# TOASTSIM → THE RAD KITCHEN — Master Plan *2026-07-17. This sits above the build briefs. Each phase below gets cut into an OPUS-BUILD-BRIEF-N.md when its turn comes; parallel Opus agents build inside a phase in separate file lanes; Fable reviews every stage against the exit bar with harness numbers before merge. "It's been done"? Sure. Ours is better, and it will keep getting better.* ## 0. The one-sentence pitch A kitchen where every station is the same game — fields, points, doses, and nerve — and a judge who notices everything, played from toast to a full pass. ## 1. The design law (unchanged, non-negotiable) One game, not minigames in a trench coat. Every new mechanic must ride the proven bones or improve them for everyone: | Bone | Proven by | Generalizes to | |---|---|---| | **Field** (2D scalar grid + stats) | browning, spread, damage, mess | pan sear, egg set, sauce coverage, plate composition heat | | **Point statistics** (Clark–Evans) | crust rind, toppings | plating layout, garnish scatter, seed mess | | **Cutting sim** (bite/saw/slip/wobble) | bread, tomato, mushrooms | steak (grain axis), potato lid (depth), everything | | **Dose/mass tracking** | spreads, juice | salt, capers, wasabi, sauces, butter-in-pan | | **Temperature clock** | butter softness, fridge/bench | rest clock, pan heat, egg water, sog | | **Swirl/gesture detection** | jar remix, reamer twist | whisking, poach vortex, sauce swoosh | | **Dwell commits + judge bands + lines** | everything | everything | | **Dev harness** (real input, deterministic dt) | every milestone | every milestone — no unverified feel, ever | | **MODELBEAST pipeline** | the current cast | unlimited free assets; trial-and-error is cheap, bad eggs allowed | ## 2. The foundation doctrine: SALT & BUTTER John's law: *butter and salt are the foundation, really.* So they are **cross-cutting systems**, not ingredients — every phase from P2 on hooks them. **Salt is two objects and a timing question.** - **Fine table/cooking salt**: dissolves, penetrates, seasons DURING cooking. Cheap, correct, invisible when right. - **Flaky finishing salt** (the good stuff): texture + sparkle, plating ONLY. The cardinal sin — cooking off the good salt: flakes into a hot pan dissolve into ordinary salinity and the judge KNOWS: *"You cooked with the finishing salt. I can hear it weeping."* Inverse sin: table salt at the pass reads flat — *"sad little grains."* - Mechanics: one shared **dose curve** (under = unnoticed, right = bonus, over = ruined) — the same curve class capers and wasabi use (Brief 2 §7.5), built once. Plus a **timing check**: salt-type × when-applied matrix. **Butter is a state machine, everywhere.** - Spread (done, M2+), softness clock (done). - P2 adds **butter as cooking medium**: cold → foaming (the moment) → browned (beurre noisette, flavour bonus) → burnt (bitter, mess). Heat × time on the existing temperature clock. Basting = a gesture that paints the sear Field. - P3 closes the loop beautifully: over-whip cream long enough and you MAKE butter. The game teaches where butter comes from by punishing you with it. ## 3. The map — six phases ### P0 — TOAST (done: M0–M11 core) Toaster, spreads, jars, bakery, prep bench core. The bones exist and are measured. Remaining: M11 finish line (route days through the bench) — first lane of Stage 1. ### P1 — THE PREP BENCH (Brief 2: M12–M15, specced, next to build) Oranges + ribbed pyramid juicer, grater, onions, bruschetta capstone. Plus the pantry backlog already in the cast: mushrooms ×3, bell pepper. **Feel that must be right:** the reamer twist, the onion stop-line. ### P2 — FIRE (the pan) — *the steak phase* The one new primitive: **the pan** = a heat source under a Field, like the toaster but continuous, visible, and yours to modulate. - **Rib eye, in full:** 1. **Salt it** — when? Properly early (penetrates) or at the pass (crust); mid-cook sprinkle = amateur hour. Salt type matters (§2). 2. **Cook it** — sear Field per side; flip timing; butter + baste; doneness = interior ramp (new 1D depth profile per Field cell — reuses the browning math pointed inward). Mushrooms & peppers cook here too. 3. **REST it** — the nerve test. Rest clock: cut at 0s and juice mass (moisture 0.95→0.6 decay) floods the board — the mess field's finest hour. The ticket tempts you; the judge times you. 4. **Cut it** — new `grain` axis on Ingredient; score cut-angle vs grain; wobble TEARS. Across the grain or it's chewing gum. 5. **Pair it** — right mustard from the family (Brief 2 §7.5). - Judge groups: The Season / The Cook / The Rest / The Cut / The Pairing. - **Feel that must be right:** the sizzle-to-rest silence, and juice flooding when you cut too early. Player must FEEL the urge to cut early and learn. ### P3 — EGGS & AIR Two new gestures on old bones, then the near-game: - **Whisking/whipping**: sustained swirl detection + shear accumulation → cream: liquid → soft peaks → stiff peaks → grainy → **butter** (see §2). Field stores air fraction; judge pokes the peak on camera. - **The poached egg** — almost a whole game, treated with respect: water temp band (clock), the **vortex** (reamer-twist gesture at pot scale), the drop (timing + height), white-set vs yolk-liquid as a **two-layer Field** (set outer, liquid inner — the toast browning math with a phase boundary), the lift, the drain, the **wobble test** — judge presses it: *"It should tremble. Like you, right now."* - **Feel that must be right:** the vortex drop, and the wobble. ### P4 — THE PASS (plating) Composition becomes the scored surface. The plate is a Field + point set: - **Placement** = Clark–Evans + mass balance bands (M15 topping math, plate- sized). Height/stacking as a bonus axis. - **Sauce gestures**: dots (dose curve), the smear/swoosh (a spread stroke scored on confidence — ONE motion, hesitation reads in the Field), drizzle (path statistics). - **Garnish = the dosing danger class**: capers, flake salt, herbs. Tiny masses, brutal curves (§2). Wrong-salt-at-the-pass judged here. - **Feel that must be right:** the swoosh. One confident stroke. > **P6–P12 live in KITCHEN-ATLAS.md** — water & oil, the spice rack (the > irreversibility doctrine), the knife roll + drills, directed heat (the > torch, the crack), cold & time (cures across days), and the banquet > (carving, the symphony). Read it after P2 ships; suggested weave in its §8. ### P5 — SERVICE (the restaurant) The kitchen becomes one organism: multi-course orders, the planning clock generalized (M15's fridge/bench timing at menu scale), stations in parallel, the pass as the bottleneck. **Baked stuffed potato** lands here as the multi-station capstone (bake → lid cut → scoop → mix → restuff → rebake — Brief 2 §7.5). Career arc: the menu grows day by day; the judge brings FRIENDS. S-rank a full service = the diploma. ## 4. The build model (stages, agents, review) - **Stage = one phase slice with 2–3 parallel Opus agents**, each in its own git worktree, each owning a disjoint file lane (one owns `src/sim/X.ts` + its harness helpers; another owns scene/UI; a third fires asset batches and does judge lines). Lanes declared in the stage brief; game.ts merge conflicts resolved at review, not shared live. - **Agents verify with typecheck + build; Fable holds the browser** — harness numbers and screenshots are the REVIEW gate, run by the reviewer, so no two agents fight over the preview pane. No milestone merges without numbers. - **Exit bar per stage** (same as ever): played-through with numbers in the commit message, screenshots, feel-check on the phase's named feel. Feel wrong = fix feel before advancing, always. - **Bad eggs policy**: assets are free and code is cheap — trial fearlessly, kill quickly. A mechanic that isn't fun after its harness works gets ONE retune pass, then it's cut and logged in the brief. No sunk-cost stations. - Commit discipline unchanged: one commit per milestone, message = what you measured, push to Gitea. ## 5. Asset batches (MODELBEAST, seeds reserved per phase) - **P1**: in flight (prep cast rendering now) + mushrooms ×3, bell pepper. - **P2**: cast-iron pan, raw rib eye (marbling!), cooked steak rested + cut showing pink interior, salt cellar (fine) + salt dish (flakes), butter block in pan, tongs. Seeds 170–199. - **P3**: whisk, copper bowl, egg carton, single egg, poach pot, slotted spoon, cream carton. Seeds 200–229 (2D: soft/stiff peak reference cards). - **P4**: big white plates ×3 shapes, squeeze bottle, microgreens, sauce spoon. Seeds 240–269. - **P5**: the pass window, docket rail, second toaster (!). Seeds 270+. - Anything the player identifies by shape or that carries physics stays procedural — silhouettes are gameplay (unchanged law). ## 6. Order of battle 1. **Stage 1 (now)**: M11 finish line + M12 juicer, parallel lanes. 2. Stage 2: M13 grater + M14 onions. 3. Stage 3: M15 bruschetta (single lane — it's integrative by nature). 4. Stage 4: cut Brief 3 from P2 (salt system + pan + steak). The big one. 5. Stage 5+: P3 eggs, P4 plating, P5 service — brief per phase, re-planned against what the previous phase taught us. The bet, restated for the whole kitchen: the bones are good, so every station is the bones wearing a new apron — and the game stays ONE game, from a slice of toast to a full Saturday service.