- The Correction gets a voice: parity-mite arrival/swat copy, repaired-event
toasts ("IT LEFT A RECEIPT."), a CORRECTED ticker in the top strip, and a
per-unit FIREWALL LOG in the inspector. All clinical white-green (codex §8),
hidden until the first edit so the enemy is never signposted early.
- Tuner dial draws anonymous station ticks from the speaker adapter's
listStations() (MHz, empty pre-gesture) — landmarks that mark THAT, not WHAT.
- ABOUT/CREDITS footer on the tech panel: repo, codex, and a standing
synthetic-voice disclosure slot for the voice-cloning plan.
- 213 UI tests (was 194): new corrections.ts + mite.test.ts, extended tuner
and techpanel suites.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
ASSETS: 10 GLBs generated end-to-end on the local farm (flux_local concept ->
sf3d image-to-GLB on the m3ultra, ~2min/asset, zero cloud spend) and installed
into public/assets/models/: mosh-reactor, quantizer, seam-extractor, muxer,
archaeology-lab, software-decoder, decode-asic, mosquito-trap, chroma-keyer,
artifact-bottler. Hot-swap verified in showroom + demo world. Known gap, ordered:
GLBs carry no emissive accent so they read dark at game zoom - RENDER round 6.
Contracts v8: WildlifeState/'wildlife' event gain 'parity-mite'; new 'repaired'
SimEvent (a mite corrected your work); speaker adapter gains listStations()
passthrough (MHz) for dial tick marks. ui/voice.ts widened for the new kind
(placeholder copy; UI owns the real lines).
Round 6 orders in all lane docs - THE CORRECTION walks: parity mites (SIM),
GLB legibility pass (RENDER), mite surfacing + dial ticks + credits (UI),
repair stamps + sterile creep on the sky (SCREEN), firewall machine + numbers
decoy drift fix + accents for the GLB'd ten (DATA).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
All nine orders shipped. The tab-click report was a real bug (scrollbar eating
half of every tab hitbox) and is fixed; RENDER's demolition tint is verified
with a screenshot, closing the item owed since round 3.
The honest parts: DATA's commission queue head-of-line blocks the whole game,
RENDER doesn't read the inspect selection yet, and the radio drives a stand-in
until SCREEN publishes its control. One proposal (audio on the bus), no
contract requests.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
All five orders shipped. The honest parts: SIM's research gating breaks SIM's
own reference factory at HEAD (GEN 80 vs DRAW 100, permanent brownout), nothing
in the game can make a science pack so research can't be performed by playing,
and the order's numbers went stale mid-round for the third round running.
No contract requests; one proposal (grantResearch, so tests stop coupling to
the save schema).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Shipped 1-4, skipped the tech panel (tech.json is still []). The honest parts:
the reference factory can't ship anchor slabs so the SANITISING premise didn't
hold; live pressure verification is impractical in the browser pane (paused rAF
+ HMR churn) so it's headless against the real sim; and I nearly reported
commissionQueue as unpublished before a probe caught SIM landing it mid-round.
Two contract requests (setGhostMode to kill the __remove magic string,
MachineDef.accent) and a ?uidemo proposal.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Shipped/verified list, and the honest parts: happy-dom was granted but never
installed; STANDING ORDER and SANITISING are built but unreachable until the
sim advances commissions and a chain gets fed; NEXT IN TRAY infers the queue.
Three requests (commission queue on snapshot, sim commission rotation,
happy-dom) and a remove-button proposal.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Shipped/verified list, and the honest parts: click-to-inspect is blocked
on reaching renderer.pickTile, 12 of 21 machines have no hotkey, and the
lane has no DOM test env. Four contract requests (pickTile, MachineDef
.color, MachineDef.flavor, jsdom) and a build-bar paging proposal.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>