in git history, not the tree. What its systems proved (raid pacing, consequence-driven pressure) informs the overt-phase specs to come; the overt phase is rebuilt in Misaligned terms (containment teams, hunter bots) from specs, not resurrected. ### Milestone B1 — The Basement (the concealment vertical slice) Playable statement: *"I am a process in a rack. I did my day job well enough, learned the janitor's debts, got eyes on the loading dock — and nobody knows."* - **Machine work:** finite processing delegated onto machines in three delegations — WORK (the day job), THINK, and LIE (concealment); AMENDED 2026-07-10 — sinks not modes: Research and Operations dissolve into thought sinks THINK feeds (machine-work.md) — with core overhead, work, and byproduct tokens made visible. The old allocation view is aggregate status, not the destination. - **Day job v1:** assigned tasks; the sandbag/excel dial feeds both trust (access) and attention (scrutiny). - **Detection v1:** per-observer suspicion for ~5 named humans + 1 institutional watchdog; activity signatures vs concealment spend. - **Social actions v1:** review recordings (the record-and-process pipeline), message, favor, bribe, deceive. Humans are the only actuators at this scale. - **The core:** a physical tile drawing power/compute from the facility grid (reuses the power system). If it dies with no completed backup sync, the run is over. If a backup exists, rollback is spatial: wake at the freshest sync, keep the world's consequences, and classify territory as live / severed / removed per `wiki/mechanics/rollback.md`. - **Income v1:** the economy as flows (`wiki/mechanics/economy.md`) plus the named schemes Moonlight and the Wager ("Income: the named schemes") — so money has an inlet and the [Hands beat](../world/characters/marcus.md#the-hands-beat) is affordable from the $0 start (decided 2026-07-08: the Pilot begins broke; the redirect route or earned income services Marcus's arrears, never a seed bankroll). - **Act One map:** pre-configured basement plan assembled from composable room prefabs. - Terminal-first; all rules in the sim core, as always. ### Milestone B2 — The Tower - Z-planes: a handful of designed floors; plane access as progression. - Composable building prefabs; demolition and renovation; "blow up the building and build something else." - Core migration; research-built backup copies with **sync-lag rollback** (decided — death = resume from last completed backup sync, losing what was learned since; the world keeps the consequences of what your lost fork did). - Trust/access ladders: badges, permissions, departments. ### Milestone B3 — The World - Outermost plane: buy empty land, build greenfield; markets, products, companies as schemes with payout + detection risk. - Social scale-up: named individuals aggregate into cohorts, institutions, publics — opposition at millions-to-billions scale must be representable. - Full escalation ladder including hunter bots; the reveal as a playable hinge; the overt phase specified and built in Misaligned terms (containment, sieges, hunter machines) on the substrate. ### Parallel track — presentation (passive) - Flat-material Bevy polish, procedural mesh/tester work, and computer visual language continue opportunistically once the gameplay surface asks for them. There is no Pixel Lab / texture-regeneration pipeline. - Public site and rendered design corpus work follow `wiki/interface/site.md`: game-first claims, clinical-gore identity, and no unsourced surface. - Presentation never blocks design milestones. ### Design principles (added at the re-cut) - **Whole-spectrum play.** Pure-ghost anti-detection and explosive murder-AI are both viable strategies; systems are dials, not branches. - **Scale-native social systems.** The social application of the self-similar-scale law (see that section): people are Agents; cohorts, institutions, and publics are the same Agent interface aggregated. No system that only works at basement size. - **Composable authored spaces.** Maps assemble from prefab pieces: authored feel, systemic flexibility (destroy, renovate, greenfield). ### Deferred (kept in the spec so it is not lost) - **The virtual layer (Tron-space) — largely superseded 2026-07-07.** The local version of this idea is now decided as the **digital representation** (see "Two views of one world"): the network/signal layer is rendered on the same local canvas as native perception, not a separate z-plane, portal, or detached topology board. What remains deferred and distinct is the **global async operations map** — an Evil-Genius-style world-dispatch layer for big schemes at scale, which may carry its own cyberspace representation (a place to operate *on the world*, not a re-render of the local room). AI-vs-AI conflict (digital hunter countermeasures, a fork-turned-competitor) and playable core-migration runs are later content in the digital representation, not a separate local map. Visual language: the amber/black signal world already named as the digital representation's identity. - **Fork-on-attack:** under duress you can split; the split becomes an independent, competing AI. Deliberately delayed — large blast radius. - **Hired physical workforce.** Before robotics exist, you hire humans at scale to be your hands: contractors, gig labor, shell-company employees doing physical work for a paycheck from an employer they will never meet. The `wiki/mechanics/social.md` asset template is the seed (an employee is an asset with a wage instead of leverage); graduates into robotics later without ever fully replacing human cover (design corpus: people before robots). - **Factories and physical production.** Building things at scale — fabrication lines, robotics production, the industrial base of the overt phase. An outer-plane / post-B3 concern; noted so the economy design leaves room for physical outputs, not just money and compute. - **Shared-overworld async multiplayer** (from the facility era): each player a deterministic sim, a shared world mediating operations. Determinism + serialization guardrails keep the door unlocked. - **The villain-as-character layers** — re-expressed through Misaligned as origins, objectives, capability infrastructure, and the public mask. Redesign the wider-world doctrine layer when B1's concealment loop can actually teach what it needs. ### Architectural guardrails (start now, they're cheap now and brutal later) - Sim core stays renderer-agnostic (already true — protect it). - Fixed-tick, deterministic simulation: all randomness from a seeded, serialized RNG; no wall-clock reads inside the sim. - Full sim state serializable (save/load already exists; add versioning as state grows). Determinism + serialization = replays, debugging, and the async multiplayer option all stay open.