glytch/fktry/src
type-two e24100c26e [ui] wildlife, the no-seam jam, and the opening's one mercy hint
Voice: dust piles read as nurseries rather than mess ("SOMETHING WILL HATCH IN
IT"), swarms announce and disperse differently, and SIM's new 'no seam' jam
finally gets the line it deserves — "THERE IS NOTHING DOWN THERE. MOVE."

The inspector grows a MOSQUITO EXPOSURE row, read from snap.wildlife by target,
so a machine that is mysteriously slow says why where the player is already
looking. It shows the swarm's severity, not a throughput promise — SIM owns the
real penalty and doesn't expose a number.

Toasts gain pushMessage for lines that aren't raw sim events. First among them:
once per session, on the very first brownout, "NOTHING IS GENERATING. THE
COMMITTEE SUGGESTS: POWER." The alarm alone taught nothing; this is the one
hint the opening needs, and it is emphatically not a nag — hatch warnings are
deduped per pile for the same reason.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-18 14:11:59 +10:00
..
audio [audio] world ambience, discovery gating, and the radio control surface 2026-07-18 13:51:24 +10:00
render [render] THE FLOOR, the relic, the juice, the pipe — and the colorspace bug behind it 2026-07-18 14:09:20 +10:00
screen [screen] wildlife shimmer, boot title, and a longer awakening 2026-07-18 13:51:04 +10:00
sim [sim] the relic, wildlife, seams, research time, grantResearch, reference v5 2026-07-18 14:07:08 +10:00
ui [ui] wildlife, the no-seam jam, and the opening's one mercy hint 2026-07-18 14:11:59 +10:00
contracts.ts [orchestrator] MEGA round 5: the paint and the pipe 2026-07-18 12:56:09 +10:00
main.ts [orchestrator] MEGA round 5: the paint and the pipe 2026-07-18 12:56:09 +10:00