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

Social layer playable: people panel, deceive, asset tasks, costs master

- Sim command layer for observe/message/favor/deceive/recruit/asset-task: social-ops bandwidth costs, sensor/channel/persona requirements, RNG rolls in the sim. Broken personas convert thread history to suspicion. - Asset tasks wired (BadgeDoor deleted as dead until Act Two): wire a device = silent eyes via crawlspace; move a package = next purchase off-books; look away = asset's own suspicion drops (floored). - Dock camera and corridor nodes now exist as world sensors (found by the Marcus-arc test). - Terminal people panel on 't': bands, staged knowledge, leverage, persona, all costs visible. Marcus arc end-to-end tested. - SOCIAL save line: bandwidth + package cover round-trip (v4-compatible). - AGENT.md: always-work-in-a-worktree hard rule (Cameron, 2026-07-06). Defense: spec/social.md requires all six actions with compute costs and channel requirements (acceptance 1), Marcus recruitable end-to-end with three distinct tasks via the general template (acceptance 3); the justification clause requires the Social channel's pool to gate real actions and the panel to show meanings, not internals. BadgeDoor removal: no-dead-code (no possible effect on this plane).