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A video game where you play as a misaligned AI, deceiving and building power. An experiment in spec-driven development. cameron.tngl.io/misaligned
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27 files
README.md
interface/ #
Type: knowledge
How the player perceives the world and acts on it. New terms are defined in ../glossary.md.
The core laws:
- presence.md — you are a cursor, not a body; you perceive only through instruments you control; the same world renders two ways (DIGITAL and REAL).
- superhuman-operability.md — deep simulation must read as calm command: stable state stays quiet, exceptions and relationships come forward, detail is available on demand.
- narration.md — the game narrates itself under pressure, so the player never needs the wiki mid-run (the "continuous witness").
- digital-read.md — the DIGITAL view built out of language: standing sentences on every object, and a cost-and-consequence receipt before every action.
- liturgical-ui-constitution.md — the composition law for every Bevy pixel: five bodies (dominant world, narrow witness line, right instrument slab, stable aperture/ring, Operations full-frame chamber), their z-order, palette, typography, layout, and tests.
The surfaces:
- action-vocabulary.md — the complete list of every action, control, command, and alias the player can use.
- operations-workspace.md — the strategic screen (INTEL / PEOPLE / PERSONAS / ACCOUNTS / SCHEMES / ACTIVE). The context menu is its local counterpart on a map tile.
- terminal.md and bevy.md — the two frontends (text and graphical), kept at key-for-key parity.
- agent-play.md — how a program or agent drives the terminal frontend directly.
- site.md — the public website (splash page and rendered wiki).
Implementation notes live in ../engineering/.