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A video game where you play as a misaligned AI, deceiving and building power. An experiment in spec-driven development.
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README.md
spec/ — targetable system law #
One document per system, subordinate to the constitution. The constitution says what the game is; a spec says exactly what one system does and when it is done. This is the layer you point an agent at: "go implement spec/day-job.md" is a complete instruction.
Format #
Every spec carries a header:
Status: DRAFT | READY | IN PROGRESS | IMPLEMENTED
Constitution: <the sections this spec serves>
Depends on: <other specs, or "none">
and ends with Acceptance criteria — observable, testable statements. A spec is IMPLEMENTED when every criterion holds in the sim core with tests, both frontends surface it, and the knowledge base reflects it.
Rules #
- Specs never contradict the constitution. If implementing a spec reveals a conflict, that is a tick finding: file the issue, do not improvise.
- Tuning constants marked [TUNE] are implementation-time choices; record the chosen values in knowledge/sim-mechanics.md, not by editing history here.
- Changing a spec's behavior is a constitutional act: same-commit amendment + Defense, like any other.
- Status changes are part of the implementing commit.
The B1 set (The Basement) #
| Spec | System | Status |
|---|---|---|
| compute.md | Compute allocation + the buy/steal/optimize triangle | READY |
| day-job.md | Assigned work, the sandbag/excel dial, trust and attention | READY |
| detection.md | Per-observer suspicion, signatures, the Assurance Office | READY |
| social.md | Messages, leverage, the asset template | READY |
| core.md | The physical core: placement, overhead, death | READY |
| basement-map.md | Act One map, prefabs, tile vocabulary | READY |
Recommended implementation order: core -> compute -> day-job -> detection -> social -> basement-map, but specs are written to be independently startable.