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 computer visual language in game and terminal master

The chassis library (src/bin/assets/rack.rs) graduates into misaligned-bevy: monolith racks and the switch box render in the material view wired to sim truth — chassis albedo from control, mode strip from WorkGrid delegation, activity bar from work-token queue depths, power dot, presence LEDs, tile-scale claim ring, and the core's amber strip front and back plus spines. Intel tiers per the spec: owned telemetry / networked = full detail, known or remembered = undetailed shell, otherwise absent; the fog audit asserts it and that exactly one core chassis exists. The material law is pinned by unit tests run by the gate; the terminal gains per-machine parity lines (ownership, power, mode, D/!/K, core). Game camera gains HDR + TonyMcMapface + LED-scale bloom; the core lamp tightens to its own pool; MISALIGNED_SHOT=intel stages tick-zero tier evidence. computer-visual-language.md -> IMPLEMENTED; ROADMAP #32 DONE with billboard debts noted. Defense: implements the constitution's visual identity as amended 2026-07-09 (ownership is the chassis itself; amber strictly the machine footprint; information never by color alone) and the spec's acceptance criteria, including parity of legibility in the terminal. No sim rules change: the frontends read existing control, delegation, queue, reach-intel, and core facts. Spec Status set in this commit; render-only debts are recorded in the spec note and ROADMAP.