When will we actually have a complete and AAAAA polished chapter 2, chapter 3, and complete vertical slice?
-- Josh, 2026-08-05
Nothing in the slice is above GREYBOX today, and the honest answer to WHEN splits in two: the parts that are gated on WORK have a measured rate and can be stated in waves; the parts that are gated on ASSET CLASSES THAT HAVE NEVER PRODUCED ONE UNIT have no rate, and any date for them would be invented.
*Emitted 2026-08-06 05:19 UTC by harness/site/emit_slice_board.py from harness/site/slice_board_data.json. Canon 90e56655, build 98cfd9c. Every count on this board is computed from that file; nothing is typed in by hand.*
Where the slice actually stands
The matrix below is 14 nodes x 5 domains = 70 cells. Their tiers:
tier
cells
share
ITERATION
50
71%
GREYBOX
8
11%
CONTENT-COMPLETE
12
17%
POLISH
0
0%
AAAAA-VERIFIED
0
0%
0 cells sit at POLISH or above. The top two rungs of the ladder are unoccupied across the whole slice, and nobody has ever claimed them.
The ladder (fixed vocabulary)
ITERATION -- something exists to look at or read, and no claim is made for it
GREYBOX -- it functions, it is measured, and it is declared to look and sound like a placeholder
CONTENT-COMPLETE -- every unit the design calls for is present at greybox quality; nothing is missing, nothing is polished
POLISH -- the final asset class is in and tuned
AAAAA-VERIFIED -- scored against the gate-51 comparator lenses with critic evidence -- the only rung nobody may self-award
Per-domain, the rungs mean this:
CANON (story, seeds, registry rows) -- ITERATION = prose only. GREYBOX = prose plus spine rows, structured layer partial. CONTENT-COMPLETE = every narrative unit and its seed/drop/registry rows authored and critic-gated. POLISH/AAAAA = critic-scored against the comparator lenses. *Measured by: synthesizer, directly (the fourth audit did not arrive).*
WORLD (level, terrain, dressing) -- ITERATION = no level, or a level nobody has looked at. GREYBOX = a composed level with a measured dressing pass and its own honest-tier declaration. CONTENT-COMPLETE = every attested structure and zone present at greybox quality. *Measured by: engine-visual audit.*
PLAY (fights, loops, quests, seams) -- ITERATION = nothing staged in the engine. GREYBOX = staged and tested. GREYBOX also requires -game input proof before any play-quality sentence is admissible. CONTENT-COMPLETE = every canon encounter and loop reachable and completable by input. *Measured by: gameplay-systems audit.*
ART (creatures, characters, ability VFX, animation) -- ITERATION = previz, placeholder or absent. GREYBOX = deformation-ready assets with authored maps standing in for final. CONTENT-COMPLETE = every creature, character and ability family present at greybox quality. *Measured by: engine-visual audit.*
AUDIO (score, SFX, voice) -- ITERATION = nothing audible in the build, or generated placeholder only. GREYBOX = canon cue rows resolve and are measured firing in a real run. CONTENT-COMPLETE = every cue row and theme present at greybox quality. *Measured by: audio-music audit.*
What this board is standing on
Domain audits received: 3 of 4. Three domain audits arrived intact: engine-visual, gameplay-systems, audio-music. The fourth audit's payload did not survive into the synthesizer's context -- it was truncated mid-way through the audio-music burn-down and nothing after it arrived. The CANON column below is therefore NOT an auditor's return: it was measured directly by the synthesizer at the shas above, and every one of its cells names the command or file it came off. That is stated here rather than presented as a fourth audit, because a column standing in for an audit it is not is exactly the label-over-content defect this board exists to refuse.
All three audits read the game repo at e4ea878 (wave 13, 08-05 05:08). HEAD is now 98cfd9c -- roughly eighty engine commits later, spanning wave 15, the world-visual program's rungs W1 through W7, the contact/physics rung W6, the protagonist import, the garment layer and the L5 world items. The audits' ART and WORLD columns are therefore the oldest material on this board; every cell whose evidence this refresh rewrote says so on its own face.
What landed after the audits were written
W14-2 -- [SUPERSEDED 2026-08-06 -- original claim kept below] The creature rim is BUILT -- the half two waves named and did not build.
A kicker/backlight on the creature itself, placed behind it relative to the camera every frame, on lighting channel 1 with only creature primitives receiving that channel, so it cannot spill onto the understory and any measured change is a change in subject pixels by construction. It ships OFF (r.Humanity.CreatureRim 0) and the A/B is a command line rather than a map edit that has to be reverted. || SUPERSEDED 2026-08-06: the A/B this entry said had not been run WAS run, and the lever is REFUTED. Eight arms including a 500x saturation move the subject's own luma by 0.0003 against an OFF baseline whose own spread is 0.0339. See the L23-RIM entry: the root cause is that 45 cd at 232 cm is 8.36 lux against a 128,000 lux sun and it is aimed at surfaces the camera cannot see. The lever is KEPT at default OFF and filed as BUG-0054.
Changes on this board: BD-LEG-01's blocker line -- all three audits carry 'the creature-rim lever is UNBUILT with deliberately no flag, two waves running'. That is now FALSE. The lever exists, ships off, and its A/B has not been run. SUPERSEDED: 'one built lever, one instrument able to score it, A/B not yet run' is now 'A/B run, lever refuted, root cause named, BUG-0054 open'.
Evidence: game aff5a0e commit body; Tools/qa/measure_subject_legibility.py +106 lines
W14-2b -- [SUPERSEDED 2026-08-06 -- original claim kept below] The instrument that can see a subject-only lever now exists.
The frame ruler was a median over ~1,700 tiles; a creature covers tens of them, so a subject-only lever could not move it and 'below the noise floor' would have been ambiguous between 'the lever does nothing' and 'this ruler is blind'. The capture now emits each declared subject's screen box from the actor's own world bounds through the camera basis the frustum tooth already builds -- engine ground truth, not a detector -- and the measure reads inside it: subject local contrast, and the subject-vs-ring edge separation a silhouette is actually read on. || SUPERSEDED 2026-08-06: the instrument was used. Eight arms ran on it, and what it saw is that the lever never reaches the shading -- see L23-RIM. The instrument itself is vindicated and it also produced its own protocol finding: at a creature station the OFF spread is 5-20x the spread at a readable control, because the subject WALKS between runs.
Changes on this board: BD-LEG-01's 'no levers left that have been shown to move them' becomes 'one built lever, one instrument able to score it, A/B not yet run'. SUPERSEDED: 'A/B not yet run' is now 'A/B run, lever refuted, BUG-0054 open'.
Evidence: game aff5a0e commit body
W14-3 -- The encounter KIND stops being inferred from the last three characters of an id.
GetEncounterKind() read the mechanic rail off the sub-boss id suffix, which reads a POSITION IN A CHAPTER as a MECHANIC, and was wrong on five of the nine sub-boss ids the stage tools place. The kind is now DECLARED in three vectors with no inference at any step, and three ids are deliberately left UNDECLARED because their canon rows describe mechanics none of the built rails implement -- declaring one would be the invention the change exists to refuse. Measured: Encounter 2/2, Combat 51/51, Quest 13/13 green.
Changes on this board: Adds a named canon-lane ask (three sub-boss rows whose mechanics no rail implements) and removes a silent-wrongness class from the Ch 3-5 encounter cells.
Evidence: game a46e854 commit body; Config/DefaultGame.ini +34
W14-4 -- [SUPERSEDED 2026-08-06 -- original claim kept below] Wave 13's own reading of its one RED is REFUTED by measurement.
Wave 13 reported the Ch 2 kill run's unmeasured tell-to-impact window as 'a legitimate absence on a run where the player kills fast'. A telegraph ledger now records every windup when it OPENS and again when it REACHES ITS STRIKE FRAME, somewhere the enemy's death cannot take with it. Re-run at HEAD on the same script and real key presses: twelve windups opened and all twelve reached impact, on the very run whose record said no window was ever measured. Two instrument defects are named. THE FIX IS NOT IN THAT COMMIT -- the evidence landed first and the tooth is still honestly RED. || SUPERSEDED 2026-08-06: the fix landed (game 4653e4f). Two derivations were deleted -- the live-enemy scan that skips exactly the enemies that telegraphed on a kill run, and an unconditional read off the currently-WINDING enemy whose zero overwrote the NOT-MEASURED sentinel. Re-measured at HEAD on real key presses: the two pre-fight stations correctly read -1 NOT MEASURED, the old defect's own station now reads -1 instead of a phantom 0, and the fight stations read armed 8 / reached 8 / tell_to_impact 0.557139 s. Verdict GREEN, asserts 3/3. Wave 13's run-level RED is retired ON ITS CAUSE rather than by loosening a band.
Changes on this board: The Ch 2 PLAY cell keeps its RED and gains a cause. It is an instrument fact, not a content fact. SUPERSEDED: the Chapter 2 PLAY cell no longer carries this RED at all. It was an instrument fact and the instrument was repaired.
CANON-05:41 -- The three Chapter 2 contract asks are ANSWERED. The audits' 'three open gaps' is now FALSE.
Two world-state keys are minted, both integer, both monotonic, because canon's own noun is a mark on a track and the live client already counts exactly that. The first is written on the FOUGHT ROUTE ONLY -- stepping the lane or attuning the breath opens the source intact and writes nothing, fighting the guardian down opens the same water and costs one mark; both are wins and the mark is the price of the easier one. It deliberately does NOT touch the integrity score, because an automatic integrity penalty on a lawful route is a soft ban on that route. The second is ONE track with TWO writers, because both sources state the same predicate about the same place at the same moment, and splitting them would mint a distinction canon does not make; a clean evasion writes NOTHING, so the pressure is the price of survival-by-force and never a tax on being hunted. The creature's element is RULED rather than floored. And the light the canon sentence names turns out to be already present in the zone's own geometry, so the clock stand-in has a real anchor to become.
Changes on this board: BD-35 flips from three open asks to closed. Chapter 2's CANON and PLAY remaining lists lose their first item each.
Evidence: canon dd81a5a5 (05:41), commit body naming WS_047 and WS_048 with both writers
CANON-05:51 -- The music RULER now exists, and the fourteen themes have been scored against it.
The audits measured that the rubric existed only as one prose line saying it was dispatched, with no file anywhere. That is now false: the rubric is authored with seven scored axes and fifty features, every band naming the exemplar track it came from, and it is armed as a gate at 26 of 26 green. Three instrument-enforced laws: no single scalar anywhere (the schema has no overall key and a control asserts its absence, because the collapse to one score is what let fourteen unanchored themes ship); every band names its exemplar; and nine not-computable features carry their reason and are EXCLUDED from the denominator rather than scored as passes. Building the hook-less control exposed the rubric's own vacuity -- a held pad was passing four axes by satisfying every ceiling with nothing in it -- so four floors were added in response. A rubric that cannot fail a bad melody is not armed.
Changes on this board: BD-25 stops being 'the ruler does not exist' and becomes a MEASUREMENT with a per-axis worklist. CP-12 loses one of its two front-blockers. DEC-4 is answered.
CANON-NOT-FOLDED-IN -- [SUPERSEDED 2026-08-06 -- original claim kept below] Four more rulings landed inside the read window and are NOT reflected in the cells below.
Named here rather than silently absorbed, because a board that quietly folds in work it did not measure is worse than one that declares the edge of its own read. (1) THE WORLD VERDICT: greybox plus library assets lit for legibility was never going to read at the comparator's top tier, and the world-visual program re-charters on the plates method with its comparator finally armed. (2) THE VOLUME PIVOT: prove-then-batch never batched while the workstation idled, so generation at scale becomes the default posture and two more comparators arm. (3) THE STATUE DIAGNOSIS: creature animation is named as the third unqueued half, the class now has a name and a census owner, and the serpent gets its archetype solver. (4) THE MANNEQUIN CENSUS: the human-character half was unqueued and is now a lane. Items 3 and 4 are the two ASSET classes this board's critical path names as having no demonstrated throughput -- so both now have an owner, which is the precondition for a rate ever existing, and neither has produced a unit yet. || SUPERSEDED 2026-08-06 on items 3 and 4, which this entry said had an owner and no unit. Item 4 (the human-character half) HAS PRODUCED ITS FIRST UNIT: the protagonist is imported, recombined and is the shipped boot default -- see L23-CHAR. Item 3 (creature animation) has produced MEASURED OUTPUT and an honest NO-GO: a limbless solver landed as assets, the snake moves across 96 rendered frames, and the finding is a measured deformation ceiling (99th percentile edge stretch 11.73 on the first pass, 2.82 after) with the bind seam deliberately held so a breathing lump never ships as progress. Two of the five zero-throughput asset classes have now produced something; neither has produced a RATE.
Changes on this board: Nothing in the matrix. These are OWNERSHIP and POSTURE changes, not measured output, and the board only moves on measured output. SUPERSEDED: two of the four are no longer posture-only.
W14-LEDGER -- [SUPERSEDED 2026-08-06 -- original claim kept below] The wave-14 items are NOT yet in the ledger.
QA/bench/LEDGER.md ends at wave 13's honest-tier line. The two wave-14 commits carry their evidence in their own bodies and in w14_telegraph_ledger_evidence.json. No gate-51 comparator verdict has been written for wave 14, so the three standing verdicts below are wave 13's and are the newest that exist. || SUPERSEDED 2026-08-06 BY MEASUREMENT: QA/bench/LEDGER.md is 5,272 lines and now carries wave 15 (the attended claim falling, the ten masters, the judge refuted by its own control), the protagonist import, and the garment lane's own section down to its owed list. The world-visual rungs live in their own W1-W7 rung documents rather than in the ledger. WHAT STANDS UNCHANGED is the part that mattered: no gate-51 comparator verdict has been written past wave 13, so every comparator claim on this board is still wave 13 vintage.
Changes on this board: Any comparator claim on this board is wave 13 vintage and is labelled so. SUPERSEDED on the line count and the tail; UNCHANGED on the comparator vintage.
Evidence: QA/bench/LEDGER.md line count 4381, tail reads wave 13
L23-VFX -- THE TEN ABILITY-VFX MASTER SYSTEMS EXIST, RENDER, AND WERE BUILT WITH NO EDITOR WINDOW. This board's step-1 critical path is CLOSED.
CP-1 read 'an attended GUI session on the workstation, never started -- zero partials, no staging manifest.' Both halves are false. Six headless probes established that UE 5.8's NiagaraToolsets statics are reachable from a commandlet -- proven first on a throwaway system saved and RELOADED FROM DISK with all nine user parameters readable, and with one reader caught being blind on the way (an FInstancedStruct payload whose import_text does not complain even about a struct path that does not exist, reported as a named missing API rather than claimed as done). The ten family masters were then assembled in a 13-second headless commandlet. Content/VFX/Elements holds NS_Element_ Air, Earth, EtherCrown, EtherThirdEye, EtherThroat, Fire, Lightning, Poison, Vegetation and Water -- ten of ten, counted on disk. And 'the asset exists' was not allowed to stand in for 'the asset drew the frame': twenty -game runs, ten families by two tier bands, each driving a real key press with the verb rebound from a named canon row, counted the renderer's own path label at niagara 60 / declared-procedural 0. The four D127 automation teeth are 4/4 green at HEAD and the presence tooth still reads 72 beats fired, 56 rendered, 16 declared zero-length, ZERO silent nothings -- now on the niagara path instead of the primitive. The build caught two of its own defects by reading back rather than trusting the write: a doubled mesh renderer, and two families silently keeping the engine's debug gnomon material because a mesh renderer keeps its material behind bOverrideMaterials.
Changes on this board: BD-03 goes have 0 -> 10, remaining 10 -> 0, and its rate stops being NONE DEMONSTRATED. BD-04's blocker stops being 'strictly downstream of BD-03'. CP-1 closes, and with it the WHEN section's honest sentence loses its last clause. The ART cells for Chapters 2 through 5 lose their '0 of 10 Niagara masters' remaining item. NO ART CELL CHANGES RUNG: the ability-VFX family cleared previz and the creature family did not, and a cell sits at its weakest constituent. The lane's own tier word is GREYBOX-VFX -- nothing here claims the effects look good.
Evidence: game 25404ce, 6a28872, bded9f3, 9c188b0; Content/VFX/Elements (10 NS_Element_* counted on disk); QA/bench/d127_master_build_result.json
L23-CHAR -- THE PLAYER STOPPED BEING AN ENGINE MANNEQUIN, and OWED-1 closed end to end tonight.
This board says 'the player is a scaled engine mannequin at leg scale 0.76' and 'there is no hero character asset in the project' in four places. The protagonist landed as a real asset and plays the game on real key presses; tonight OWED-1 recombined the authored head onto the THINNED body and made that assembly the SHIPPED BOOT DEFAULT. The recombine is measured, not asserted: 0.359 mm mean at the 104-108 cm cut plane on the head's own geometry, 0.00043 mm anywhere on the face above the chin, and 0.0 mm on every DRAWN vertex of every face-mounted shell -- with a positive control at the waist reading 10.7885 mm against a predicted 10.7671, because a ruler reading ~0 at the neck and a broken ruler produce the same output. The seam prints 0.0514 cm before and after, equal to the body's own tessellation step, which is also the control: a surface crossing, not a rim, and not worse than the build it replaces. The default flip WIDENED the AUTO fit rule with a measurement instead of hard-setting it -- arm C, the recombined mesh, reads 13.36% penetrating and -5.876 mm worst poke-through, identical in every figure to arm A, the base the outfit was actually draped on, against arm B's 49.91% on the thick body -- so the next lane to point the body cvar somewhere else still gets caught. The boot was then handed NOTHING and read back: cvars empty, base SK_CHAR_0001_CHILD at 72,236 tris, one layer bound by leader pose, 82,752 total. And it was LOOKED AT: four CINE_TIER frames of the no-cvar boot.
Changes on this board: BD-08 goes have 0 -> 1, remaining 103 -> 102, and the character class stops being one of the five with zero produced units. CP-10 KEEPS its NONE DEMONSTRATED rate -- one unit is not a rate -- but loses 'the humanoid half of the pipeline is unproven'. Chapter 2's ART cell loses 'no hero character asset of any kind' and gains the previz debt in its place, which is why the cell does not move: the body's basecolor is a flat cream CONSTANT sampling no texture at all, so the garment reads flat white on purpose-built geometry, and that is the lane's own words rather than this board's reading.
L23-RIM -- CP-2 WAS RUN AND THE LEVER IS REFUTED. The creature rim was never in the same order of magnitude as the key.
This board's step-2 -- 'NOTHING blocks it, this is a command line' -- was taken, and it returned the rarer result: the lever does not work. Eight arms, three rim-OFF baselines to establish a noise floor, two at authored strength, a 25x mutation, a 500x saturation and a channel-0 diagnostic. Every ON reading sits inside the OFF spread, and the 500x arm moves the subject's own luma by 0.0003. The lever's own positive control -- CREATURE RIM ARMED firing nine lines on every ON arm and zero on every OFF arm -- is what makes 'built but silently inert' distinguishable from 'built and too weak', and the answer is a light that never reaches the shading at all. The ROOT CAUSE was then named by arithmetic on two already-committed numbers, no further capture required: 45 cd at a 232 cm light-to-subject distance is 8.36 lux against a sun of 128,000 lux -- 0.0065% of key, and thirty-six times weaker than the 300 lux fill this map's own lookdev calls 'a trace, not a third of a sky'. And the placement spends even that on pixels nobody reads: the light sits behind the subject on the view axis, so N.L clamps to zero on exactly the camera-facing surfaces the legibility measure reads. Filed BUG-0054, open, lever untouched at default OFF, two arms specified. A protocol finding outlives it: the OFF spread at creature stations is 5-20x the spread at readable controls because THE SUBJECT WALKS between runs, so a subject-local A/B against a wandering AI is measuring the wander.
Changes on this board: BD-18's blocker stops being 'the A/B has not been run' and becomes a filed root cause with the lever still OFF. CP-2 closes AS A MEASUREMENT and its unlock did not happen: the two dark subject stations are unmoved at 0.0566 and 0.0496, and Chapter 11's understory still stands to inherit the readability class wholesale.
Evidence: game a5b60d7, a1de26c; QA/bugs/BUG-0054.json
L23-WORLD -- THE WORLD-VISUAL PROGRAM RAN SEVEN RUNGS AND THE ISLAND'S CELL DID NOT MOVE -- but four of its named holes changed shape.
W1 through W7 plus the L5 items landed between the two reads. What is genuinely new and measured: THE ISLAND HAS NAVIGATION for the first time -- invoker-driven dynamic generation rather than a bake, because a static bake over 14.1 x 10.1 km is hundreds of megabytes inside a 610 MB umap that invalidates on every terrain edit; the volume is sized from the terrain meta and read back off the actor at 14.123 x 10.145 km exact, the agent is built from the pawn's OWN capsule rather than UE's default, and 8 of 8 bearings project and resolve. Its own control is the finding: max path over straight-line distance is 1.0000, with six of eight bearings returning two-point paths of exactly the straight-line length -- the mesh encodes NO OBSTACLE, so W6's 159 solid canopy occluders never reached the navigation data. A CLEAN-CAPTURE GATE exists: humanity.UI.Hidden takes 5 chrome panels and 4.430% of frame pixels to 0 and 0.000%, measured on W5's own chrome detector one cvar apart -- after a first cut that withheld the AddToViewport calls and killed the engine, which is written down because the stronger guarantee was the wrong one. MUD TRACKS have a consumer, measured in a running game with a carry_off control that still walked seven steps and laid seven prints -- and its headline owed is that wetland, the only real carry surface, has NO WEIGHTMAP, so the consumer works and the mud is unreachable. W7a is REFUSED and W7b BLOCKED by the same defect: the composed station id world_composed_04 moved 3.65 km and 802 m down under W5's camera re-solve, so every probe pinned to that id is photographing a different place, and the mask-authority ablation numbers are RETRACTED rather than quoted.
Changes on this board: Chapter 2's WORLD cell HOLDS GREYBOX with its evidence rewritten: navigation is structure with a named hole, and a capture gate is an instrument, not a look. Chapter 3's WORLD cell HOLDS ITERATION, and its carried defect is REFRAMED rather than closed: the grass-exclusion mechanism now covers 7 envelopes (2 villages + 5 pads) through exactly one LandscapeGrassOutput, but no eye-level frame of the settlement exists in any capture directory, so 'no mechanism' becomes 'a mechanism nobody has photographed'. BD-17 goes from 4 open bugs over 52 records to 5 over 54.
L23-AUDIO-RIG -- THE EXEMPLAR ACQUISITION RIG IS ARMED AND THE CORPUS IS STILL 182/182 MISSING. The audio domain did not move.
The masterpiece program named exactly one human step in its first rung -- buy audio, drop it in the exemplar directory -- and nothing existed to receive it. One command now scans that directory: decode, measure against the program's OWN vocabulary (tempo as a function with its adjustment events, the lane entry/exit map and interlap matrix, the drop/raise/break event grammar with the silence budget as a first-class parameter, the complexity step map), match a corpus row, flip MISSING to ACQUIRED with an sha256 provenance block, or reject with an honest exit code. Its licence to measure anything is a control that runs FIRST, every time: a synthetic signal with a planted tempo, planted lane entries, a planted drop and a break, encoded to AAC and decoded back through the same ffmpeg path a purchase takes, plus a negative control and a zero-guard -- 24 of 24 green, armed as gate music_acquire. Two of those controls are regression teeth for a defect the file shipped and its own control caught: ffmpeg echoes the input path inside its error text, so a garbage file merely NAMED protected.m4a came back REJECT_DRM, which is the worst false positive available because it sends the buyer to re-purchase a file that only needed re-downloading.
Changes on this board: NOTHING IN THE MATRIX AND NOTHING IN THE BURN-DOWN. build/audio/exemplars/CORPUS.json holds 182 tracks and every one still reads status MISSING, counted rather than remembered. BD-25, BD-26 and BD-27 are untouched: no theme was composed, none was re-scored, and the rig is ARMED, NOT FED. It is named here because the shape of the first blocker changed -- the first purchase stopped being an afternoon -- and because an armed instrument over an empty corpus is exactly the claim this board exists to stop reading as progress.
L23-GARMENT-RED -- The garment proof suite ran and landed RED on its own face, and the two harness bugs that ate most of it are fixed with their defects as controls.
Nine legs under one input-focus lock; eight came back rc=1 and the record landed saying so rather than being re-run until it was green. TWO OF THOSE REDS WERE THE HARNESS, NOT THE GAME. prove_garment_swap.py unpacked a DeadlineResult as a 4-tuple and died AFTER the engine leg had run, throwing away a real measurement at the last line. capture_world_frames.py kept its --script argument relative, so the engine received an unresolved path it could not open and wrote failed=true with zero shots, three times, at 132 s each -- and the crash in relative_to was the SECOND symptom, destroying the sidecar after the run. Both are fixed with the old expression kept as the arm's own control, so the check reports when it stops controlling anything. The re-run is green on both: three states with the layer bound by leader pose and the unequip restoring the base triangle count exactly, and sixteen CINE_TIER shots across four arms where the dead run produced none. The stride-band and guardian-assert legs are STILL RED and are not this lane's to close -- they are the open conditions BUG-0043/BUG-0048 and the guardian encounter already own, and they are not regressions.
Changes on this board: Nothing in the matrix. Chapter 2's PLAY cell keeps its guardian evidence unchanged: the guardian RED here is an assert inside a garment-lane suite, not a new finding about the fight. It is recorded because a RED that landed honestly is the only reason the two harness defects were findable at all.
Evidence: game b209dfb, b845fee; QA/bench/garment/proof_suite_20260805T224428Z.json; QA/bench/garment/proof_suite_20260806T040036Z.json
The matrix
node
CANON
WORLD
PLAY
ART
AUDIO
floor
Prologue
GREYBOX
ITERATION
ITERATION
ITERATION
ITERATION
ITERATION
Chapter 1
GREYBOX
ITERATION
ITERATION
ITERATION
ITERATION
ITERATION
Chapter 2
CONTENT-COMPLETE
GREYBOX
GREYBOX
ITERATION
GREYBOX
ITERATION
Chapter 3
CONTENT-COMPLETE
ITERATION
GREYBOX
ITERATION
ITERATION
ITERATION
Chapter 4
CONTENT-COMPLETE
ITERATION
GREYBOX
ITERATION
ITERATION
ITERATION
Chapter 5
CONTENT-COMPLETE
ITERATION
GREYBOX
ITERATION
ITERATION
ITERATION
Chapter 6
CONTENT-COMPLETE
ITERATION
ITERATION
ITERATION
ITERATION
ITERATION
Chapter 7
CONTENT-COMPLETE
ITERATION
ITERATION
ITERATION
ITERATION
ITERATION
Chapter 8
CONTENT-COMPLETE
ITERATION
ITERATION
ITERATION
ITERATION
ITERATION
Chapter 9
CONTENT-COMPLETE
ITERATION
ITERATION
ITERATION
ITERATION
ITERATION
Chapter 10
CONTENT-COMPLETE
ITERATION
ITERATION
ITERATION
ITERATION
ITERATION
Chapter 11
CONTENT-COMPLETE
ITERATION
ITERATION
ITERATION
ITERATION
ITERATION
Chapter 12
CONTENT-COMPLETE
ITERATION
ITERATION
ITERATION
ITERATION
ITERATION
Chapter 13
CONTENT-COMPLETE
ITERATION
ITERATION
ITERATION
ITERATION
ITERATION
Per-domain census:
domain
ITERATION
GREYBOX
CONTENT-COMPLETE
POLISH
AAAAA-VERIFIED
remaining items named
CANON
0
2
12
0
0
40
WORLD
13
1
0
0
0
33
PLAY
10
4
0
0
0
35
ART
14
0
0
0
0
36
AUDIO
13
1
0
0
0
46
SPOTLIGHT: Chapter 2
Chapter 2 is the only chapter anyone has actually played, and it is GREYBOX in three of five columns and ITERATION in art.
domain
tier
remaining items
CANON
CONTENT-COMPLETE
3
WORLD
GREYBOX
7
PLAY
GREYBOX
5
ART
ITERATION
7
AUDIO
GREYBOX
5
What is true
Three canon fights are played end to end in the client on real key presses, with damage taken, resolutions, costs and drops read off the live run rather than asserted.
The standing loop is green at 27 of 27 stations on 55 real presses: NPCs staged, dialogue live, a trade completed, a quest taken and shown in the log.
The island is composed, dressed from four acquired packs, and colour-measured against fifteen picked plates; four of five encounter pads were sculpted from 23.8-44.7 degrees down to 0.0-0.1.
Eighteen abilities cast in-play with 72 beats fired and zero silent nothings.
Eighteen canon sound rows resolve and were measured firing 336 times across 23 distinct ids in one run.
SINCE THE AUDIT: all ten ability-VFX family master systems exist and DRAW -- twenty client runs on real key presses counted niagara 60, declared-procedural 0, and they were built headlessly in a 13-second commandlet, which is the claim that said it needed an attended GUI session.
SINCE THE AUDIT: the player is a real character asset. The authored head is recombined onto the thinned body and is the SHIPPED BOOT DEFAULT wearing the arrival outfit, proven by a run that supplied no cvars at all and photographed in four frames.
SINCE THE AUDIT: the chapter's one honest RED is retired on its cause -- the telegraph window reads 0.557139 s with armed 8 / reached 8, and only the instrument changed.
What is not true yet
THE MAIN BOSS HAS NEVER BEEN FOUGHT. Its only proof is an editor test that dev-advances the prerequisites and forces the milestones by breaking composure sub-nodes, on the greybox arena, not at the canon sites.
The ability beats now render through real master systems -- but at GREYBOX-VFX by the lane's own word, with no frame judged yet, so nothing here says an ability LOOKS like anything.
Seven of thirteen creatures have no mesh at all, the six that exist do not animate, and none carries authored PBR.
The player is a real asset and its BODY is untextured -- a flat cream constant sampling no map -- so the shipped assembly is a proof of structure, not an appearance.
Two of four subject stations sit at roughly 40% of the readable contrast band: the frame is readable space with unreadable creatures in it.
The region has beds and no tune -- its theme is a registry row with zero composition.
The one built lever for the unreadable creatures was measured and REFUTED: 8.36 lux against a 128,000 lux sun, aimed at surfaces the camera cannot see. BUG-0054 is open and the stations are unmoved.
Shortest path to CONTENT COMPLETE: Fight the main boss by input at the canon sites; WRITE the two world-state keys the canon lane just minted; re-run the defeat loop at HEAD; land the ability sound import that already exists in canon. None of these needs a new asset class, and the canon half of the contract work closed while this board was being written.
Shortest path to AAAAA: Two of the five asset classes have now produced something and neither has produced a RATE. What remains for this chapter is still ASSET work: seven creature meshes plus rigs and real texture for thirteen, authored texture for the character body, an authored hit-reaction set, a judged pass over the ten master systems that now exist, and a region theme that clears a bar the cohort's best composition currently misses on three of seven axes.
SPOTLIGHT: Chapter 3
Chapter 3 has the richest authored content in the slice and the thinnest proof that any of it works.
domain
tier
remaining items
CANON
CONTENT-COMPLETE
3
WORLD
ITERATION
3
PLAY
GREYBOX
4
ART
ITERATION
3
AUDIO
ITERATION
4
What is true
It is the best-populated encounter set in the slice: pip counts and non-kill paths filled 4 of 4.
Eighty-six dialogue nodes are authored, imported and reachable -- the village hub answers, and it is the largest authored dialogue body in the slice at 319 staged rows.
Four boss actors, six encounter volumes and seven site markers are staged, and all seven sites carry a map binding.
The seam from Chapter 2 is built and switches the frame the chapter completes.
It inherits Chapter 2's dressed island for free.
What is not true yet
NO -game INPUT PROOF OF ANY KIND. Zero loop-QA scripts target it. The repo's own history has editor-green hiding -game-red twice.
Its own settlement is previz massing with zero cultural detail, and it is MEASURABLY INVISIBLE from an eye-level stand because the island-wide grass has no exclusion mechanism and plants trees through the village. That is the lane's own top next task and it is unfixed at HEAD.
Six of six creatures have no mesh. Every hub NPC renders as an engine mannequin.
Seven sound rows are anchored to it and none of them reached the build.
319 dialogue lines are subtitle-only, and five hub speakers have no beat or site to stage from.
Of 215 player options, 29 carry a consequence, 5 nodes diverge, and 0 write world state anywhere.
Shortest path to GREYBOX WITH PROOF: Write one loop-QA script and run it in the client. That single act converts this chapter from asserted-to-work into measured, and it is the cheapest tier-raising action on the entire board.
Shortest path to CONTENT COMPLETE: The grass-exclusion layer (without it the settlement does not exist at eye level), the seven anchored sound rows, and the state-writing half of the dialogue system.
Every cell, with its evidence
Prologue -- the other realm
*Scheduled LAST by the slice ruling: the realm is designed at slice-end on the matured concept-art pipeline. Its low cells are SEQUENCING, not slippage.*
CANON: GREYBOX
Evidence: docs/spine/CH_PROLOGUE.md = 15,514 words, the longest entry in the slice. build/spine_rows/CH_PROLOGUE: 16 beats, 4 side-quest rows, 7 scenes, 7 boss rows, 4 sites, 0 clues. But 0 quest-seed rows, 0 drop rows, and no region page exists for the realm (_source/02_Tier_2_Region_Pages holds 12 pages, all Ch 2-13 regions). The boss registry mirror carries 1 row against 7 in spine_rows -- the scatter lags.
Remaining: a region page for the realm (ruled to be authored at slice-end)
Remaining: 0 quest seeds, 0 drop rows
Remaining: the boss-registry scatter lags spine_rows 1 against 7
Remaining: pip_count, ws_writes, phase_trigger, signature_counters, hitzone_parts all empty
WORLD: ITERATION
Evidence: Nothing is built. Content/Maps holds 8 .umap files, none of them a realm map (a case-insensitive find for fair* or realm* returns 0 against a control that finds all 8). The chapter-to-map resolver returns a map for four chapters only. Positive control: CH_02 hits 8+ Source files, this node hits zero.
Remaining: a level -- and there is no terrain source, because the realm is not a real-world elevation region
Remaining: the entire otherworld art direction, at concept stage by ruling
PLAY: ITERATION
Evidence: Zero. A grep for the node across Source/, Tools/ and QA/*.md returns 5 hits, all in slice tooling, none staging. Positive control on the identical command shape: CH_05 = 88 hits, CH_04 = 57.
Remaining: a map, site markers, a site-to-map binding
Remaining: a staging script (four exist; all are Ch 2-5)
Remaining: the sealing set-piece and the run-back have no engine form
Evidence: 0 creature rows anchored to this node in the roster, 0 meshes, 0 character assets. Content/Characters holds only engine sample mannequins (1,769 files, all Epic).
Remaining: every asset class
AUDIO: ITERATION
Evidence: 12 music cue rows in build/audio/music_cue_table.csv. The realm register is carried by one iteration-tier composition (9 wav / 3 mid) served on the review site only. 0 SFX rows anchored to this node. 0 voice lines staged, 0 recorded.
Remaining: the realm theme has never been scored -- and as of this emit the ruler to score it EXISTS, so this is now a run that has not happened rather than an instrument that does not
Remaining: no cue inventory at all for the set-piece
Remaining: 0 voice lines
Chapter 1 -- the other realm
*Same sequencing ruling as the Prologue.*
CANON: GREYBOX
Evidence: docs/spine/CH_01.md = 16,340 words. build/spine_rows/CH_01: 14 beats, 4 side-quest rows, 8 scenes, 6 boss rows, 5 sites, 0 clues. 0 quest seeds, 0 drops, 0 creature rows, no region page. AND: 0 named characters carry this node as first appearance in T0_Character_Index (measured over 167 rows) -- the best-friend who seeds the main companion has no character row.
Remaining: the best-friend character row -- the companion seed is canon with no registry entity
Remaining: the childhood-familiar bond: the familiar table has 22 rows and 0 runtime consumers
WORLD: ITERATION
Evidence: Identical measured basis to the Prologue: no map, no belt anchor, the node appears only in imported data tables and an import manifest, zero engine-source references.
Remaining: a level
Remaining: the realm art direction
Remaining: every asset class
PLAY: ITERATION
Evidence: A grep for the node across Source/, Tools/ and QA/*.md returns 1 hit, non-staging, positive-controlled against CH_04 = 57.
Remaining: everything in the engine
Remaining: the forest quest that forms the familiar bond
Remaining: companion-loyalty has no runtime (3 of 103 slice cast rows carry a loyalty model)
ART: ITERATION
Evidence: 0 creature rows, 0 meshes, 0 character assets. The companion-seed character has no model, rig or animation.
Remaining: every asset class
AUDIO: ITERATION
Evidence: 13 music cue rows. The chapter's own theme is a registry row with NO composition on disk. 0 SFX rows anchored. 0 voice lines.
Remaining: the chapter theme is uncomposed
Remaining: 0 SFX rows
Remaining: 0 voice lines
Chapter 2 -- Flores
*The most-built chapter in the game and the only one with -game input proof.*
CANON: CONTENT-COMPLETE
Evidence: docs/spine/CH_02.md = 11,743 words, critic-gated. 4 quest seeds, 5 drop rows, 13 first-encounter creatures, region page flores_island.md exists. 10 field-sense clue rows -- the ONLY node in the entire 79-node corpus with clues authored. 9 named characters. Boss registry: win_condition / win_reward / counters filled 3/3, pip_count 2/3. SINCE THE AUDIT: the combat-kit layer landed canon-side -- six Chapter-2 creature kits authored and the chapter's thirteen bestiary sheets closed, with rows DECLARED EXEMPT rather than given a fight they do not have (canon aed2d13d, 29173174, ff27f6f7, 5a47b0ca).
Remaining: ANSWERED INSIDE THE READ WINDOW, so this cell's largest debt is now CLOSED: both missing world-state keys are minted with their writers named and their non-writers declared, the creature's element is ruled rather than floored, and the light the canon sentence names is already in the zone's geometry. What remains is the ENGINE half -- the keys exist and nothing writes them yet.
Remaining: 5 drop rows carry no rate (0 of 157 corpus-wide)
Evidence: The island is composed and measured: 13.92 x 9.95 km with 11 of 11 canon zones inside the landscape; dressing from 4 acquired packs at 48 instanced components / 29,207 instances plus 150 hero skeletal culms, actor count 12,067 -> 265; 3 parametric canopy meshes with 4-LOD chains and 3,512 canopy instances. Palette measured against 15 picked plates: vegetation saturation delta +0.586 -> +0.025, canopy lit +0.601 -> +0.013, luma ratio 0.20 -> 0.58. Post-sculpt encounter pads: 4 of 5 sites went 23.8/38.3/44.7 deg -> 0.0/0.0/0.1. The ledger's own tier words across four waves: DRESSED GREYBOX, DRESSED WITH PRODUCTION VEGETATION, GREYBOX-FEEL. SINCE THE AUDIT, the world-visual program added structure rather than look: the scanned ground reaches the landscape material on six sha-paired scans, a composed six-station camera carries the highest silhouette contrast this project has measured, PCG replaces hand placement for density, the contact/physics layer is proven in a running game with both ablation controls holding, the island has a navmesh for the first time, and a one-cvar capture gate takes 4.430% of frame chrome to 0.000%. None of it is a look claim and the lane says so; the rung words are structure and greybox-feel.
Remaining: 1 site still off the combat bar (mean 10.0 / max 22.2)
Remaining: no cultural architecture on the approach; the leaf mask is procedural; terrain past ~1.6 km carries only its material
Remaining: BUG-0035 OPEN: the camera loses the player in the dressed understory -- foliage carries no camera collision, and it touches the player's frame every second of play in the only dressed level
Remaining: BUG-0040 OPEN: no boom slope compensation, so a 44-degree ascent renders as a top-down of the character's head
Remaining: NAVIGATION EXISTS AND ENCODES NO OBSTACLE: 8 of 8 bearings path, and the control that makes that mean something reads max ratio 1.0000 -- W6's 159 solid canopy occluders are not in the navigation data, and no AI consumes a path anyway
Remaining: the composed station id world_composed_04 moved 3.65 km and 802 m down under W5's camera re-solve, so W7a is refused, W7b is blocked, and the mask-authority ablation numbers are retracted until a subject-named station is restored
Remaining: the mud consumer works and the mud is unreachable: wetland is the only real carry surface and the terrain meta paints six classes without it
PLAY: GREYBOX
Evidence: THREE CANON FIGHTS PLAYED END TO END IN THE CLIENT ON REAL KEY PRESSES (wave 13): the guardian route asserts 3/3 green with the player taking damage 100 -> 85 and two ceremonies naming their drops; the sending green on a 45.0 s clock; the third green with its care tooth reading 0 cornered at arm's reach before any blow and 1 after. The standing loop is green at 27/27 stations on 55 real presses -- 2 NPCs staged, dialogue live, a completed trade exchange, a quest taken and shown in the log. Beat blockout: 11 canon beats, 11 markers placed and read back after save-and-reload, 11/11 sites resolved. 7 gather nodes and 6 recharge zones staged -- the only map with either. AND THE ONE HONEST RED IS RETIRED ON ITS CAUSE: re-measured at HEAD on real key presses, the two pre-fight stations read -1 NOT MEASURED correctly, the station that used to print a phantom 0 now reads -1, and the fight stations read armed 8 / reached 8 / tell_to_impact 0.557139 s. Verdict GREEN, asserts 3/3. No fight was retuned and no band was moved -- only the instrument changed (game 4653e4f).
Remaining: THE MAIN BOSS HAS NEVER BEEN FOUGHT. Its binding is proven only by an editor test that dev-advances the prerequisites and forces the fight milestones by breaking composure sub-nodes, on the greybox arena, not at the canon sites. No loop script targets a boss.
Remaining: 'hard and costly' is unmeasured for the third fight: the run finished at full player health
Remaining: the defeat loop was not re-run at wave-13 HEAD
Remaining: dialogue is near-inert: 1 divergent node and 3 consequence-bearing options in the chapter's scene, and 0 options write world state anywhere in the corpus
Remaining: only 2 NPCs stand in the whole chapter
ART: ITERATION
Evidence: REWRITTEN AT THE L23 CLOSE, and the cell HOLDS AT ITERATION because its weakest constituent did not move. WHAT MOVED: all ten family master Niagara systems now exist at the seam the renderer declared and they DRAW -- twenty -game runs on real key presses counted niagara 60 / declared-procedural 0, with the presence tooth still reading 72 beats fired, 56 rendered, 16 declared zero-length and zero silent nothings, now on the niagara path. And the player is no longer an engine mannequin: SK_CHAR_0001_CHILD is the shipped boot default at 72,236 tris, 89 bones, 4 LODs and 7 material slots, wearing the arrival outfit by a fit rule that MEASURED the new base before admitting it. WHAT DID NOT MOVE, and is why the rung holds: 6 of 13 canon creatures have any mesh, the asset stack's own manifest still reads 'rigging: NONE. Every asset is a static mesh. The creatures do not animate -- they stand' and 'texture: PREVIZ, BASECOLOR ONLY', and the protagonist's own body slot is a flat cream CONSTANT that samples no texture at all -- so the garment reads flat white on purpose-built geometry, stated by the lane rather than read off this board.
Remaining: 7 of 13 creatures have no mesh -- including the one that IS fought in the second fight
Remaining: 0 of 6 built meshes is deformation-ready or rigged
Remaining: 0 of 6 carries authored PBR; 0 of 7 watertight
Remaining: THE PREVIZ-TEXTURE DEBT ON THE PROTAGONIST: the body slot samples no texture, so the shipped default is an assembly proof and not a look -- the head carries authored maps and the body does not
Remaining: the ten master systems are GREYBOX-VFX by their own lane's word: nothing has yet claimed the effects look good, and the frame judge's numbers are owed
Remaining: 2 of 4 subject stations sit at 0.0566 and 0.0496 local contrast against readable controls at 0.1325 and 0.1358 -- and the one built lever for it was measured and REFUTED (BUG-0054)
Remaining: BUG-0043 and BUG-0048 both OPEN and filed: foot slide 0.3796 / 0.4290 / 0.3746 / 0.3308 against a band of [0, 0.15], all four RED
AUDIO: GREYBOX
Evidence: THE ONLY CHAPTER WITH AUDIBLE CANON AUDIO IN THE BUILD. 33 SFX rows anchored here, 18 of them resolve and play: the cave, monsoon forest, crater rim, mountain, waterfall near and far and dusk-village beds, the rain layer, gather-yield, mineral strike, the recharge pair, the 4 pip/chain cues and 2 creature presence layers. PROVEN FIRING, not asserted: 336 cue fires across 23 distinct ids in one 27-station -game run. Levels audited 27 OK / 11 asset-only / 0 failures.
Remaining: the region's own theme is a registry row with zero composition -- the chapter has beds and no tune
Remaining: 15 of 33 anchored rows unwired
Remaining: every ability cast in the chapter shares 4 fallback cues (see the 650-cue hole)
Remaining: 108 staged dialogue lines, 0 recorded
Remaining: no time-of-day clock, so the canon-dusk village bed plays regardless of hour
Chapter 3 -- Flores
*Shares the dressed island with Ch 2 -- and its own staged content is previz massing.*
CANON: CONTENT-COMPLETE
Evidence: docs/spine/CH_03.md = 10,767 words. 12 beats, 3 side-quests, 1 fork, 5 scenes, 4 boss rows, 7 sites. 4 quest seeds, 6 first-encounter creatures, region page shared with Ch 2. 12 named characters -- the largest slice cast. Boss registry is the best-populated encounter set in the slice: win_condition / win_reward / counters 4/4, pip_count 4/4, has_nonkill_path 4/4. 319 staged dialogue rows -- the largest authored dialogue body in the slice.
Remaining: world-state writes filled on 1 of 4 boss rows; phase_trigger, signature_counters, hitzone_parts 0/4
Remaining: the one minigame row assigned to this chapter has no runtime and no design rows behind it
Remaining: 5 hub speakers have no beat or site to stage from
WORLD: ITERATION
Evidence: It INHERITS the dressed island (the chapter-to-map resolver sends both chapters to the same level and the transition is a same-map load), but its OWN staged content is previz massing and the lane said so: 'ARCHITECTURE -> STARTED, PREVIZ ONLY... Seven cone volumes on a ring... Zero cultural detail'. Corrected later to 6 structures at ~12 m and 1 at ~15 m with an asserted 63-71 degree needle band (measured 68.2 / 63.4) and a provisional ring radius that ships as a resolver rather than an invented literal. Exactly ONE architecture mesh exists in the whole project.
Remaining: REFRAMED AT THE L23 CLOSE, not closed: the grass-exclusion mechanism now exists and covers 7 envelopes (2 villages + 5 encounter pads) emitted from the live actors' own bounds through exactly ONE LandscapeGrassOutput. What is still owed is the READ -- no eye-level frame of the settlement exists in any capture directory, so 'the massing is INVISIBLE from an eye-level stand' has a candidate fix and no photograph either way.
Remaining: 7 structures with zero cultural detail; the reference plan names a reference blocker 3 of 5 structures depend on and an UNANSWERED site-rights question
Remaining: the fighting ground is held clear by the scatter rule but carries no venue art
PLAY: GREYBOX
Evidence: Staged: 4 boss actors, 6 encounter volumes, 7 site markers on the island; all 7 sites carry a map binding. The seam from Ch 2 is built and switches the frame the chapter completes. Dialogue authored AND in-play: 86 nodes across two scenes, imported and reachable -- the village hub answers. Five editor tests cover the seam, the sub-boss, the duel and two mechanics. All 23 Ch 2 + Ch 3 beats have a host zone, worst residual 5.6 m on a 2,250 m vertical range.
Remaining: NO -game INPUT PROOF. Zero loop-QA scripts target this chapter. The repo's own wave-6 lesson is that an editor-green hides defects the -game client finds -- an uncollectable drop and a dangling item-card string were both editor-GREEN and -game RED.
Remaining: the hub is 80 authored nodes with 5 divergent nodes and 29 consequence-bearing options out of 215, and 0 options write state
Remaining: its minigame has no runtime
Remaining: no gather nodes or trade surface of its own
ART: ITERATION
Evidence: 0 of 6 canon creatures for this chapter have any mesh -- the creature mesh set stops at the sixth asset, all of which are Ch 2. The hub NPCs stand up and are talkable and tradable, and every one of them renders as an engine mannequin.
Remaining: 6 of 6 creatures have no mesh
Remaining: 12 named characters, 0 with a mesh reference (all 103 slice cast rows read generation_status = pending)
Remaining: the slice-wide art gaps as of this close: the 10 Niagara masters now EXIST and render, but no character art for this chapter's cast, and no authored animation anywhere -- every hub NPC is still an engine mannequin, and the one real character asset in the project is the player
AUDIO: ITERATION
Evidence: 16 music cue rows; the shared region theme is uncomposed. 30 tracks served on the review site -- the slice maximum, all ambience at iteration tier. 7 SFX rows anchored here and 0 of them are wired (none falls in the 18 that reached the build). 319 staged dialogue rows, 0 recorded, and the hub cast is measurably NOT staged in the loop run.
Remaining: 0 of 7 anchored SFX rows wired -- the duel and the roused-land beats have no cue in the build
Remaining: 319 dialogue lines subtitle-only
Remaining: the region ensemble has no realised artifact
Remaining: no combat-cue register distinct from Ch 2
Chapter 4 -- Bali
CANON: CONTENT-COMPLETE
Evidence: docs/spine/CH_04.md = 9,117 words. 12 beats, 3 side-quests, 1 fork, 5 scenes, 4 boss rows, 7 sites. 6 quest seeds, 10 first-encounter creatures, region page bali.md exists, 8 named characters. Boss registry 4/4 on win_condition / win_reward / counters, pip_count 4/4, has_nonkill_path 4/4.
Remaining: 10 creature rows with no drop rates behind them
WORLD: ITERATION
Evidence: TERRAIN AND STAGING ONLY, never dressed and never look-verified. The landscape is 696 components over 45.8 x 55.4 km of real geography with the biome material fixed across all six maps. Encounter space is unsculpted and MEASURED BAD: 4 of 7 sites need pads (7.4/21.6, 13.2/22.5, 9.4/27.5, 8.1/25.4) and one is SEVERE at mean 22.3 / max 49.0 with only 12% of posts under 10 degrees. There is no post-sculpt audit for this map while two other maps have one -- the absence IS the measurement.
Remaining: the sculpt pass has not been run: 5 of 7 sites are off the combat bar today
Remaining: the entire dressing pass -- no equivalent of the Flores scatter table exists for this map
Remaining: no capture or look session has ever run here, so its on-screen state is UNVERIFIED, not known-bad
Remaining: cultural architecture: zero assets
PLAY: GREYBOX
Evidence: Staged: 4 boss actors, 7 encounter volumes, 7 site markers; all 7 sites bound. The cross-map seam from Ch 3 is a real level open and its save-restore-activate logic is tested.
Remaining: ZERO NPCs. The cast staging subsystem derives the cast FROM the dialogue dataset, and the dataset holds three scenes, all Ch 2 and Ch 3. So no dialogue, no trade surface and no quest hand-out exists on this map.
Remaining: ZERO gather nodes or recharge zones
Remaining: no -game input proof; no loop-QA script
Remaining: the full headless map-travel test is declared PIE-MANUAL: crossing between world-partition maps is flaky in automation, so the crossing is verified by a live capture drive rather than by a tooth
Remaining: the travel presentation is a logged card plus a level open; the letterboxed travel system is unbuilt
ART: ITERATION
Evidence: 0 of 10 canon creatures have a mesh. 8 named characters, 0 with a mesh reference.
Remaining: 10 of 10 creatures
Remaining: all character assets
Remaining: no ability-VFX debt of its own left at the master tier -- the 10 family masters exist and render; what remains here is that nothing in this chapter is staged to cast them
Remaining: no authored animation
AUDIO: ITERATION
Evidence: 16 music cue rows; the region theme is a registry row with 0 composition. 19 SFX rows anchored here and 0 wired -- the largest unwired anchored set in the slice. 0 voice lines staged.
Remaining: region theme uncomposed
Remaining: 19 anchored rows unwired
Remaining: the region's instrumentation is unrealised
Remaining: 0 voice lines
Chapter 5 -- Sumatra / Java / Khmer
CANON: CONTENT-COMPLETE
Evidence: docs/spine/CH_05.md = 12,595 words. 12 beats, 3 side-quests, 2 forks, 6 scenes, 5 boss rows, 9 sites. 7 quest seeds, 38 first-encounter creatures (the slice's largest single-chapter creature load), region page sumatra_java.md exists, 8 named characters. Boss registry 5/5 on win_condition / win_reward / counters, has_nonkill_path 5/5, world-state writes 2/5.
Remaining: wave 14 named three sub-boss rows across the slice whose mechanics no built rail implements, and deliberately left them undeclared rather than guess -- two of them are this chapter's
Remaining: 38 creature rows with no drop rates
WORLD: ITERATION
Evidence: FOUR MAPS, terrain and staging only: a 31 km plain-to-cone at 2,909 m, a lake at 905 m, a river at 2 m, and a 472 x 281 km landscape at 608 components. Space audits exist for all four and one map is post-sculpted to 0.0/0.0 on both its sites. Zero dressing on any of the four; zero look frames anywhere for any of them.
Remaining: one slope corridor is still SEVERE at 18.4 / 29.8
Remaining: dressing pass x4 maps, none started
Remaining: no look or capture session on any of the four -- on-screen state UNVERIFIED
Remaining: cultural architecture at scale across four sites: zero assets
Remaining: water rendering for the reservoir, river and caldera: untouched
PLAY: GREYBOX
Evidence: Staged across four maps: 4 boss actors, 6 encounter volumes, 7 site markers. Arrival resolution is fixed and toothed -- the entry map resolves from the chapter's first beat, guarded by a test, with a site-map binding checker that diffs all 28 staged sites set-and-value and self-tests on 6 fixtures. One boss reads its pip schedule and defeat class from the canon table at begin-play, with defeat_protected and defender_element carried from canon and verified by test.
Remaining: THREE OF FOUR SUB-BOSS MECHANICS ARE DECLARED GREYBOX PLACEHOLDERS: the ledger-cross-reference decode mechanic is unbuilt and staged as an interact marker; the ascent register is the chain-meter stand-in; the court puzzle is unbuilt and its placeholder wrongly draws the shared pip meter.
Remaining: placeholder creature ids reuse the Flores and greybox roster; the real rosters are unbuilt
Remaining: the intra-chapter map hops are NOT a runtime seam -- each map is staged and capturable independently but the player cannot travel between them in-chapter
Remaining: zero NPCs, dialogue, gather or trade on all four maps
Remaining: no -game input proof; no loop-QA script
ART: ITERATION
Evidence: 0 of 38 canon creatures have a mesh -- the biggest single-chapter creature debt in the slice. 8 named characters, 0 with a mesh reference.
Remaining: 38 of 38 creatures
Remaining: all character assets
Remaining: no ability-VFX debt of its own left at the master tier -- the 10 family masters exist and render; what remains here is that nothing in this chapter is staged to cast them
Remaining: no authored animation
AUDIO: ITERATION
Evidence: 16 music cue rows; the region theme is uncomposed. 0 SFX rows anchored to this chapter at all, 0 wired. 0 voice lines staged.
Remaining: region theme uncomposed
Remaining: no SFX inventory exists for this chapter
Remaining: 0 voice lines
Chapter 6 -- Sri Lanka
CANON: CONTENT-COMPLETE
Evidence: docs/spine/CH_06.md = 9,998 words. 11 beats, 3 side-quests, 1 fork, 6 scenes, 3 boss rows, 7 sites. 6 quest seeds, 10 drop rows, 13 first-encounter creatures, region page sri_lanka.md exists, 8 named characters. Boss registry 3/3 on win_condition / win_reward / counters and has_nonkill_path.
Evidence: A grep across Source/, Tools/ and QA/*.md for this chapter and every chapter after it returns 0 hits, positive-controlled on the identical command shape at CH_05 = 88 and CH_04 = 57.
Remaining: everything in the engine, and the seam that would reach it
Evidence: 16 music cue rows; region theme uncomposed. 15 SFX rows anchored, 0 wired. 0 voice lines.
Remaining: region theme uncomposed
Remaining: 15 anchored rows unwired
Remaining: two ceremonial registers here are elevated-care and need the attended read before any generation
Chapter 7 -- South India
CANON: CONTENT-COMPLETE
Evidence: docs/spine/CH_07.md = 10,676 words. 14 beats, 3 side-quests, 2 forks, 5 scenes, 4 boss rows, 7 sites. 6 quest seeds, 11 drop rows, 9 creatures, region page south_india.md, 8 named characters. Boss registry 4/4 on win_condition / win_reward / counters and has_nonkill_path, and world-state writes 3/4 -- the best coverage in the slice.
Evidence: 14 music cue rows; region theme uncomposed. 0 SFX rows anchored. 21 tracks served on the review site -- the slice minimum after the Prologue. 0 voice lines.
Remaining: region theme uncomposed
Remaining: no SFX inventory exists
Remaining: one devotional register here is elevated-care and has no approved caption
Chapter 9 -- Ethiopia
CANON: CONTENT-COMPLETE
Evidence: docs/spine/CH_09.md = 9,553 words. 12 beats, 3 side-quests, 1 fork, 6 scenes, 3 boss rows, 7 sites. 7 quest seeds, 12 drop rows, 7 creatures, region page ethiopia.md, 9 named characters. Boss registry 4/4 on win_condition / win_reward / counters, world-state writes 3/4.
Remaining: has_nonkill_path 0/4, pip_count 0/4, and the other three engine-consumed columns empty
Remaining: a known registry residue is already boarded for this chapter (seed-note apply corruption plus undeclared drop non-joins)
Remaining: 20 creature meshes -- the second-largest single-chapter creature debt in the slice
Remaining: all character assets
AUDIO: ITERATION
Evidence: 13 music cue rows; region theme uncomposed AND its composer brief is honestly empty -- the brief records that this region has no attested instrument and its card refuses to invent one. 4 SFX rows anchored, 0 wired. 0 voice lines.
Remaining: THE ONE REGION CELL BLOCKED ON RESEARCH RATHER THAN ON GPU TIME: no attested instrumentation basis exists, so either research finds one or the substitution is ruled
Remaining: 4 anchored rows unwired
Remaining: one healing ceremony here is elevated-care
Chapter 11 -- Congo Basin
CANON: CONTENT-COMPLETE
Evidence: docs/spine/CH_11.md = 9,265 words. 13 beats, 2 side-quests, 1 fork, 5 scenes, 3 boss rows, 6 sites. 9 quest seeds, 18 drop rows, 11 creatures, region page central_africa_congo.md, 8 named characters. Boss registry 4/4 on win_condition / win_reward / counters.
Remaining: has_nonkill_path 0/4, pip_count 0/4, three more engine-consumed columns empty
Evidence: 16 music cue rows; region theme uncomposed. 0 SFX rows anchored. 0 voice lines.
Remaining: region theme uncomposed
Remaining: no SFX inventory -- and two of this chapter's story beats are AUDIO-FIRST (a water-drumming scene and a gramophone tell) with no cue rows behind them
Remaining: the polyphony here is elevated-care
Chapter 12 -- West Africa
CANON: CONTENT-COMPLETE
Evidence: docs/spine/CH_12.md = 10,299 words. 12 beats, 3 side-quests, 1 fork, 6 scenes, 3 boss rows, 7 sites. 12 quest seeds, 25 drop rows (joint-highest), 10 factions (the slice's highest after Ch 5), 7 creatures, region page west_africa.md, 8 named characters. Boss registry 5/5 on win_condition / win_reward / counters.
Remaining: has_nonkill_path 0/5, pip_count 0/5, three more engine-consumed columns empty
Remaining: 10 canon factions with no runtime standing system anywhere in the build
Remaining: 25 drop rows, all blank on rate
WORLD: ITERATION
Evidence: No level, no staging, no audit.
Remaining: terrain source, level, staging, dressing, three distinct architectural traditions
Evidence: 16 music cue rows; region theme uncomposed. 0 SFX rows anchored. 0 voice lines.
Remaining: region theme uncomposed
Remaining: no SFX inventory
Chapter 13 -- South Africa
*THE SLICE TERMINUS -- the healer's child joins and the departure closes the slice.*
CANON: CONTENT-COMPLETE
Evidence: docs/spine/CH_13.md = 12,613 words. 13 beats, 3 side-quests, 1 fork, 6 scenes, 4 boss rows, 6 sites. 13 quest seeds (the highest in the corpus), 25 drop rows, 7 creatures, region page south_africa.md, 7 named characters. The terminus was deliberately wired canon-side in one commit (22 encounter-grammar rows + 13 seeds + 24 drops). Boss registry 4/4 on win_condition / win_reward / counters.
Remaining: has_nonkill_path 0/4, pip_count 0/4, three more engine-consumed columns empty
Evidence: Zero engine references. The slice's closing content -- the joining and the departure -- has no engine form of any kind.
Remaining: everything in the engine
Remaining: the closing scene the whole slice is built toward
ART: ITERATION
Evidence: 7 canon creatures, 0 meshes. 7 named characters, 0 mesh references -- including the companion the slice ends by gaining, who has no model, rig or animation.
Remaining: 7 creature meshes
Remaining: THE COMPANION CHARACTER -- the slice's emotional payload has no asset of any kind
AUDIO: ITERATION
Evidence: 16 music cue rows; region theme uncomposed. THE ONE COMPOSED COMPANION THEME IS THIS CHAPTER'S (7 wav / 3 mid), and the leitmotif architecture declares its full phrase lands first at this chapter's opening beat -- so the slice's emotional payoff cue exists as an iteration-tier render, served on the review site only and never in the build. 0 SFX rows anchored. 0 voice lines.
Remaining: region theme uncomposed
Remaining: the payoff phrase is unrendered in-engine, and the composed companion theme it belongs to scores 4 of 7 axes -- the BEST in the cohort of fourteen and still short of the bar, with loop form and harmonic signature BELOW
Remaining: no SFX inventory
Remaining: 0 voice lines for the joining -- the slice's biggest character moment is silent
The burn-down, in numbers
35 tracked lines. 20 have a demonstrated throughput rate and are therefore schedulable; 13 have NO demonstrated rate at all -- those are the lines that make a date impossible to give honestly.
id
domain
item
have
need
remaining
rate
BD-01
play
Slice chapters with ANY playable content in the engine
4
14
10
demonstrated
BD-02
play
Slice chapters with -game INPUT PROOF
1
14
13
demonstrated
BD-03
art
Family master Niagara systems
10
10
0
demonstrated -- ten masters in one 13-second headless commandlet
BD-04
art
Ability variant keys needing an authored read
0
114
114
NONE DEMONSTRATED
BD-05
art
Creature meshes for the slice
6
152
146
geometry demonstrated / quality NONE
BD-06
art
Creature assets that can deform or animate
0
152
152
NONE DEMONSTRATED
BD-07
art
Creature texture sets at authored PBR
0
152
152
NONE DEMONSTRATED
BD-08
art
Named slice characters with a character asset
1
103
102
NONE DEMONSTRATED
BD-09
art
Authored hit-reaction / flinch / stagger clips
0
the set
the whole set
NONE DEMONSTRATED
BD-10
art
Authored attack montages for the game's own moveset
4
the moveset
0 bespoke clips against 72 canon weapons, 185 abilities and 10 trades
NONE DEMONSTRATED
BD-11
art
Creature attack animation
0
every creature telegraph
all of it
NONE DEMONSTRATED
BD-12
art
Locomotion foot-plant bands inside the armed band
0
4
4
n/a
BD-13
world
Slice chapters with a level
4
14
10
demonstrated -- six landscapes landed in a single commit
BD-14
world
Levels with a dressing pass
1
6
5
demonstrated -- 1 map over 3 look waves
BD-15
world
Maps with encounter ground on the combat bar
2
6
4
demonstrated
BD-16
world
Cultural architecture assets
1
every attested structure in the slice
all but one massing mesh
NONE DEMONSTRATED
BD-17
world
Open engine-visual defects
5
0
5
demonstrated
BD-18
world
Subject stations inside the readable contrast band
2
4
2
n/a
BD-19
play
Canon systems with a runtime consumer
11
23
12
demonstrated
BD-20
play
Slice boss rows with the engine-consumed columns filled
demonstrated -- a whole chapter's encounter rows have landed in one commit
BD-21
play
Drop rows carrying a rate
0
157
157
NONE DEMONSTRATED for the rates themselves
BD-22
play
Chapter seams built
3
13
10
demonstrated
BD-23
play
Chapters with gather / trade / exploration stations
1
14
13
demonstrated
BD-24
play
Dialogue options that write world state
0
the consequence layer
all of it
demonstrated
BD-25
audio
Themes passing all seven axes of the composition rubric
0
14
14
NONE DEMONSTRATED for a PASSING theme -- but the bar is now measurable, which it was not this morning
BD-26
audio
Themes composed at any tier
14
38
24
partially demonstrated
BD-27
audio
Region cells composed (the per-chapter musical identity)
0
12
12
NONE DEMONSTRATED
BD-28
audio
Registry sound rows the engine can resolve and play
38
680
642
demonstrated
BD-29
audio
Abilities with their own sound
0
185
185
demonstrated
BD-30
audio
Recorded voice lines
0
427
427
NONE DEMONSTRATED
BD-31
audio
A music playback path in the engine
0
1
1
NONE DEMONSTRATED
BD-32
canon
Slice nodes with a region page
12
14
2
demonstrated
BD-33
canon
Slice nodes with field-sense clue rows
1
14
13
demonstrated
BD-34
canon
Quest definitions landing inside the slice
0
the slice's own quests
all of them
demonstrated
BD-35
canon
Open canon contract asks refusing to invent
3
3
0
demonstrated
BD-01 -- Slice chapters with ANY playable content in the engine
Evidence: Four staging scripts exist, all Ch 2-5; the site-to-map resolver binds 28 sites, all Ch 2-5. A grep for every chapter from the sixth onward returns 0 hits across Source/, Tools/ and QA/*.md, positive-controlled at CH_05 = 88 and CH_04 = 57.
Blocker: levels do not exist for eight of the ten; the two realm chapters are ruled to be designed last
BD-02 -- Slice chapters with -game INPUT PROOF
Evidence: Loop-QA scripts exist for one chapter only (five of them). Chapters 3, 4 and 5 are staged and editor-tested with zero client runs.
Blocker: none -- the harness exists and is proven; this is authoring loop scripts
Note: CHEAPEST TIER-RAISING WORK ON THE BOARD: three chapters are already staged and one script each would convert them from asserted to measured.
BD-03 -- Family master Niagara systems
Evidence: CLOSED AT THE L23 WAVE CLOSE. Content/VFX/Elements holds ten NS_Element_* systems, counted on disk, at the seam the renderer declared in wave 7 and which had been empty ever since. Each is ONE family carrying the nine-parameter contract as user parameters, an engine template emitter chosen for the family law's own motion words, and M_HumanityElement as its material; the engine resolved all thirty material-parameter bindings, read back from disk. Twenty -game runs counted the renderer's own path label at niagara 60 / declared-procedural 0.
Blocker: none -- and the blocker this row carried was itself wrong: it was never an attended GUI session. Six headless probes found the API and a 13 s commandlet built all ten with no editor window.
Note: The remaining work on this line is QUALITY, not existence, and it lives on BD-04 and in the lane's own GREYBOX-VFX tier word: no frame of these systems has been judged.
BD-04 -- Ability variant keys needing an authored read
Evidence: The worklist reads 114 live variant keys over 185 registry rows, 9 of them reachable inside the slice, 0 rows blank on their presentation tier. The masters those keys render through now exist and draw; the keys themselves are untouched.
Blocker: BD-03 CLEARED at the L23 close, so this row is no longer downstream of an unbuilt thing. What it needs now is the authored read per key against masters that exist -- and a judged frame, which the VFX lane owes.
BD-05 -- Creature meshes for the slice
Evidence: Six meshes exist, all Chapter 2. Roster first-encounter counts across the slice: 13, 6, 10, 38, 13, 9, 11, 7, 20, 11, 7, 7 = 152. The two realm chapters carry 0 creature rows.
Blocker: generation throughput is demonstrated (~23 s per geometry pass); the QUALITY gate is not
BD-06 -- Creature assets that can deform or animate
Evidence: The asset stack's own manifest, verbatim: 'rigging: NONE. Every asset is a static mesh. The creatures do not animate -- they stand'; 'Topology is a quad remesh of a decimated marching-cubes surface, not artist edge flow; nothing here is deformation-ready'; 0 of 7 assets watertight. SINCE THE AUDIT, one archetype was pushed to a measured ceiling rather than a claim: a limbless solver landed as assets, the snake moves across 96 rendered frames at two camera distances, and the finding is a measured 99th-percentile edge stretch of 11.73 falling to 2.82 -- an honest NO-GO with the bind seam deliberately held so a breathing lump never ships as progress. The shipping count is unchanged at 0.
Blocker: auto-rigging on non-humanoid shapes is named as an unclosed gate in the stack's own notes
BD-07 -- Creature texture sets at authored PBR
Evidence: Stack manifest: 'PREVIZ, BASECOLOR ONLY... There is NO authored normal map and NO ORM. Anything claiming PBR here would be a lie.' A later batch record claims a real tangent-space normal and real baked occlusion -- the two records DISAGREE BY BATCH and both are cited rather than merged. Which tier the six shipped meshes carry on disk needs a read-back.
Blocker: a multi-view facing-weighted bake or a real texture model
BD-08 -- Named slice characters with a character asset
Evidence: T0_Character_Index carries 103 rows whose first appearance falls inside the slice; mesh_id_ref is empty and generation_status reads 'pending' on 102 of them. THE FIRST UNIT LANDED: the protagonist is a real skeletal asset -- 72,236 tris, 89 bones, 4 max influences, 4 LODs, 7 material slots, bind height 151.1793 cm -- recombined from the authored head onto the thinned body and made the shipped boot default, resolved with no cvars supplied at all.
Blocker: the humanoid half of the pipeline is PROVEN ONCE and is not a rate. The body's own basecolor is still a flat cream constant sampling no texture, so even the landed unit is an assembly rather than a finished character.
Note: Chapter 1 still carries ZERO named-character rows, so the best-friend who seeds the main companion has no registry entity to generate from.
Evidence: Three REPURPOSED landing clips stand in at 20.62 / 35.32 / 49.22 cm pelvis absorption depth, with a positive control (loud 25.83 cm vs idle 0.85 cm). The ledger, verbatim: 'There is no authored hit-reaction mocap in this project. There IS a landing set.' Wave 13 repeats it unchanged.
Blocker: ASSET acquisition or capture -- no code change can close it
Note: THIS IS THE SINGLE ITEM KEEPING THE COMBAT COMPARATOR BELOW.
BD-10 -- Authored attack montages for the game's own moveset
Evidence: Four engine-sample clips carry every player attack, bound to 8 greybox rows by MEASURED tell (0.2685 / 0.3000 / 0.3333 / 1.0389 s). The provenance is solved -- phase windows 1/1 authored off the clip, fallback 0, playback read off the anim blueprint -- and input-to-impact moved to 0.2897 s because that is the clip's real strike frame.
Blocker: ASSET -- the timing provenance is solved, the content is not
BD-11 -- Creature attack animation
Evidence: The census reads fallback_no_clip 1 -- the telegraph falls back to constants with no animation on the verb. The tempting one-line fix (binding a player clip) was REFUSED because it would import a 0.333 s tell onto a 0.9 s boss commit and retune every creature tell in the game.
Blocker: ASSET, and gated behind BD-06 -- there is nothing to play a clip ON
BD-12 -- Locomotion foot-plant bands inside the armed band
Evidence: foot_slide_ratio 0.3796 whole / 0.4290 walk / 0.3746 jog / 0.3308 sprint against a band of [0, 0.15]; all four RED. A mutation control reads ~1.000 hard red, so the ruler is armed. A one-frame contact erosion removed 209 of 1,081 samples (19.3%, the predicted boundary-class size) and moved the mean 3.4% -- refuting its own hypothesis.
Blocker: CONTESTED. The band's own re-derivation finding: over 120 swept windows on two independently authored AAA sets, no admissible contact window puts a real walking gait inside the band, and the median reads 0.052-0.055 INSIDE the band on the same samples -- so the defect may be the STATISTIC.
Note: Wave 13 did not run the feel leg (budget), so these are wave-11/12 numbers and wave 14 did not change them.
BD-13 -- Slice chapters with a level
Evidence: Six region levels cover four chapters (two share one island, one chapter spans four maps). The resolver returns a map for four chapters and an empty string for the rest.
Blocker: terrain chain throughput for eight of them; the two realm chapters have NO elevation source by nature and are ruled last
BD-14 -- Levels with a dressing pass
Evidence: Only the island is dressed. No look frame exists anywhere under QA for any of the other five maps -- a find returns only the space-audit markdown. The scatter grammar is keyed on one zone file and build/zones holds exactly that one file.
Blocker: no acquired canopy or broadleaf pack exists for the other biomes (the procedural card layer was retired), and each region needs its own attested species set
BD-15 -- Maps with encounter ground on the combat bar
Evidence: Two maps are post-sculpted (one to 0.0/0.0/0.1 on four sites, one to 0.0/0.0 on both). One map carries 4 need-pad sites plus one SEVERE at mean 22.3 / max 49.0 with only 12% of posts under 10 degrees and NO post-sculpt audit; one slope corridor elsewhere is SEVERE at 18.4 / 29.8; one island site remains at 10.0 / 22.2.
Blocker: none -- the tool exists and is proven on two maps; this is throughput
BD-16 -- Cultural architecture assets
Evidence: Exactly one architecture mesh exists in the entire project, plus three previz materials. The ledger: 'ARCHITECTURE -> STARTED, PREVIZ ONLY... Zero cultural detail.'
Blocker: REFERENCE, not throughput. Per the standing ruling, books never gate: this builds now from deep research and takes an arrival-time polish pass. But the site-rights question named in the reference plan is a REAL OPEN DECISION and is unanswered.
BD-17 -- Open engine-visual defects
Evidence: 54 bug records, 5 open, counted off QA/bugs/*.json: the camera losing the player in the dressed understory (BUG-0035, foliage carries no camera collision so the spring arm never probes it); no boom slope compensation (BUG-0040); the foot-slide band (BUG-0043); the band-is-unreachable-by-any-content finding, now FILED rather than proposed (BUG-0048); and NEW at this close, the creature legibility rim that arms on every creature and reaches none of their pixels (BUG-0054, root cause named 2026-08-06, lever untouched).
Blocker: the camera one touches the player's frame every second of play in the only dressed level
BD-18 -- Subject stations inside the readable contrast band
Evidence: 0.0566 and 0.0496 against readable controls at 0.1325 and 0.1358 -- 42% and 37% of the readable reference. Wave 11 fixed the FRAME (dark fraction 0.510 -> 0.108 and 0.430 -> 0.199, control unmoved) while contrast fell the wrong way. Wave 12's dapple moved it 0.0018-0.0021, below the instrument's own run-to-run noise, and was REFUTED and reverted.
Blocker: THE A/B RAN AND THE LEVER IS REFUTED. Eight arms including a 500x saturation move the subject's own luma by 0.0003 against an OFF baseline whose own spread is 0.0339; the arming control fires on every ON arm, so this is a light that never reaches the shading rather than one too weak to resolve. Root cause named by arithmetic: 45 cd at 232 cm is 8.36 lux against a 128,000 lux sun, thirty-six times weaker than the fill this map calls a trace, and aimed from behind the subject on the view axis so it clamps to zero on every camera-facing pixel the measure reads. BUG-0054 open; default stays OFF; two arms specified.
Note: This row's blocker line has now been wrong twice in two days in OPPOSITE directions -- first 'no lever exists', then 'a lever exists and is unmeasured'. It is measured now, and the honest reading is the worse one: there are no levers left that have been shown to move these stations. A protocol finding rides along -- the subject WALKS between runs, so any future subject-local A/B must freeze the AI or it measures the wander.
BD-19 -- Canon systems with a runtime consumer
Evidence: Measured per-table consumer counts. ZERO consumers: familiars (22 rows), weapons (72), runes (19), recipes (16), schools (13), minigames (2), vehicles (4), dwellings (2), threads (22), the hollow codex, the drop table, and the reputation ladder (52 rows behind 67 factions and 40 standing event classes). NON-ZERO, which is what makes the zeros mean something: ability tree 6, beats 5, creature roster 3, flora 3, minerals 3, gather nodes 2, trade 2, quest seeds 2, clues 2, boss encounters 2, dialogue 1.
Blocker: engine authoring; every one of these is canon-complete and unconsumed
Note: Two of these are ratified player-facing pillars: the rune forge (the ability creator) and faction standing.
BD-20 -- Slice boss rows with the engine-consumed columns filled
Evidence: Per-chapter fill measured off the registry. The prose-tier pass IS complete across the slice at 49/49. The non-kill-path pass stops dead after Chapter 7. Phase triggers and signature counters are empty everywhere.
Blocker: canon-lane authoring, no GPU, no engine dependency
Note: HIGHEST CONFIDENCE, LOWEST COST item on the board.
BD-21 -- Drop rows carrying a rate
Evidence: 157 rows across the slice (5 in Chapter 2 rising to 25 in Chapter 13) and NOT ONE has a base rate. The drop CEREMONY is real and input-proven; the drop ECONOMY is not -- proven payouts ride on creature-row anchors, not on a roll. The rarity table carries the ratified colour ramp on 5 of 8 grades and there is no imported rarity table in the build at all.
Blocker: canon-lane authoring plus an economy pass
BD-22 -- Chapter seams built
Evidence: One same-map load and two real cross-map level opens. The chapter resolver returns empty past Chapter 5. The four-map hops inside Chapter 5 are NOT a runtime seam -- each map is staged independently and the player cannot travel between them in-chapter. The travel presentation is a logged card plus a level open.
Blocker: downstream of BD-13 (no level to seam to)
Note: 78 seams exist across the whole game and none has its bridging cinematic written.
BD-23 -- Chapters with gather / trade / exploration stations
Evidence: 7 gather nodes and 6 recharge zones staged on one map and nowhere else. The trade surface is a single greybox gather-and-give with an ILLUSTRATIVE 2-unit ask, firewalled to an economy pass. Canon has 24 gather-node rows over 4 regions and nothing for the eight regions after Chapter 5.
Blocker: downstream of BD-13; canon rows missing for eight regions
BD-24 -- Dialogue options that write world state
Evidence: 115 nodes and 312 options exist across exactly three scenes from four speakers. Only 7 of 104 multi-option nodes diverge (6.73%); 33 of 312 options carry a consequence (10.58%); ZERO write world state. The divergence scorecard declares its own tooth NOT ARMED: 'zero options write state, so no key reaches the check and its clean pass proves nothing' -- against 46 live keys standing ready.
Blocker: engine authoring plus dialogue authoring
Note: DIALOGUE IS THE UNLOCK FOR CAST PRESENCE: the cast staging subsystem derives NPCs from the dialogue graph, so eleven of fourteen chapters spawn zero NPCs because they have no authored dialogue.
BD-25 -- Themes passing all seven axes of the composition rubric
Evidence: MEASURED, NOT MISSING -- and this row changed inside the read window. The audits found no rubric file anywhere and reported the count as honestly zero for want of a ruler. The ruler now EXISTS, is armed as a gate at 26 of 26 green, and the fourteen composed themes have been scored against an eighteen-track exemplar anchor set. RESULT: 0 of 14 clear all seven axes. Best in cohort is 4 of 7; the median is 2 of 7. Two axes are BELOW on 14 of 14 -- harmonic signature and loop form. Two are the cohort's genuine strength and must SURVIVE a recompose: hook placement (12 of 14 meets or better) and voice economy (11 of 14).
Blocker: COMPOSITION, now that measurement is solved. The per-feature worklist is explicit: loop length 0 of 14 (every theme is 8 or 16 bars against an exemplar bar of 24-32, which makes the multi-motif requirement unreachable BY CONSTRUCTION), mixture 0 of 14, the borrowed-cadence feature 0 of 14, leap fraction 0 of 14, tonic prolongation 1 of 14, literal basic-idea repeat 3 of 14 hard, rest density 3 of 14 hard.
Note: The census's own summary of the diagnosis: the failure is not the head cell, it is everything that was supposed to happen after it.
BD-26 -- Themes composed at any tier
Evidence: 16 directories under the authored tree, 14 of which map to live theme ids. All 14 are ITERATION tier, and the served manifest says so without being clicked: 'no human-composed theme exists yet and none is claimed.' The 24 missing include all five antagonist and ending cardinals.
Blocker: composition throughput plus the missing ruler
BD-27 -- Region cells composed (the per-chapter musical identity)
Evidence: Twelve region-cell rows, with the sound-asset path and the recurrence anchors empty on 12 of 12, and none has a directory under the authored tree. This is why every chapter's score cell is ITERATION regardless of cue-row count: the cue table points 210 of its 216 rows at one journey theme because the regional tunes do not exist.
Blocker: one of the twelve is blocked on RESEARCH rather than GPU time -- its composer brief honestly records that the region has no attested instrument and refuses to invent one
BD-28 -- Registry sound rows the engine can resolve and play
Evidence: 20 hardcoded engine cue ids plus 18 canon rows resolved from the imported table; independently confirmed by an asset audit reading exactly 38 cues, 0 failures, 27 measured OK and 11 asset-only.
Blocker: authoring plus import throughput
BD-29 -- Abilities with their own sound
Evidence: THE HIGHEST-SEVERITY MEASURED DEFECT IN THE AUDIO DOMAIN. The ability registry references 650 distinct cue ids; the imported sound table contains 30. INTERSECTION ZERO. So the has-a-row test is false for every ability cue and every cast falls to the fallback: all 185 abilities share four cues -- cast, whoosh, hit, break.
Blocker: NONE ON THE CRITICAL PATH -- the registry-side repair is ALREADY LANDED IN CANON and has simply not reached the engine. This is an import.
Note: CHEAPEST HIGH-LEVERAGE UNLOCK IN THE AUDIO DOMAIN.
BD-30 -- Recorded voice lines
Evidence: ZERO recorded voice lines in either repository. No text-to-speech pipeline exists on disk -- the ruled local engine is named in prose only. The voice registry's 23 rows are empty on both the voice id and the sound asset path, 23 of 23. Every dialogue line in play is subtitle-only. Staged rows inside the slice: 108 in Chapter 2 plus 319 in Chapter 3.
Blocker: no pipeline exists yet; the ship ruling is partial voice, so the denominator is a scope decision as well as a throughput one
BD-31 -- A music playback path in the engine
Evidence: ZERO composed music is in the build. The ambient folder holds five engine starter assets and a binary scan of every level for the starter music returns 0 references, so even that plays nowhere. The only music references in source are a volume slider routing nothing, with the code's own comment: category routing awaits authored sound-class and sound-mix assets.
Blocker: engine authoring -- and it gates every composed theme from ever being heard, no matter how many are composed
Note: A HARD PREREQUISITE nobody is currently blocked on, because nothing is composed to a passing bar yet.
BD-32 -- Slice nodes with a region page
Evidence: Twelve region pages exist and cover every chapter from the second to the thirteenth. The two realm chapters have none.
Blocker: SEQUENCING BY RULING, not slippage -- the realm is designed last on the matured concept-art pipeline
BD-33 -- Slice nodes with field-sense clue rows
Evidence: Ten clue rows exist for Chapter 2 and ZERO for every other node in the entire 79-node corpus.
Blocker: canon-lane authoring, no GPU
BD-34 -- Quest definitions landing inside the slice
Evidence: The ACTIVE quest-definition registry holds 16 rows and NOT ONE lands inside the slice -- its chapter values all sit outside it. The slice's quests live only as 87 quest seeds plus 370 side-quest rows. The live loop measured exactly one quest taken and one log row.
Blocker: canon-lane authoring
BD-35 -- Open canon contract asks refusing to invent
Evidence: CLOSED INSIDE THE READ WINDOW. All three Chapter 2 asks are answered canon-side: two world-state keys minted (both integer, both monotonic, because canon's own noun is a mark on a track and the client already counts exactly that), the creature's element RULED rather than floored, and the light a canon sentence names found to be already present in the zone's own geometry. The answers carry their non-writers as load-bearing: one key is written on the fought route ONLY and deliberately does not touch the integrity score, because an automatic penalty on a lawful route is a soft ban on that route; the other writes NOTHING on a clean evasion, so the pressure is the price of survival-by-force and never a tax on being hunted. Wave 14 opened a fourth ask of the same class: three sub-boss rows whose canon mechanics no built rail implements, deliberately left undeclared rather than guessed.
Blocker: the ENGINE half is unbuilt -- the keys exist and nothing writes them yet
Note: This class is a HEALTH SIGN, not a defect: the engine flagged rather than guessed, and the canon lane answered in hours. It is the fastest-closing line on this board.
The critical path, dependency-ordered
Read this as a chain, not a list: each step names what it UNLOCKS, so a step taken out of order buys nothing.
1. CP-1 -- The ability-VFX master systems -- CLOSED, and never attended
Unlocks: CLOSED. 10 family master systems exist and render; every ability beat stopped rendering an engine primitive, verified by the renderer's own path label at niagara 60 / declared-procedural 0 over twenty client runs. What it did NOT unlock: any sentence about how an ability LOOKS -- the lane's tier word is GREYBOX-VFX and no frame has been judged.
Blocked by: NOTHING -- and the blocker this step carried was itself the defect. It was never an attended GUI session: six headless probes found the API and a 13 s commandlet built all ten with no editor window.
Blocks: BD-03, BD-04, every POLISH cell in the ART column
Rate: demonstrated -- 10 masters in one 13-second headless commandlet
Note: The step that this board named as the front of the whole critical path is done, and it is the clearest case on the board of an unexamined GUI claim being a defect rather than a constraint.
2. CP-2 -- The creature-rim A/B -- RUN, and the lever is refuted
Unlocks: NOTHING, and that is the result. The two dark subject stations are unmoved and Chapter 11's understory still stands to inherit the readability class. What it did deliver is a named root cause: the rim is 8.36 lux against a 128,000 lux sun and is aimed at surfaces the camera cannot see.
Blocked by: NOTHING -- it was taken. BUG-0054 is open with two further arms specified.
Blocks: BD-18
Rate: n/a -- one measurement, and it came back negative
Note: A refuted lever is a real result and this board records it as one. The successor arms belong to the world-visual lane's creature-read item, and any of them must freeze the AI first: the subject walks between runs, so a subject-local A/B against a wandering pawn measures the wander.
3. CP-3 -- Import the ability sound rows that already exist in canon
Unlocks: 185 abilities stop sharing four fallback cues
Blocked by: NOTHING. The registry-side repair is landed in canon; the engine's imported table simply predates it.
Blocks: BD-29
Rate: demonstrated -- this is an import
4. CP-4 -- One loop-QA script each for Chapters 3, 4 and 5
Unlocks: the difference between 'staged and editor-tested' and 'measured in the client'. The repo's own history has editor-green hiding -game-red twice.
Blocked by: NOTHING. Three chapters are already staged; the harness is proven on five scripts.
Blocks: BD-02, any play-quality claim above GREYBOX for three chapters
Rate: demonstrated
5. CP-5 -- Fight Chapter 2's main boss by input, at the canon sites
Unlocks: the last un-proven encounter in the most-built chapter in the game; it is the gate on any CONTENT-COMPLETE claim for Chapter 2's PLAY cell
Blocked by: authoring a boss loop script -- no loop script has ever targeted a boss
Blocks: Chapter 2 PLAY -> CONTENT-COMPLETE
Rate: demonstrated -- wave 13 landed three input-proven fights in one wave
6. CP-6 -- The canon engine-column pass
Unlocks: 26 boss rows get their non-kill paths, pip schedules, phase triggers, signature counters and hit zones; 157 drop rows get rates; 13 chapters get clue rows; the slice's quests get definitions
Blocked by: NOTHING. Canon-lane authoring, no GPU, no engine dependency, and a whole chapter's encounter rows have landed in a single commit before.
Blocks: every chapter after the seventh at the encounter-runtime level
Rate: demonstrated
7. CP-7 -- Dialogue for the chapters that have none
Unlocks: CAST PRESENCE. The staging subsystem derives NPCs FROM the dialogue graph, so eleven of fourteen chapters spawn zero NPCs purely because no dialogue is authored for them. Also unlocks the state-writing consequence layer whose tooth currently declares itself not armed.
Blocked by: authoring throughput; three scenes exist against fourteen chapters
Blocks: BD-24, every trade / quest-handout / hub surface outside two chapters
Rate: demonstrated -- 115 nodes and 312 options exist
8. CP-8 -- The world chain for the chapters that have no level
Unlocks: eight chapters, in a fixed order per chapter: terrain source -> level -> space audit -> sculpt -> staging script -> site bindings -> dressing -> cast -> loop proof
Blocked by: dressing is the bottleneck, not terrain: six landscapes landed in one commit, and one map has been dressed in three look waves. Each new region also needs its own attested species set, and no acquired pack exists for the other biomes.
Blocks: BD-13, BD-14, BD-15, BD-22, BD-23
Rate: demonstrated for terrain and sculpt; demonstrated-but-slow for dressing
9. CP-9 -- The creature asset chain
Unlocks: in strict order: mesh -> texture bake gate -> rig -> creature attack and telegraph animation (BD-11 cannot start until a creature can deform) -> creatures that read as subjects
Blocked by: geometry throughput is demonstrated; the RIG gate on non-humanoid shapes is named as unclosed, and the texture records disagree by batch about what the six shipped meshes even carry
Blocks: BD-05, BD-06, BD-07, BD-11
Rate: geometry demonstrated / everything after it NONE
10. CP-10 -- The character asset chain
Unlocks: the player, the companion seed, the healer's child, and 103 named slice characters who are currently all the same mannequin
Blocked by: PROVEN ONCE, WHICH IS NOT A RATE. The protagonist landed and is the shipped boot default; its body is still untextured. The remaining 102 named slice characters have no asset and no second unit has been produced.
Blocks: BD-08, every POLISH cell that involves a person on screen, the slice's emotional payload at its terminus
Rate: NONE DEMONSTRATED -- one unit is not a rate
11. CP-11 -- The reaction-asset acquisition
Unlocks: THE COMBAT COMPARATOR RE-SCORE. This is the single named item keeping combat BELOW, and it is an asset item that no code change can close.
Blocked by: acquisition or capture; three repurposed landing clips stand in today
Blocks: gate-51 combat verdict, any AAAAA claim on any fight in the slice
Rate: NONE DEMONSTRATED
12. CP-12 -- The music chain, whose two front-blockers just became one
Unlocks: 12 region themes -> per-chapter musical identity -> the slice's emotional payoff phrase at the terminus
Blocked by: THE RULER NOW EXISTS -- that blocker cleared inside this board's read window, and with it came a measured per-axis worklist naming exactly where the cohort loses the dialect. What REMAINS in front is the second, untouched blocker: there is no music playback path in the engine at all, so a theme that passes every axis still could not be heard in the build. Composition and the engine path are independent and both must clear.
Blocks: BD-25, BD-26, BD-27, BD-31, every AUDIO cell above GREYBOX
Rate: NONE DEMONSTRATED for a passing theme; the bar itself is now armed
Note: The recompose has a target it did not have this morning: hold hook placement and voice economy, and attack loop form and harmonic signature, which are BELOW on 14 of 14.
13. CP-13 -- The realm chapters
Unlocks: the Prologue and Chapter 1 -- the first two hours the player will ever see
Blocked by: RULED to be designed LAST, at slice-end, on the matured concept-art pipeline. They have no elevation source by nature, so the entire terrain chain that serves the other chapters does not apply. Their remaining work is gated on a SEQUENCING DECISION, not on capacity.
Blocks: the slice's opening
Rate: NONE DEMONSTRATED
Note: Whether the concept-art pipeline is ready to design them at slice-end lives in a lane this board did not measure.
WHEN
NO DATE APPEARS ON THIS BOARD, and that is a finding rather than a hedge. No artifact in either repository -- no plan, ledger, queue or board -- carries a measured or estimated date for AAAAA on any chapter. Everything below is DERIVED from demonstrated throughput against counted remaining work, and every derivation names the assumption that would break it.
*The factory's own unit is the WAVE, not the day. A wave is one recorded engine cycle: build, measure, record, commit.*
Demonstrated throughput
metric
measured
what it derives
engine waves landed
8 waves (the sixth through the fourteenth) between 08-04 21:24 and 08-05 05:39
one wave per ~62 minutes of active factory time
the tightest measured run
waves 9 through 13 in 4 h 37 m
one wave per ~69 minutes
commits per day
60 on 08-04, 26 by 05:39 on 08-05
the factory's peak day is ~60 commits
chapters reaching engine presence
4 of 14, across the whole life of the build
CHAPTER throughput is NOT wave throughput and is far thinner -- this is the number that matters for the slice
levels dressed
1 of 6, across 3 look waves
~3 waves per map dressed
asset classes that have produced a unit
2 of 5 (ability-VFX masters 10/10; character assets 1 of 103)
the POLISH gate is no longer five-of-five at zero -- and two units and ten assets are still not a rate, so no range moves
Ranges, with the assumption that breaks each one
Chapter 2 -> CONTENT-COMPLETE on PLAY -- 1-3 waves (confidence: HIGH -- every remaining item has a demonstrated rate)
Work: fight the main boss by input (CP-5), WRITE the two world-state keys the canon lane minted at 05:41 (the ruling half is done), re-run the defeat loop, land the ability sound import (CP-3)
Assumes: no new asset class is required, which is true for this target; and that the boss loop script behaves like the three fight scripts wave 13 authored in one wave
Chapters 3, 4 and 5 -> GREYBOX WITH PROOF -- 1-2 waves (confidence: HIGH)
Work: one loop-QA script each, run in the client (CP-4)
Assumes: the scripts find nothing that needs fixing. The repo's own history says that assumption has failed twice, so a finding would add waves -- which is the POINT of running them.
The canon engine-column pass across the whole slice -- 2-5 canon waves (confidence: HIGH -- zero GPU, zero engine dependency)
Work: 26 boss rows on five columns, 157 drop rates, 13 chapters of clue rows, the slice's quest definitions (CP-6)
Assumes: the rates and non-kill paths are authorable without a ruling from Josh. Some may not be.
Work: terrain, level, space audit, sculpt, staging, bindings, one loop script per chapter (CP-8)
Assumes: terrain lands in batch as it did once before (six landscapes in one commit); staging runs at the demonstrated 1-2 chapters per wave; and NO dressing is attempted at this tier
All six existing maps -> DRESSED -- 12-20 waves (confidence: LOW-MEDIUM)
Work: five dressing passes at the demonstrated ~3 waves per map (CP-8)
Assumes: THE ASSUMPTION MOST LIKELY TO BREAK: that the scatter grammar generalises off the one zone file it is keyed to, and that acquired vegetation packs exist for biomes where none has been acquired. Neither is proven.
ANY chapter -> POLISH -- UNKNOWN -- NO RANGE CAN BE HONESTLY GIVEN (confidence: n/a)
Work: judged frames over the 10 master systems that now exist (CP-1 is closed), rigged and textured creatures (CP-9), the remaining 102 character assets and texture for the one that landed (CP-10), reaction assets (CP-11), composed themes (CP-12)
Assumes: nothing -- FIVE ASSET CLASSES GATE POLISH. As of this close TWO of them have produced something: the ability-VFX class produced all ten master systems in one headless commandlet, and the character class produced exactly one unit. Neither has produced a RATE, and the other three -- rigged and textured creatures, reaction assets, composed themes -- have still produced nothing. A range built on one observation would be an invention, and inventing one is the failure mode this board exists to refuse.
ANY chapter -> AAAAA-VERIFIED -- UNKNOWN, AND FURTHER OUT THAN POLISH (confidence: n/a)
Work: everything above, PLUS a gate-51 comparator re-score with critic evidence
Assumes: the standing comparator verdicts are combat BELOW, movement BELOW and unmeasured, collection not-applicable -- and combat's BELOW is named on an ASSET item (CP-11). The top two rungs of the ladder are unoccupied corpus-wide and no one has ever claimed them.
The honest sentence
Chapter 2 can be CONTENT-COMPLETE on what the player DOES within a few waves, and three more chapters can be measured rather than assumed in about the same time. Nothing in the slice can be POLISHED, let alone AAAAA-VERIFIED, until the asset classes that gate it start producing at a RATE -- and the L23 close changed that sentence in exactly one way: the class this board named as the front of the critical path produced all ten of its units in a single headless commandlet, having been recorded for two waves as blocked on an attended session that turned out not to be needed. Two classes have now produced something, three have produced nothing, and none has produced a rate.
Decisions this board surfaces
DEC-1 (the director) -- Whether this board deploys to the public review site
State: The board page is generated into the site tree and passes the reveal firewall by construction -- the emitter runs the same armed sweep the site build runs and REFUSES to write the page on any hit. It is deliberately NOT linked from the public index. It is nonetheless an internal status surface on a site Josh ruled has no access lock, and the director deploys. RULED AND EXECUTED AT THE L23 CLOSE: the board is DEPLOYED. It rides the site build's additive page module into the existing humanity-review Pages project, still deliberately unlinked from the public index, having passed the same armed sweep with its canary fired first on both surfaces. It answers at https://humanity-review.pages.dev/board/ (200, verified against the locally emitted bytes rather than assumed from a successful upload).
Recommendation: TAKEN. If the call ever goes the other way, the page is one path deletion before deploy and the markdown board is unaffected.
DEC-2 (the canon lane) -- Four open asks where the engine is correctly refusing to invent
State: Three named contract gaps in Chapter 2 (two missing world-state keys, one creature with no element, one traversal staged as a clock), plus wave 14's three sub-boss rows whose canon mechanics no built rail implements and which were deliberately left undeclared.
Recommendation: These are asks for NAMES, not engineering, and they are the cheapest unblocking on the board. Rule them in the canon lane.
DEC-3 (the director) -- The unanswered site-rights question behind three of five structures
State: The architecture reference plan names a reference blocker that three of five structures depend on, and an UNANSWERED site-rights question about depicting a specific real settlement.
Recommendation: Per the standing ruling, books never gate: build from deep research now and take an arrival-time polish pass. But the site-rights question is a genuine open decision and should not ride along inside a throughput item.
DEC-4 (the audio lane) -- The composition bar HAS a ruler now -- and the recompose has a measured target
State: ANSWERED INSIDE THE READ WINDOW. The audits reported the rubric as one prose line and no file; it is now authored, armed as a gate at 26 of 26 green, and the fourteen composed themes are scored against an eighteen-track exemplar set. 0 of 14 clear all seven axes; harmonic signature and loop form are BELOW on 14 of 14; hook placement and voice economy are the cohort's real strengths. AT THE L23 CLOSE the acquisition half is armed too -- one command scans the exemplar directory, measures against the program's own vocabulary and flips a corpus row, gated by 24 controls that run before any real file is touched. The corpus is still 182 of 182 MISSING: the rig is armed, not fed.
Recommendation: The recommendation this board carried -- mint the ruler before composing anything else -- was taken while the board was being written. What replaces it: recompose against the named per-feature worklist rather than re-composing generally, and treat the two strong axes as things to PRESERVE. The remaining open question is not a decision but a build: nothing in the engine can play a theme yet.
What this board does NOT know
The FOURTH domain audit did not arrive. Its payload was truncated in transit and nothing after the audio burn-down reached the synthesizer. The CANON column was measured directly instead and says so on every cell -- but a domain the fourth audit may have covered (verification and gates, or narrative craft quality) is NOT represented on this board and its absence is not evidence of its health.
NO NON-ISLAND MAP HAS EVER BEEN LOOK-VERIFIED. A terrain commit claims frames were director-verified on two of them, but no frame artifact for any of the five survives anywhere under QA. Their on-screen state is UNVERIFIED, not known-bad -- and a single capture session on one of them is the cheapest way to convert that unknown into a measurement.
Whether Chapters 3, 4 and 5 are playable end to end BY A HUMAN is genuinely unknown rather than merely unproven. No client input run exists for any of them, and the repo's own history shows editor-green hiding -game-red twice.
ANSWERED AT THE L23 CLOSE, and the answer is a ceiling rather than a capability: a limbless solver landed as assets and the snake moves across 96 rendered frames at two camera distances, with three in-editor render paths eliminated first because a commandlet never runs the editor tick loop and all three silently held the reference pose. The finding is a MEASURED deformation ceiling -- 99th-percentile edge stretch 11.73 falling to 2.82 -- and an honest NO-GO with the bind seam held. What remains unknown is whether any generated creature deforms acceptably in a client; nothing shipping animates.
The two asset-generation records DISAGREE BY BATCH on texture tier -- one says there is no authored normal map and no combined map and that claiming PBR would be a lie; a later one claims a real tangent-space bake and real baked occlusion. Both are cited rather than merged. Which tier the six shipped meshes carry on disk needs a read-back, and the gate that would answer it already exists.
The nine in-slice ability variant keys are NOT chapter-resolved in the record -- the worklist carries an in-slice flag per key but no per-chapter attribution, so ability-VFX debt could not be distributed across chapters. The slice-level counts are honest; a per-chapter split would be a guess.
Frame-time budget on the DRESSED island at HEAD is unmeasured. The generated assets are deliberately not opted into the engine's mesh-virtualisation path against the optimisation doctrine, a shadow-map warning rides the canopy, and a lighting warning prints across every frame -- but the one frame-time number in the record is the feel harness's own cost line, not a world budget.
Whether the concept-art pipeline is ready to design the realm chapters at slice-end -- the sequencing the whole slice ruling depends on -- lives in a lane this board did not measure.
No source was found for drop RATES or for the trade economy's per-tier material costs; the engine's two-unit ask is explicitly declared illustrative and firewalled to a later economy pass. If those numbers exist somewhere unreached, two burn-down rows improve.
No gate-51 comparator verdict has been written past wave 13, so all three verdicts quoted here remain wave 13 vintage -- across wave 14, wave 15, the seven world-visual rungs, the protagonist import and the garment layer. The ledger caught up on its own line count and not on its comparator.
THE ISLAND'S NAVIGATION ENCODES NO OBSTACLE and the reason is a HYPOTHESIS, not a measurement: PCG-spawned instanced trunks are created at runtime and may not contribute to navigation unless explicitly marked relevant. The arm that would settle it -- one hand-placed static trunk inside the invoker radius, re-run the ring -- has not been run.
NO EYE-LEVEL FRAME OF CHAPTER 3'S SETTLEMENT EXISTS. The grass-exclusion mechanism that was its named blocker now covers seven envelopes through one grass output, but whether the massing reads from a stand is unphotographed in either direction, so this board cannot say the carried defect is fixed and cannot say it is not.
Generated by harness/site/structure_site.py — the URL path is the repo path. review root