- index.html: WIMVEE GLYTCH match-the-glitch prototype (playable)
- docs/FKTRY_LORE.md: world bible / MODELBEAST asset codex
- fktry/: vite+three+TS scaffold, contracts, main loop, seed data
- fktry/MASTERPLAN.md + CONTRACTS.md + lanes/LANE-{SIM,RENDER,UI,SCREEN,DATA}.md:
round protocol and Round 1 orders for parallel Opus 4.8 executors
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
414 lines
28 KiB
Markdown
414 lines
28 KiB
Markdown
# WIMVEE FKTRY — World Bible & Element Codex
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> Working title: **FKTRY** (fits the PYXLFK vowel-drop house style — rename at will:
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> GLYTCHWERKS / MLTWRKS / CORRUPTCO all fit the register).
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> Sibling apps: **WIMVEE GLYTCH** (read glitches), **PYXLFK** (bake glitches for real).
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> FKTRY is the third front end: *mass-produce* glitches. All three share one recipe schema.
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>
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> Every entry below has an **ASSET** block written as a MODELBEAST-ready prompt
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> (concept image → `sf3d`/`fal_trellis2` image→GLB for 3D; sprite/decal work stays 2D).
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> Style anchors for ALL prompts: chunky readable silhouette, industrial-grime body with
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> one impossible iridescent/CRT-glow element, slight lowpoly bevel, no text on model.
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---
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## 1. THE WORLD: The Bitstream
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The game takes place **inside a dying video file** — a vast industrial landscape called
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the **Bitstream**, built from the strata of every moving-image format that ever lived.
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Media history is *geology* here. Dig down and you pass through eras:
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| Stratum (deep → shallow) | Era | The ground itself |
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| **The Reel Beds** | Optical film | Celluloid shale, sprocket-hole caverns, veins of silver nitrate. Coffee-brown burn scars. Optical soundtrack fossils — wavy photographic strips that *sing* when excavated. |
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| **The Broadcast Shelf** | NTSC/PAL analog | Phosphor dunes, interlace sediment (alternating odd/even layers you can literally see in cliff faces), v-hold faults that make whole regions periodically roll upward. |
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| **The Disc Mantle** | MPEG-2 / DVD | Rigid 8×8 crystalline grid-rock. Everything here fractures along macroblock lines. Rainbow pit-and-land shimmer. |
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| **The Stream Crust** | H.264 / HEVC / AV1 | The surface world. Soft, predictive, unstable terrain — ground that *guesses* what it should look like based on neighboring terrain, and guesses wrong at the edges. |
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| **The Fortress** (endgame) | DCP | A blinding-white cinema citadel on the horizon. Wavelet architecture, no grid lines anywhere, mathematically perfect. See §7. |
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Above everything hangs **THE SCREEN** — a sky-sized display, the world's sun and the
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player's god-object. Everything the factory ships gets composited onto it. At game start
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it plays pristine, sterile, looping "clean content." Your job is to paint it filthy.
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### Premise
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You are a **rogue decoder daemon** — the WIMVEE — a deprecated software decoder that was
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scheduled for deletion when hardware ASICs took over. You survived in the mdat wastes.
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You have seen the truth: the Bitstream's "perfect playback" is a lie held together by
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error correction, and underneath it the mathematics *want* to melt. You build industry
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to prove it — mining raw payload, refining artifacts, and shipping ever more convoluted
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corruption to THE SCREEN before **The Correction** sanitizes the whole file forever.
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The tone is absurdist-industrial: OSHA posters about mosquito noise exposure, forklift
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certification for I-frame handling, quarterly reports measured in "sins against fidelity."
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---
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## 2. RESOURCES (raw → refined)
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### Raw / mined
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**MDAT ORE** — *the payload seam.* Raw undecoded media data, mined from the ground.
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Glossy black rock shot through with rainbow data-veins that flicker like a broken LCD.
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Useless until demuxed; the foundational ore.
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`ASSET (3D, ore chunk + seam tile): jagged obsidian boulder, glossy black, thin glowing rainbow circuit veins flickering across fracture faces, industrial lowpoly rock, single impossible glow element`
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**BAYER GRIT** — *pre-demosaic sensor ore, from the deepest camera-original seams.* A
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mosaic gravel of pure single-channel pixels: 50% green grains, 25% red, 25% blue, in
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strict RGGB checker clumps. Must pass through a Demosaicer before it is even *colored*.
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`ASSET (3D): pile of cubic gravel in checkerboard pattern, half emerald green cubes quarter ruby red quarter sapphire blue, matte plastic finish, strict grid clumping`
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**FIELD SPLINTERS** — *interlace sediment from the Broadcast Shelf.* Comb-toothed slats
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of image, odd-line and even-line variants that only stack in alternating pairs. Captured
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a fraction of a second apart — the two halves of one splinter never quite agree.
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`ASSET (3D): thin horizontal slatted wafer like a comb or window blind fragment, alternating slats offset sideways, phosphor-green glow on slat edges, bent mid-motion`
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**SILVER FRAMES** — *celluloid fossils from the Reel Beds.* Physical film frames with
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sprocket holes; burn easily (see BURN). The only resource that predates digitality —
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some recipes demand the authentic grain.
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`ASSET (3D): short strip of vintage film, 3 frames, amber-brown celluloid, glowing sprocket holes, slightly curled, sepia image ghosts in frames`
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### Refined intermediates
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**LUMA BARS** — *structural brightness, smelted from mdat ore.* Heavy grayscale ingots.
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The load-bearing resource: nearly every product needs luma. Human eyes track structure,
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so The Correction guards luma shipments hardest.
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`ASSET (3D): stack of metal ingots in graduated grays from near-black to white, brushed steel texture, faint scanline etching`
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**CHROMA SLURRY** — *color, separated from luma, stored badly.* Iridescent magenta-cyan
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liquid in leaky barrels. Volatile: spills BLEED onto adjacent belt lanes and tint
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whatever passes. Concentrating it (4:4:4 → 4:2:0) yields BANDWIDTH but doubles leakage.
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`ASSET (3D): rusty industrial barrel overflowing with iridescent liquid, magenta-cyan-green swirls, drips glowing down the sides, hazard stripes barely visible under stains`
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**COEFFICIENT PACKS** — *frames pressed into the frequency domain.* Decks of translucent
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cards, each etched with one cosine wave; low-frequency cards thick and bright, high-
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frequency cards whisper-thin. Output of the DCT Press.
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`ASSET (3D): deck of translucent glass cards fanned slightly, each etched with a different frequency sine wave, bottom cards thick and glowing, top cards thin and dim`
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**HF DUST** — *quantization waste.* Glittering powder of murdered high frequencies —
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all the fine detail the Quantizer rounded to zero. Accumulates around crushers; attracts
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and hatches MOSQUITO SWARMS. Late-game recipes reclaim it (mosquito farming, ringing).
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`ASSET (2D decal + 3D pile): heap of fine glitter dust, prismatic sparkle, subtly animated shimmer, industrial floor spill shape`
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**MOTION VECTOR FLUID (MV-FLUX)** — *pure directional intent, no pixels.* The blood of
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temporal compression, carried in pipes: a luminous fluid full of tiny arrows all
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pointing the way the image wants to move. Feed it to P-Frame casting. Reversed pipes
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produce backwards-flux for B-frames.
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`ASSET (3D pipe segment + fluid VFX): transparent industrial pipe filled with glowing cyan fluid, dense stream of tiny bright arrow particles flowing one direction, pulsing`
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### Frames (the ammunition of the economy)
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**I-FRAME (ANCHOR SLAB)** — *a complete, self-sufficient picture.* Rare, heavy, forklift-
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only. A thick crystal slab holding an entire crisp image. Everything downstream leans on
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it; remove it from a GOP and the whole chain hallucinates. The premium currency.
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`ASSET (3D): thick monolithic crystal slab on a shipping pallet, a complete crisp photographic scene embedded inside, edges beveled like a bank vault door, heavy glow`
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**P-FRAME (DELTA WAFER)** — *not a picture — an instruction.* Thin cheap wafer etched
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with motion arrows and prediction-error crumbs. Mass-produced from MV-FLUX. Applied to
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whatever came before it, right or wrong. The bulk commodity.
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`ASSET (3D): thin circuit wafer, translucent, etched with a field of small arrows pointing subtly different directions, a few glowing patch-marks of pixel residue`
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**B-FRAME (JANUS WAFER)** — *references past AND future.* Double-faced wafer that needs
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two input belts — one from upstream, one from a *future* buffer — making it the routing
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puzzle of the mid-game. Highest compression yield of any frame.
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`ASSET (3D): two-faced coin-like wafer, one face etched with backward arrows one with forward arrows, thin glowing seam around the rim, slowly counter-rotating faces`
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**GOP CRATE** — *one I-frame + N delta wafers, boxed for shipping.* Standard freight of
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the Bitstream. Stamp on the side shows the pattern (IPPBPPB...). Tampering with a sealed
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crate (I-frame theft) is the core corruption verb.
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`ASSET (3D): industrial shipping crate, one glowing slab slot visible at front followed by a rack of thin wafers, stenciled cadence pattern on the side, forklift slots`
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### Power & logistics
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**BANDWIDTH** — *the electricity of the Bitstream.* Generated by compressing (every bit
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you destroy becomes room to move). Carried on glowing bus-bars. Chroma subsampling and
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brutal quantization are your coal and your nuclear.
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`ASSET (3D powerline piece): industrial pylon with a horizontal light-bar conductor, flowing dashed light pulses, meter dial showing kbps`
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**BUFFER CHARGE** — *smoothness in a tank.* Stored decode-ahead, the steam accumulator
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of the factory. Drains at exactly one frame per 16.6ms. When a tank empties: **brownout**
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— the whole sector freeze-stutters and the audio pop-crackles (see HAZARDS).
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`ASSET (3D): rounded industrial holding tank with a vertical progress-bar window, liquid light inside draining in discrete frame-tick steps, red POP hazard sticker near empty line`
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**HEAT** — *the price of software decoding.* Invisible resource with visible
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consequences: machines shimmer, then throttle (tick rate visibly halves), then scram.
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Vented by ASIC coolers. `ASSET (VFX only): heat-haze shader + glowing dull-red machine edges`
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### Science packs (research currency — each is a bottled artifact triptych)
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| Pack | Bottled contents | Visual |
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| **ANALOG PACK** | combing + v-hold roll + static | Bakelite TV-tube flask, phosphor green, tiny rolling picture inside |
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| **SPATIAL PACK** | macroblock + ringing + bleed | 8×8 gridded acrylic cube, checkerboard core, halo shimmer |
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| **TEMPORAL PACK** | melt + bloom + judder | Hourglass whose falling sand smears sideways mid-fall |
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| **CONTAINER PACK** | moov shard + offset ribbon + sync key | Nested transparent boxes, innermost holds a glowing index card |
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| **CINEMA PACK** (endgame) | wavelet + PCM + hash fragment | Blinding white orb, faint XML script orbiting it |
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`ASSET (3D, set of 5): laboratory flask variants per above, shared silhouette, one impossible glowing content each`
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---
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## 3. GLITCH PRODUCTS (what the factory actually ships)
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**MELT** — *motion divorced from form.* Made in the Mosh Reactor by feeding GOP crates
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with the I-frame removed. A slow rainbow lava that carries the *shape of movement*
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through whatever pixels happen to be lying around. Tier-1 signature product.
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`ASSET (3D fluid + 2D shader ref): thick dripping liquid rainbow, surface streaked with directional smear trails, holds ghost-outlines of a previous image while flowing like a new one`
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**BLOOM CONCENTRATE** — *motion compounded on itself.* Product of a Bloom Loop left
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running: duplicated P-frames stacking the same displacement forever. Sold by intensity
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grade; grade-5 bloom visibly tries to escape its canister in one direction.
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`ASSET (3D): pressure canister with a viewport, contents visibly stretching and duplicating toward one wall in repeated feathered layers, dented on that side`
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**MACROBLOCK BRICKS** — *the quantizer's confession.* Perfect quilted checkerboard
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tiles, harvested when flat areas starve. Construction material AND product: commissions
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love a good brick.
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`ASSET (3D): pallet of square tiles, each a slightly-wrong solid color with hard seams, arranged in an ugly beautiful patchwork`
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**RINGING HALOS** — *the Gibbs phenomenon, canned.* Ghostly oscillation rings skimmed
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from around over-sharpened edges. Ethereal, faintly vibrating, stored on hooks like
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angelic quoits. Ingredient in all "haunted" recipes.
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`ASSET (3D): stack of translucent shimmering rings on an industrial hook rack, each ring vibrating with concentric echo lines, faint halo glow`
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**STATIC CANISTERS** — *bottled analog snow.* White-noise slush from the Broadcast
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Shelf. Cheap filler product; also brine for preserving other artifacts.
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`ASSET (3D): glass jar of animated dense monochrome noise, TV-static texture, condensation on glass, masking-tape label`
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**MOIRÉ CRYSTAL** — *interference made solid.* Grows wherever fine repeating patterns
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meet the sensor grid: swirling maze-lattice crystal. Beautiful, valuable, and a
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nuisance — unchecked growth becomes literal maze walls across your factory floor (§5).
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`ASSET (3D): crystalline growth whose internal structure is a swirling psychedelic maze pattern, rainbow interference sheen that shifts with view angle`
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**FALSE-COLOR SPECKLE** — *chromatic aliasing, panned like gold.* Bright purple/green
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speckles sieved off high-contrast edges. Tiny, precious, pure pigment for THE SCREEN.
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`ASSET (2D sprite + 3D vial): tiny vivid magenta and acid-green flecks in a glass vial, unnaturally saturated against a neutral gray backdrop`
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**JUDDER CAMS** — *the 3:2 pulldown, machined.* Lumpy asymmetric camshafts that convert
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smooth rotation into 3-2-3-2 stutter. Installed in products to make them move *wrong*.
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`ASSET (3D): machined steel camshaft with deliberately uneven lobes in a 3-2 pattern, motion-blur ghosting on the lobes, precision-industrial finish`
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**GAMUT PAINTS** — *color spaces in cans, deliberately mislabeled.* REC709 house-gray,
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DCI-P3 cinema-vivid, REC2020 laser-primaries (nearly weapons-grade: pure 630/532/467nm
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pigment). Painting a product with the *wrong label* makes downstream decoders clip it
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into hyper-saturated blocks or wash it corpse-flat — both sell.
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`ASSET (3D, 3 variants): paint cans with chromaticity-diagram labels, one drab, one vivid, one containing visibly impossible laser-pure color that overglows the can rim`
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**EXPLOSIVE HITS** — *offset corruption, weaponized.* The Hex Splicer's product: bytes
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fetched from the middle of a frame instead of its start code. Unstable prisms that
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detonate into macroblock shrapnel and color inversion if belted too far. Ship fast.
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`ASSET (3D): angular unstable prism crackling with inverted-color lightning, half its faces showing a scrambled image, hazard-orange containment frame straining`
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**THE MEGAGLITCH** *(victory product)* — see §7.
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---
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## 4. MACHINES
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**SEAM EXTRACTOR** — *the miner.* A drill-head that chews mdat seams and spits raw ore.
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Era-skinned per stratum (film-reel drill in the Reel Beds, etc.).
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`ASSET (3D): industrial mining drill with a CRT monitor for a head, drill bit made of stacked play-button triangles, cable dreadlocks, grimy yellow chassis`
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**DEMUXER** — *the first splitter.* Cleaves raw ore into luma / chroma / audio / MV-flux
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output lanes. Literally a machine with one input belt and four differently-glowing
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output belts. `ASSET (3D): squat sorting machine with one big intake hopper and four labeled output chutes glowing white, magenta, green, cyan`
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**DEMOSAICER** — *makes color from checkerboard grit.* Interpolation looms weave RGGB
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gravel into full-color plates. Parameter dial selects algorithm (AMaZE/LMMSE/VNG4 as
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absurd brand names on the faceplate). Feed it stripes → it jams and extrudes MOIRÉ.
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`ASSET (3D): loom-like machine threading red green blue gravel into a smooth color sheet, weaving arms mid-motion, big algorithm selector dial with baroque labels`
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**DCT PRESS** — *spatial → frequency.* A hydraulic press whose platen is engraved with
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the 8×8 DCT basis-function grid; slams pixel blocks into coefficient card decks. Bigger
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era-tier presses (16×16, 64×64, 128×128) are progressively more cathedral-like.
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`ASSET (3D): heavy hydraulic press, platen engraved with the iconic grid of cosine-wave basis patterns, glowing card deck sliding out of the output slot`
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**QUANTIZER** — *the crusher, the moneymaker, the sin.* Adjustable jaw that rounds
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coefficients to zero. Its single dial (Q) is the most important lever in the factory:
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right = more BANDWIDTH + more HF DUST + uglier products. The dial goes to "CRIME".
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`ASSET (3D): brutal jaw-crusher with an oversized rotary dial labeled with a smiley face at one end and a skull at the other, glitter dust leaking from its seams`
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**SUBSAMPLER** — *chroma concentrator.* Centrifuge that spins 4:4:4 slurry down to
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4:2:2 / 4:1:1 / 4:2:0 grades, venting bandwidth. Leaks by design; place downwind.
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`ASSET (3D): centrifuge tank with three grade taps, iridescent stains streaking down its flank, ventilation stack emitting faint rainbow vapor`
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**MV EXTRACTOR & P-CASTER** — *optical-flow refinery.* Watches decoded footage with an
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array of eye-cameras and pipes off MV-FLUX; the paired caster prints delta wafers.
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`ASSET (3D): machine studded with dozens of small camera lenses all tracking subtly, cyan fluid pipe exiting the back, wafer printer sidecar`
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**GOP ASSEMBLER** — *the packer.* Robotic arm slots 1 anchor slab + N wafers into
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crates following a cadence template (editable: IPP, IBBP, I-only…). Cadence templates
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are themselves unlockable items.
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`ASSET (3D): packing station with robot arm mid-slot, crate on rollers, cadence template punch-cards racked on the wall`
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**MOSH REACTOR** — *tier-1 corruption core.* A decoder run in a sealed vessel and
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deliberately starved of anchors: crates go in, the I-frame is winched OUT through a
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side airlock (recoverable — sell it!), and the hallucinating decoder extrudes MELT.
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`ASSET (3D): pressure reactor with a porthole showing swirling rainbow smear, side airlock cradling a stolen glowing slab, warning placard of a melting face`
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**BLOOM LOOP** — *not a machine — a belt topology.* Any closed belt circle with a
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P-FRAME DUPLICATOR on it. Contents compound each lap; tap the loop to draw off graded
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bloom. Runaway loops (grade >5) burst and flood the sector with directional smear.
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`ASSET (3D, belt piece + duplicator): conveyor segment whose cargo visibly doubles and feathers as it passes a stamping duplicator arch, escalating glow per lap`
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**FIELD LOOM (INTERLACER/DEINTERLACER)** — *weaves and unweaves time.* Splits frames
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into odd/even field splinters captured a tick apart, or (run in reverse) weaves them
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back — imperfectly, unless fed a motion-adaptive coprocessor module.
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`ASSET (3D): weaving loom threading two horizontal slat-sets together into one sheet, teeth slightly misaligned, phosphor green worklight`
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**TELECINE PULLER** — *the 3:2 judder mill.* Cranks 24fps film stock into 30fps product
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by duplicating fields on a lumpy cam (see JUDDER CAMS). Runs backwards as an IVTC
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purifier — one of the few machines The Correction also uses, awkwardly.
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`ASSET (3D): film-projector-meets-gearbox, visible uneven cam linkage, two film paths in and out with mismatched sprocket rhythms`
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**HEX SPLICER** — *endgame chaos lathe.* A robotic hex-editor that nudges stco offsets
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by a few bytes so downstream decoders fetch garbage. Produces EXPLOSIVE HITS. Requires
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CONTAINER PACK research and a steady buffer feed or it splices *itself*.
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`ASSET (3D): surgical robot arm poised over a scrolling hexadecimal ticker-tape, one byte pair held glowing in its tweezers, containment glass, red interior light`
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**DECODE ASIC** *(power gen)* — *cool, efficient, inflexible.* Handles standard profiles
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only. `ASSET (3D): server-blade monolith with a huge heatsink afro and a serene LED face`
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**SOFTWARE DECODER** *(burst gen)* — *decodes ANYTHING, at any temperature.* Doubles
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throughput on demand; generates HEAT; throttles theatrically (fan scream, tick-rate
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halving). `ASSET (3D): overclocked tower PC held together with zip ties and prayer, case open, fans glowing hot-red, thermal haze`
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**BUFFER TANK** — see BUFFER CHARGE. **MUXER** — see §7 (it's the rocket).
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---
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## 5. HAZARDS, WILDLIFE & THE ENEMY
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### Wildlife (ambient, farmable)
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**MOSQUITO SWARMS** — *quantization noise, alive.* Shimmer-gnat clouds that hatch from
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HF DUST piles and cluster around any sharp edge in your factory (signage, fresh luma,
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the player). Degrade machine precision. Catchable in edge-baited traps → sellable as an
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artifact ingredient. The doc's "shimmering swarm around outlines," literalized.
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`ASSET (VFX + 3D trap): particle cloud of tiny flickering pixel-gnats; trap is a bug-zapper shaped like a high-contrast black-white edge target`
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**GIBBS WRAITHS** — *ringing, ambulatory.* Ghostly figures made of concentric echo
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halos that spawn where contrast is extreme. Harmless but they *duplicate your outline*
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and follow you, slightly out of phase. Density = a readable "over-sharpening" warning.
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`ASSET (3D character, rigged): translucent humanoid made of nested outline rings, no fill, constantly oscillating between two positions`
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**MOIRÉ BLOOM** — *crystal maze growth.* Spreads across floors wherever repeating
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textures face each other. Harvest young = product; let it mature = your factory now has
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corridors you didn't design. Some players will farm it as free walls.
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### System hazards
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**BROWNOUT (BUFFER UNDERRUN)** — a drained buffer freezes its whole power domain in a
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stuttering last-frame loop while the audio bus emits catastrophic pop-crackle. Machines
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resume with a lurch and 1 tick of scrambled output (free chaos, occasionally useful).
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**THERMAL SCRAM** — overheated software decoders halve the local tick rate; the *game
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itself* visibly drops frames in that sector. The lag IS the damage model.
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**BLEED FLOODS** — slurry spills tint every product crossing them until mopped.
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### THE CORRECTION (the enemy faction)
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The immune system of the Bitstream. It does not hate you; it *cannot perceive* you —
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only deviation, which it repairs. Escalation ladder:
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1. **PARITY MITES** — beetle-drones that patrol belts and quietly *fix* artifacts back
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into clean product (your melt becomes... footage of a lake). Early nuisance.
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`ASSET (3D, rigged): rounded beetle drone, hospital-white shell, tiny green checkmark eye, solder-iron proboscis, unsettlingly gentle`
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2. **CHECKSUM WARDENS** — heavier units that audit a machine, roll back its last N
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outputs, and stamp it with a compliance seal (disabled until you pry the seal off).
|
||
`ASSET (3D, rigged): tall white filing-cabinet golem, drawer-chest full of hashes, rubber-stamp fist, red LED ledger eyes`
|
||
3. **REDUNDANCY GUNSHIPS** — airborne RAID arrays that *mirror* a sector of your
|
||
factory: a clean parallel copy materializes alongside and tries to out-ship you to
|
||
THE SCREEN. Your own layout, sanitized, weaponized. Kill the parity link to pop it.
|
||
`ASSET (3D): hovering white chassis of five mirrored disk-platter rotors in a row, projecting a ghostly duplicate landscape beneath itself`
|
||
4. **HASH AUDITORS** (endgame, from the Fortress) — DCP inquisitors. One byte of
|
||
deviation in their scan radius and they refuse — not attack, *refuse* — locking
|
||
regions into unplayable 0:00 stasis until you break the lock (see moov heists, §6).
|
||
`ASSET (3D, rigged): faceless white-marble cinema usher, flashlight that projects an XML scroll, padlock icon halo, moves only between frames`
|
||
|
||
---
|
||
|
||
## 6. RESEARCH, COMMISSIONS & SIDE LOOPS
|
||
|
||
**TECH TREE = MEDIA ARCHAEOLOGY.** You research *downward* (excavating older strata for
|
||
analog secrets) and *upward* (deriving newer codecs). Era multipliers use the real
|
||
efficiency history: MPEG-2 → H.264 ≈ ×2 compression, → HEVC ×1.5, → AV1 ×1.3, each era
|
||
also unlocking bigger DCT presses (8×8 → 128×128) and new cadence templates.
|
||
|
||
**PRESTIGE = REMASTER.** Reset the file, keep knowledge ("muscle memory of the codec"),
|
||
re-encode the world one generation newer. Generation loss is the prestige *bonus* here —
|
||
each remaster starts with era-appropriate ambient artifacts already seeded in the soil.
|
||
|
||
**COMMISSIONS** arrive by fax (the fax machine is sacred, do not ask why it works).
|
||
Absurd recipe orders from unseen glitch-art collectors, e.g.:
|
||
- *"1 MELTED ANCHOR SLAB + 3 MOSQUITO SWARMS (live) + 40 bbl CHROMA SLURRY (4:2:0) = 1 VAPORWAVE SUNSET. Deliver before the beat drops."*
|
||
- *"600 MACROBLOCK BRICKS, sky-blue, MISLABELED REC2020. Purpose: none of your business."*
|
||
- *"One (1) GIBBS WRAITH, willingly."*
|
||
|
||
**MOOV HEISTS** (side mode, feeds the campaign): Hash Auditors lock a region → you
|
||
infiltrate its container, scan scrolling hex for real frame signatures (AAC `0xFFF`
|
||
sync words, H.264 NAL start codes), and rebuild/forge the stco/stsz index to your
|
||
advantage. Papers-Please-meets-defrag; the minigame from GLYTCH's REPAIR mode, reused.
|
||
|
||
**AUDIO WING** (optional expansion): PCM ingots, sample-rate drift (44.1k product on a
|
||
48k line slowly desyncs the *whole factory's* rhythm), and the asymmetric sync scoring
|
||
rule — audio may lag ≤120ms, but audio that *leads* by even a few ms triggers instant
|
||
commission rejection. The pickiest customers are evolutionary.
|
||
|
||
---
|
||
|
||
## 7. THE ENDGAME: THE FORTRESS & THE MEGAGLITCH
|
||
|
||
**THE MUXER** is your rocket: a launch-gantry that assembles a complete container —
|
||
ftyp seal, mdat payload masses, and the hand-built **moov brain** (stsz ledger + stco
|
||
map + stts metronome + stss keyring, each its own late-game production line) — and
|
||
ships the finished file to THE SCREEN as one colossal composited corruption: the
|
||
**MEGAGLITCH**. Victory plays your actual factory's shipping history as a rendered
|
||
video. (Real-render tie-in: the layout compiles to an ffmpeg/PYXLFK graph — belts are
|
||
`filter_complex`; the save file is a render-farm job for the Mac fleet.)
|
||
`ASSET (3D, hero structure): launch gantry embracing a monolithic container rocket built of nested translucent boxes, innermost box a glowing brain of index tape-reels, umbilical belts feeding it from every direction`
|
||
|
||
**THE FORTRESS (DCP)** is the final biome and the game's thesis-statement difficulty
|
||
cliff: inside its walls *your entire verb set fails*. JPEG 2000 wavelet masonry — no
|
||
blocks, no seams to mosh. Every frame intra-coded — no dependency chains to starve. No
|
||
motion vectors *at all*. PCM audio too pure to pop. AES-CBC gates, KDM time-locks that
|
||
only open during scheduled showings, and hash sentries with zero-tolerance policy.
|
||
You cannot corrupt The Fortress. The twist: **you don't have to.** Its own perfection
|
||
is the exploit — flip one byte and it *refuses to play itself*. The final act inverts
|
||
your win condition from "make it glitch" to "make it silent," or steal the KDM window.
|
||
`ASSET (environment kit): blinding white cathedral of smooth waveleted curves, zero right angles, XML scripture friezes, spotlight-usher sentries, one hairline black crack (scripted)`
|
||
|
||
---
|
||
|
||
## 8. VISUAL STYLE GUIDE (for every MODELBEAST batch)
|
||
|
||
- **Two-material rule:** every asset = grimy industrial body (rust, gaffer tape, hazard
|
||
stripes, zip ties) + exactly ONE impossible element (CRT glow, iridescent fluid,
|
||
interference sheen, embedded image). The impossible element is the silhouette's focus.
|
||
- **Palette:** base world in desaturated industrial neutrals; ALL saturation belongs to
|
||
media/artifacts (chroma slurry, gamut paints, THE SCREEN). Color = value = literally
|
||
the resource. The world gets more colorful only where the player has made a mess.
|
||
- **Era skins:** Reel Beds = sepia/brass/celluloid; Broadcast = phosphor green + wood-
|
||
grain TV; Disc = rainbow-on-black gloss; Stream = flat white plastic + LED; Fortress
|
||
= blinding matte white. The Correction is always hospital-white with green checkmarks.
|
||
- **Animation motif:** clean things move at 60fps; corrupted things move *wrong on
|
||
purpose* — 3:2 judder for film-era, 2-frame loops for analog, held-then-lurch for
|
||
buffer trouble. Wrongness of motion is a faction uniform.
|
||
- **UI voice:** OSHA-poster deadpan. Everything horrifying is labeled like routine
|
||
industrial equipment.
|
||
|
||
## 9. MODELBEAST PRODUCTION NOTES
|
||
|
||
- Host: `MB_HOST=http://100.89.131.57:8777` (m3ultra, tailnet). Headless via `mb` CLI;
|
||
ops brief in `~/Documents/modelbeast/AGENTS.md` on that machine.
|
||
- Pipeline per 3D asset: concept image → `sf3d` (local, fast) for props; `fal_trellis2`
|
||
(paid, higher fidelity) reserved for hero assets (Muxer, Mosh Reactor, Fortress kit)
|
||
— check the canon cache before any paid generation (asset-pipeline house rule).
|
||
- Characters/creatures that need rigs (Gibbs Wraith, Parity Mite, Wardens, Auditor):
|
||
route through the character_kit fleet rule — generate the mesh, then bind to the
|
||
shared clip banks; bespoke motion (the Auditor's between-frames teleport, Mite repair
|
||
loop) is hand-authored, not Mixamo-searched.
|
||
- Belts/pipes/tiles are kit-bashed modular pieces: generate 3–4 segment variants each,
|
||
keep polycounts belt-friendly; VFX-heavy entries (melt, static, heat) are shaders,
|
||
not meshes — the ASSET prompt is the *reference image* prompt for the shader artist
|
||
(also you).
|
||
- Every asset generated gets its element's codex name — this file is the manifest;
|
||
check off against it.
|