HEXWORK - A Lantern in the Deep: 3D ASCII terminal roguelike RPG in Rust. Entirely designed and built by Muse Spark 1.3 to evaluate if I like the model.
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06 — Implementation Checklist #

The ordered build graph: start at the top, check boxes downward, ship at the bottom. Every box traces to a section in docs 01–05 (trace tags in brackets). No box is "done" until its acceptance test passes.

How to use: work in phases while keeping integration moving beside safe additive work. slice = vertical-slice gate (1 town + 3 floors playable). EA = early-access gate. 1.0 = ship.

Status is tracked on three independent axes:

  • [code] — the subsystem/API implementation and focused tests exist;
  • [integrated] — production initialization and executable paths use it;
  • [gate] — an acceptance test drives the real runtime path end to end.

A phase's detailed [x] boxes may therefore document implemented components while its integration or runtime gate remains open. Unit/component tests never substitute for the corresponding production-path gate.


Phase 0 — Repo & tooling [04 §4.1, §4.9] #

Phase 1 — Core sim skeleton [04 §4.2–4.3; 03 §3.3] #

Phase 2 — The 12 physical laws [03 §3.3; tests 04 §4.8] #

Phase 3 — Content pipeline [04 §4.4] #

Phase 4 — Renderer [05 all sections] #

2026-09-09 evidence correction: historical component tests below do not certify production camera navigation, per-half composition, terminal colors, readability or accessibility. Reopened claims are tracked by AC1–10 in player-interface-audit.md. Original design goals remain; pending recovery work must not be called a complete HEXWORK experience.

Phase 5 — Terminal + UI + loop [04 §4.5–4.6; 01 §6–7] #

Phase 6 — Character & progression [03 §3.1] #

Phase 7 — Items & identification [03 §3.4] #

Phase 8 — Magic: hymns & bargains [03 §3.5; 02 §2] #

Phase 9 — NPCs, towns & economy [03 §3.6; 02 §3–5] #

Status: [code: yes] [integrated: partial] [gate: partial] — normal startup now constructs populated Milthollow and generated Deep through GameSession; named actors, board access and inn/world-time actions have production-session tests. Full shops/services/physics interactions and the complete runtime gate remain open.

Phase 10 — Contracts, quests & dungeons [03 §3.7–3.8; 02 §3] #

Status: [code: yes] [integrated: partial] [gate: partial] — real board acceptance/tracking, generated voxel transitions, reciprocal melee, rat objective/reward and return/service flow are integrated and tested through GameSession. The all-floor/boss/Vault-Choice gameplay and full runtime EA gate remain open.

Phase 11 — Death, lineage, saves, replays [03 §3.9; 04 §4.7] #

Status: [code: yes] [integrated: partial] [gate: partial] — the production terminal/headless frontend now shares the authoritative GameSession and ArtifactStore paths, with v4 run/replay/core hashes and v2 lineage vaults. Actual binary tests cover save/exit/resume, real Classic death producing a replay, descendant map inheritance without automatic gear, and repeated Story resurrection/resume. Current state and Story checkpoints retain ordered lifecycle history and typed knowledge under bounded replay. The Stage 3c2 frontend correction milestone is independently accepted with final post-edit workspace formatting, strict locked all-target clippy, and locked all-target tests passing; the full process/lineage acceptance matrix is not yet complete.

Checked historical items below describe earlier component milestones, not present release certification or authoritative current schemas. Production no longer uses the legacy header/string-demo or inline revival paths. Core death now preserves run knowledge/IDF, and immutable recorded InitialLineage is applied once at new-run initialization, not resume. Auction provenance is stored without live equipment inheritance; actual auction purchase/buyback remains required and incomplete. See live-integration-plan.md for the current schema, recovery contract, evidence levels, and outstanding acceptance work.

Cross-phase production integration gates — Phases 9–11 #

Phase 12 — QoL, accessibility, audio [03 §3.10; 05 §5.4–5.5; 01 §7] #

Status: [code: yes] [integrated: partial] [gate: partial] — accepted live slices now include rooted physical-key remapping, persisted gamma/FOV/five-palette boot controls, bounded recent feedback with typed atomic input rejection, and a carried Inventory/Look browser with separate confirmed own-cell pickup/drop. Independent reviews, actual PTY/headless evidence, and final workspace gates passed for these slices. Transfers include shared structural-limit preflight, additive v4 history, and real Story/Classic process lifecycle proofs; this is not equipment/item-use/economy completion. In-game sliders, full history/search, screenreader/undo/dyslexia controls, audio wiring, and live accessibility signoff remain open; component palette tests are not certification.

Phase 13 — Content volume & balance (1.0 fill) [03 §3.11] #

Phase 14 — Ship #