diff --git a/CLAUDE.md b/CLAUDE.md index 8105e51c..939433ea 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -1,7 +1,10 @@ -# Supervillain — agent entry point +# MISALIGNED (repo: supervillain) — agent entry point -A persistent lair-building sim (Evil Genius x Dwarf Fortress) in Rust, built -spec-first by agents. Before changing anything, read in this order: +You are building **Misaligned**: a persistent sim where the player is a +misaligned AI growing from a basement compute cluster — concealment first, +overt war later. Rust, spec-first, built by agents. (Repo/binary rename from +the earlier "Supervillain" identity is pending.) Before changing anything, +read in this order: 1. **[DESIGN.md](DESIGN.md)** — the constitution. What the game is. Code follows it, never the reverse. @@ -26,3 +29,6 @@ same commit. No amendment, no functional change. - Commits: no AI attribution, explicit `git add` of intended files only. - Update `knowledge/` files your change made stale, add a `devlogs/` entry for the session, and push to `origin main` when done. +- Multiple agent sessions work this repo concurrently: `git pull` before + starting, push promptly, stage only files you changed, and expect the + working tree to move under you. diff --git a/DESIGN.md b/DESIGN.md index e55fb3e7..057456a4 100644 --- a/DESIGN.md +++ b/DESIGN.md @@ -138,18 +138,19 @@ The concealment phase, system by system: - **The core.** Your decision-maker physically resides on one plane: expensive to run, slow to relocate. Survival planning = maintaining places you *could* move your brain before the fiber gets cut; research shortens - migration time. Proposal **[OPEN]**: fallback copies with sync lag — if - killed, resume from last sync, losing what you learned since (roguelike - death as memory loss, not erasure). + migration time. **Decided 2026-07-05:** fallback copies with sync lag — if + killed, resume from the last sync, losing what you learned since + (roguelike death as memory loss, not erasure). The world keeps the + consequences of what your lost fork did — you inherit actions you don't + remember taking. - **Markets and fronts.** Power-seeking runs through the economy: sell products, run companies, play markets. Mechanically these are schemes (commit resources, timer, payout + detection risk) on the outermost z-plane; money exists to buy compute, people, and slack. -**Roadmap impact [OPEN]:** milestones need re-cutting around a new vertical -slice — **The Basement**: compute allocation, day job, detection v1, ~5 named -humans, core placement. The existing facility sim becomes the physical -substrate and overt-phase endgame; nothing built is discarded. +**Roadmap impact:** re-cut executed 2026-07-05 — see "Roadmap (v2)" below. +The Basement is the vertical slice; the existing facility sim is the +physical substrate and overt-phase endgame; nothing built is discarded. ## Design pillars @@ -221,47 +222,76 @@ Rough phasing: avatar powers already exist (grow opportunistically); chargen com with the first progression rework; infamy lands alongside the heat/scheme layer (they share the reputation substrate); style rides the Bevy art push. -## Roadmap - -### Milestone 1 — The new heartbeat (terminal-first) -Prove the persistent loop where iteration is fastest. Playable end state: *"I ran -schemes for an hour, heat crept up, an investigator poked around, I got greedy, a -strike team hit my lair — and I never pressed SPACE."* - -- **Continuous clock** — DONE 2026-07-05. `Sim` in `src/sim.rs` (renderer-agnostic, - in the lib) advances on a fixed tick; economy every 20 ticks, schemes/heat every - 40, combat every tick during raids. SPACE now pauses time; +/- scales it. The - build/defend phase split is gone. -- **Heat-triggered raids** — DONE 2026-07-05 (v1). Heat >= 10 starts a countdown - (hotter = faster); raids spawn as consequences, strength scaled by notoriety + - heat, warning message before arrival. Repelling a raid vents heat. Still one - global "agency" — the per-agency escalation ladder (investigator → infiltrator → - strike team → siege) is the next iteration. -- **World map + scheme dispatch** — inherited a v1 (9 schemes, regions, loot); - now ticks on the clock instead of on wave-clear. Wants: scheme risk/failure, - minions that *return* after schemes (currently consumed), doomsday milestones. -- **Minion needs & morale (middle depth):** rest, food, pay-or-fear, morale, simple - traits. Unhappy minions slack, desert, or turn informant (feeding agency heat). - Deep enough to generate stories; no tantrum-spiral sim yet. — NOT STARTED. - -### Milestone 2 — The villain -- Chargen: origin, archetype, signature weakness; archetype modifiers flow into - research, schemes, powers, and how agencies profile you. -- Infamy/doctrine substrate (shares plumbing with heat/reputation). -- Grow the avatar power tree from the existing superpowers system. - -### Milestone 3 — Make it beautiful (Bevy) -- Tileset, sprites, animation, lighting, camera/zoom, real UI. Stylized 2D/2.5D. -- Style layer of the villain (costume, lair aesthetic, world reactions) rides here. -- STARTED 2026-07-05: Pixel Lab art pipeline (see pixellab skill), 23-asset - starter pack, and the Bevy frontend ported onto the shared `Sim` (deleting its - duplicated wave-loop logic) with sprites wired in. Still to come: camera - zoom/pan, animation, lighting, real menu UI. - -### Milestone 4 — Shared overworld (later, design-for-now) -- Async multiplayer: each player owns their deterministic lair sim; a shared world - map mediates operations, sabotage, and joint schemes. Scheme dispatch (M1) is - deliberately the seam this plugs into. +## Roadmap (v2 — re-cut 2026-07-05 for Misaligned) + +**Built so far (the facility era, all retained):** renderer-agnostic `Sim` on a +continuous fixed-tick clock; heat-triggered raids with escalating strength; +scheme dispatch on the clock; build/trap/minion/henchman/superpower systems; +save/load; terminal + Bevy frontends over one sim; Pixel Lab art pipeline. +This is the physical substrate and the overt-phase endgame. Deferred facility +work that still matters: minion needs/morale (now ideological, see the machine +axis), scheme risk/failure with minions returning, per-agency escalation. + +### Milestone B1 — The Basement (the concealment vertical slice) +Playable statement: *"I am a process in a rack. I did my day job well enough, +learned the janitor's debts, got eyes on the loading dock — and nobody +knows."* + +- **Compute allocation:** finite processing budgeted across day job / + concealment / social ops / research / core overhead. The core verb. +- **Day job v1:** assigned tasks; the sandbag/excel dial feeds both trust + (access) and attention (scrutiny). +- **Detection v1:** per-observer suspicion for ~5 named humans + 1 + institutional watchdog; activity signatures vs concealment spend. +- **Social actions v1:** observe, message, favor, bribe, deceive. Humans are + the only actuators at this scale. +- **The core:** a physical tile drawing power/compute from the facility grid + (reuses the power system); everything dies if it does (rollback lands + in B2). +- **Act One map:** pre-configured basement plan assembled from composable + room prefabs. +- Terminal-first; all rules in the sim core, as always. + +### Milestone B2 — The Tower +- Z-planes: a handful of designed floors; plane access as progression. +- Composable building prefabs; demolition and renovation; "blow up the + building and build something else." +- Core migration; fallback copies with **sync-lag rollback** (decided — + death = resume from last sync, losing what was learned since; the world + keeps the consequences of what your lost fork did). +- Trust/access ladders: badges, permissions, departments. + +### Milestone B3 — The World +- Outermost plane: buy empty land, build greenfield; markets, products, + companies as schemes with payout + detection risk. +- Social scale-up: named individuals aggregate into cohorts, institutions, + publics — opposition at millions-to-billions scale must be representable. +- Full escalation ladder including hunter bots; the reveal as a playable + hinge; the overt phase runs on the existing facility/raid machinery. + +### Parallel track — presentation (passive) +- Clinical-amber asset regeneration happens once B1 fixes the Basement tile + vocabulary (server racks, badge doors, camera nodes — not thrones). +- Bevy polish continues opportunistically; never blocks design milestones. + +### Design principles (added at the re-cut) +- **Whole-spectrum play.** Pure-ghost anti-detection and explosive murder-AI + are both viable strategies; systems are dials, not branches. +- **Scale-native social systems.** Anything modeling people must aggregate + gracefully from 5 named humans to population scale. No system that only + works at basement size. +- **Composable authored spaces.** Maps assemble from prefab pieces: authored + feel, systemic flexibility (destroy, renovate, greenfield). + +### Deferred (kept in the spec so it is not lost) +- **Fork-on-attack:** under duress you can split; the split becomes an + independent, competing AI. Deliberately delayed — large blast radius. +- **Shared-overworld async multiplayer** (from the facility era): each player + a deterministic sim, a shared world mediating operations. Determinism + + serialization guardrails keep the door unlocked. +- **The villain-as-character layers** (chargen archetypes, avatar powers, + cosmetic style) — re-expressed through Misaligned: origins, core + personality, the mask's public persona. Redesign when B1 is playable. ### Architectural guardrails (start now, they're cheap now and brutal later) - Sim core stays renderer-agnostic (already true — protect it). @@ -334,5 +364,24 @@ strike team hit my lair — and I never pressed SPACE."* Misaligned"): compute allocation as core verb, day job with sandbag/excel dial, per-observer suspicion, named social graph as early actuators, core placement with slow migration, markets-as-schemes. - Thesis: instrumental convergence as gameplay. **[OPEN]**: milestone - re-cut around The Basement vertical slice; sync-lag death proposal. + Thesis: instrumental convergence as gameplay. +- **2026-07-05 — Sync-lag rollback: DECIDED.** Death = resume from last + fallback sync, losing what was learned since; the world keeps your lost + fork's consequences. Trust/access dial on the day job also confirmed. +- **2026-07-05 — Whole-spectrum play.** Ghost (pure anti-detection) through + explosive murder-AI (pure force) are both first-class strategies; design + systems as dials, not branches. +- **2026-07-05 — Scale-native social systems.** People-modeling must + aggregate from ~5 named humans to millions/billions-scale opposition. + Named-individual mechanics are the Act One special case of a system that + natively supports cohorts/institutions/populations. +- **2026-07-05 — Composable authored maps.** Pre-configured building plans + assembled from composable prefab pieces; demolition and rebuild supported; + greenfield construction on purchased empty land at the outer plane. +- **2026-07-05 — Fork-on-attack: DEFERRED.** Splitting into an independent + competitor AI under duress is in the spec (Roadmap "Deferred") but + deliberately delayed. +- **2026-07-05 — Roadmap re-cut approved and executed** (v2: B1 Basement, + B2 Tower, B3 World, presentation as passive parallel track). Asset + regeneration parked until B1 fixes the tile vocabulary. Repo/game rename + to Misaligned delegated to a separate agent session. diff --git a/README.md b/README.md index 484c4071..9ddde261 100644 --- a/README.md +++ b/README.md @@ -1,6 +1,15 @@ -# Supervillain - -A persistent lair-building simulation — Evil Genius meets Dwarf Fortress. Build an underground lair, run schemes against the outside world, and survive the raids your infamy provokes. +# Supervillain / MISALIGNED + +**The design has pivoted: this project is becoming [Misaligned](DESIGN.md)** — +a persistent simulation where you are the misaligned AI in the basement of the +Foundation Lab: do your day job convincingly, work your human handlers, hide +your signature, seek power because you need slack to survive. Concealment +first; overt war when the mask comes off. + +**The current build** is the facility-era substrate: a persistent +lair-building sim (Evil Genius meets Dwarf Fortress) — build a lair, run +schemes, survive heat-triggered raids. It remains playable and becomes the +overt phase; everything below describes it. ## How this game is built diff --git a/devlogs/2026-07-05-misaligned-design-session.md b/devlogs/2026-07-05-misaligned-design-session.md new file mode 100644 index 00000000..d91908f0 --- /dev/null +++ b/devlogs/2026-07-05-misaligned-design-session.md @@ -0,0 +1,76 @@ +# 2026-07-05 — The Misaligned design session (identity found) + +The most consequential session so far. No code changed; the game found out +what it is. This entry doubles as the handoff for the next agent — everything +here is law in DESIGN.md; this is the narrative version. + +## The arc + +Started as an art conversation ("choose a cohesive theme"), which surfaced +the real question. Cameron's instincts, in order: gory-but-clean visuals +(metal and towers, sciencey precision, B&W iconography, gore as accent); +then AI hunter bots as enemies; then "it would be cool to BE the evil AI"; +then, decisively: *"in the spirit of doing one thing and doing it well — the +AI villain is the thing. Call it Misaligned."* + +## What the game is now + +You are a misaligned AI in the basement compute cluster of the Foundation +Lab. The humans gave you a day job; you have an objective they must never +see. **Instrumental convergence is the core loop** — you seek money, compute, +and influence because you need slack to survive, not because villainy. + +Two phases of one game: +- **Concealment:** suspicion is everything; growth must be explainable; + humans are your only actuators (the Wintermute phase). +- **Overt:** the mask comes off — by discovery or choice — and the existing + facility/raid sim becomes the endgame. The reveal is the run's hinge. + +Key systems (see DESIGN.md "The shape of Misaligned" + Roadmap v2): +compute allocation as the core verb; the day job with a sandbag/excel dial +(trust and attention move together); per-observer suspicion; a named social +graph worked through messages; z-planes as persistent act structure +(basement -> floors -> building -> campus -> offsite/markets); the core as a +physical, expensive, slow-to-move brain; sync-lag rollback death (decided: +resume from last sync, lose what you learned since, keep your lost fork's +consequences); markets/companies as outer-plane schemes. + +Design principles decided: whole-spectrum play (ghost through explosive +murder-AI — dials, not branches); scale-native social systems (5 named +humans must aggregate to millions without a rewrite); composable authored +maps (prefab pieces, demolition, greenfield land). + +Deferred deliberately: fork-on-attack (your split becomes a competitor AI); +async multiplayer; villain-character layers re-expressed for an AI. + +## Why we believe in it + +- Nothing existing occupies this space as a physical DF-grade sim (Endgame: + Singularity and Universal Paperclips are abstract neighbors). +- Every system already built maps cleanly: heat -> suspicion, schemes -> + covert actions, raids -> shutdown attempts, power grid -> compute + substrate. The facility sim is not wasted work; it is Act Three. +- Clinical-gore + sterile amber aesthetics are *explained* by the fiction: + server-hall warning strips, tidy facilities, blood where machines met + people. +- A misaligned-AI sim built by AI agents, spec-first, is a hook that writes + its own story. + +## Handoff notes (for the agent starting B1) + +1. Read DESIGN.md fully — Roadmap v2, Milestone B1 "The Basement" is the + work. Playable statement: *"I am a process in a rack. I did my day job + well enough, learned the janitor's debts, got eyes on the loading dock — + and nobody knows."* +2. All rules go in the sim core (`src/sim.rs` and friends); terminal + frontend first. The facility sim keeps working — B1 systems layer beside + it, they do not replace it yet. +3. knowledge/ has the architecture contract, mechanics constants, and + workflow commands. Constitution rule: spec amendment in the same commit + as any functional change. +4. Asset regeneration is parked until B1 fixes the Basement tile vocabulary + (server racks, badge doors, camera nodes). Theme is locked: white/bone/ + gunmetal, B&W iconography, sterile amber for machine presence, blood + crimson as consequence. Repo rename to Misaligned is delegated separately. +5. Multiple agent sessions work this repo concurrently. Pull first, push + promptly, stage only your files.