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

Implement the dark frame: the material render shows only light master

The Bevy material render becomes a physically dark room photographed by a camera: light is the only revealer. restyle_3d draws only camera-seen surfaces plus owned machines' telemetry-lit props (blueprint/remembered mass is absent); the institutional fluorescent is gone and ambient drops to near-nothing; every powered owned machine casts a soft-gradient amber floor pool (no ruled claim ring); the default camera opens as a close-up on the core with retuned zoom bounds; a dev work light (F4) floods the scene flat for inspection. Frontend-only: no sim rules, no save fields, no terminal changes. Defense: implements wiki/interface/material-dark-frame.md criteria 1-6 (opening close-up; blueprint absence with the material-mode fog-audit split; soft-gradient floor pool; dev work light + worklight harness stage; retuned zoom bounds; flat sensorium/terminal/agent unchanged), serving simulation-laws.md "Justification and legibility" (the camera shows only facts light earns) and visual-identity.md "clinical gore" (the dark basement, the machine and the light it throws). Amends material-render.md's material-mode blueprint clause and bevy-visual-floor default framing as those pages already delegate to this spec. Knowledge (bevy.md, README) updated; session log and screenshots under wiki/log/2026-07-09-dark-frame.