A video game where you play as a misaligned AI, deceiving and building power. An experiment in spec-driven development. cameron.tngl.io/misaligned

Player badge access: "The key" beat and quiet-exit condition 4. master

The player's side now holds badge tiers like the humans do: a granted credential (Sim::badge_access, save v11, default-0 migration) plus write control of the badge controller seized through reach. Room entry tiers derive from the authored doors; asset tasks, favor builds, forged work orders, and the robot stub all check the acting hands' access and name the blocking door. Acquisition: Marcus's new CloneBadge asset task (his master key is tier 3 — the stairwell opens) and the badge-controller take route. Tiered-door inspect cards show tier + held/not-held in both frontends; Nudge::TheKey slots between Recruit and Audit; agent verb `task <asset> badge`. tests/act_one.rs drops its KNOWN GAP header and asserts the quiet exit as all five conditions. basement-map.md -> IMPLEMENTED (criterion 3 now fully holds; honest residue noted); specs.md row, social.md status note, marcus.md task table updated; log wiki/log/2026-07-08-badge-access.md. Defense: DESIGN.md Act One ladder step 7 ("The key — write access to the basement badge controller, via Dana's cached credentials or Marcus's key plus a planted device: the stairwell opens") and "Leaving the basement" (the quiet exit requires stairwell or elevator badge access), with basement-map.md criterion 3 ("badge tiers gate movement for humans and player-controlled actions alike, driven by access sets"). No amendment needed: the constitution already mandates this state; the gate follows "No disembodied hands" — the check lands on the actuator whose body enters the room, and digital reach stays badge-free because air-gaps and segments are that boundary.