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

Decide exposure: particulate residue with footprint trails master

Exposure is crimson contamination dust, never a liquid: machines shed motes that settle into a stippled drift of fine angular flecks outside the amber claim ring (density and spread carry the amount; whisper emissive — it absorbs light). Carriers deposit fading stippled footprint trails along their walking paths (new decided mechanic, sim+save scoped with people-tokens #35); the person dosimeter is speckle density climbing the silhouette. New law bullet: blood is liquid, exposure is dust — the two crimson materials never share a form, so overt-phase blood keeps its image untouched. Issue #1 closed both halves, labeled decision-made. Art: deterministic golden-angle drift + trail demo in the shared chassis library (tester V/B keys, exposure shot kind); the game wires each owned machine's live exposure queue to its drift. Defense: crimson keeps its single meaning (consequence) while the liquid/granular form channel separates suspicion from literal blood in the same frame — one meaning per color, information never by hue alone, and the overt phase's loudest image is preserved by law. Paused geometry still carries amount; the drift is deterministic (no RNG, no wall clock). Amended into art/visual-identity.md, mechanics/machine-work.md, and mechanics/people-tokens.md in this commit; the trail mechanic is captured as spec, not implemented ahead of its system.