docs(reference): record long user-play study

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- [`product/GAME_PRODUCT_CONTRACT.md`](product/GAME_PRODUCT_CONTRACT.md):
audience, fantasy, play loop, duration, modes, onboarding, completion
- [`product/SYSTEMS_AND_BATTLE.md`](product/SYSTEMS_AND_BATTLE.md): deterministic
battle, six-person formation, Directives, damage, professions and failure
battle, Party-line rules, Directives, damage, professions and failure
- [`product/ECONOMY_AND_BALANCE.md`](product/ECONOMY_AND_BALANCE.md): progression,
prices, pacing profiles, difficulty and solvency
- [`product/SAVE_AND_FAILURE_CONTRACT.md`](product/SAVE_AND_FAILURE_CONTRACT.md):
@@ -17,20 +17,26 @@ authority after the direction is approved.
## Complete Content
- [`content/CHARACTER_BIBLE.md`](content/CHARACTER_BIBLE.md): 30 named characters
- [`content/PROFESSION_AND_SKILL_MATRIX.md`](content/PROFESSION_AND_SKILL_MATRIX.md):
12 base and 24 advanced professions
- [`content/ENEMY_BESTIARY.md`](content/ENEMY_BESTIARY.md): 100 enemy identities
- [`content/CONTENT_INDEX.md`](content/CONTENT_INDEX.md): content namespaces,
exact counts and cross-catalog authority
- [`content/RECRUIT_GENERATION.md`](content/RECRUIT_GENERATION.md): generated
run-bound Recruit identity, offer and determinism rules
- [`content/PROFESSION_CATALOG.md`](content/PROFESSION_CATALOG.md): 12 base,
24 advanced and 6 hidden professions
- [`content/TRAIT_CATALOG.md`](content/TRAIT_CATALOG.md): 36 mechanical
benefit-and-cost traits
- [`content/ENEMY_CATALOG.md`](content/ENEMY_CATALOG.md): 100 ordinary/elite
enemies and 16 bosses
- [`content/EQUIPMENT_CATALOG.md`](content/EQUIPMENT_CATALOG.md): 320 items
- [`content/CAMPAIGN_AND_CHAPTERS.md`](content/CAMPAIGN_AND_CHAPTERS.md): eight
chapters, ending and postgame
- [`content/ACHIEVEMENTS_AND_COLLECTIONS.md`](content/ACHIEVEMENTS_AND_COLLECTIONS.md):
48 achievements and 20 collections
- [`content/ARTIFACT_CATALOG.md`](content/ARTIFACT_CATALOG.md): 60 run-wide
Artifacts
- [`content/REGION_CATALOG.md`](content/REGION_CATALOG.md): eight Regions,
bosses, pressures and route roles
## Presentation And Production
- [`presentation/SCREEN_AND_STATE_MAP.md`](presentation/SCREEN_AND_STATE_MAP.md):
82 player-facing pages and required states
50 player-facing pages and required states
- [`presentation/UI_AND_VISUAL_SYSTEM.md`](presentation/UI_AND_VISUAL_SYSTEM.md):
landscape layout, interaction, accessibility and localization
- [`presentation/ART_ASSET_AND_ANIMATION_CATALOG.md`](presentation/ART_ASSET_AND_ANIMATION_CATALOG.md):
@@ -45,8 +51,10 @@ authority after the direction is approved.
- [`prototype/generation/README.md`](prototype/generation/README.md): four concept
image calls and their provenance
- [`reference/REFERENCE_RUNTIME_CENSUS.md`](reference/REFERENCE_RUNTIME_CENSUS.md)
and [`reference/TRANSFERABLE_STRUCTURE_LESSONS.md`](reference/TRANSFERABLE_STRUCTURE_LESSONS.md):
evidence-labeled reference research and originality boundary
[`reference/TRANSFERABLE_STRUCTURE_LESSONS.md`](reference/TRANSFERABLE_STRUCTURE_LESSONS.md),
and [`reference/USER_PLAY_VIDEO_STUDY_2026-08-11.md`](reference/USER_PLAY_VIDEO_STUDY_2026-08-11.md):
evidence-labeled reference research, the current long-session study, and the
originality boundary
- [`reviews/PRE_DEVELOPMENT_READINESS_AUDIT.md`](reviews/PRE_DEVELOPMENT_READINESS_AUDIT.md):
verified completion and open human/runtime gates
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@@ -41,6 +41,8 @@ The archive-level sources are:
- [P-IMG]: the complete image catalog and asset-category assignments.
- [P-CODE]: type inventory and IL2CPP/source-code boundary.
- [P-MANIFEST]: extraction manifest for build and export traceability.
- [P-VID]: the 2026-08-11 fixed user-play video study and its private evidence
package.
The screenshot groups used for manual visible-identity counts are:
@@ -70,7 +72,7 @@ observation method, provenance and unresolved boundary.
| ID | Content surface | Count or result | Evidence class and exactness | Confidence | Observation method | Provenance | Why the game-wide total remains unresolved |
|---|---|---|---|---|---|---|---|
| C-01 | Captured play sessions | 2 sessions | Direct runtime observation; exact for archive scope | High | Read the ledger scope and separated the completed adventure from the subsequent opening verification | [P-OBS] | The archive is not an exhaustive survey of all saves, modes or versions. |
| C-01 | Research play records | 2 investigator-captured sessions plus 1 fixed user-play recording | Direct runtime observation; exact for current archive scope | High | Separated the earlier completed adventure and opening verification from the independent 51-minute user-play recording | [P-OBS], [P-VID] | The archive is not an exhaustive survey of all saves, modes or versions. |
| C-02 | Named recruit labels | At least 8 distinct visible labels | Direct runtime observation; lower bound | High | Manually transcribed and de-duplicated visible recruit and party labels across both captured sessions; ignored repeated appearances and equipment variants | [P-RCR-01] through [P-RCR-08] | No complete roster or collection surface was captured; procedural label generation also cannot be excluded. |
| C-03 | Base profession identities | At least 7 identities | Direct runtime observation; lower bound | High | Re-counted the distinct base-role identities consolidated from ordinary-play tooltips and the visible progression surface | [P-AUDIT], [P-RCR-01] through [P-RCR-08], [P-SKL-00] | No complete profession index was captured, and the package database does not expose its runtime array. |
| C-04 | Advanced profession identities | At least 6 identities | Direct runtime observation; lower bound | High | Re-counted distinct advanced-role labels exposed in the captured progression and party evidence | [P-AUDIT], [P-SKL-00] through [P-SKL-06] | Unseen, locked or build-gated professions cannot be counted from the captured surface. |
@@ -86,13 +88,21 @@ observation method, provenance and unresolved boundary.
| C-14 | Editable formation grammar | At least 1 ordered party-line formation surface | Direct runtime observation; lower bound | High | Observed party cards being rearranged before combat and the resulting battlefield order | [P-FRM-01], [P-FRM-02], [P-OBS] | No formation index, preset list or complete capacity progression was captured. Arbitrary arrangements are states, not necessarily authored formation identities. |
| C-15 | Authored formations or presets | Unknown | Unknown; no numerical total | High confidence in the unknown status | Searched captured screens and structural inventory for an enumerable formation catalog | [P-FRM-01], [P-OBS], [P-CODE] | The evidence proves rearrangement, not a finite catalog of named formations. |
| C-16 | Environment or biome families | At least 5 visual asset families | Inference from direct package inspection; lower bound | Medium | Grouped environment exports by recurring visual family and checked the prior structural audit | [P-AUDIT], [P-IMG], [P-EXT] | Asset families may be unused, transitional, layered or combined at runtime; later traversal was not captured. This is not a runtime biome count. |
| C-17 | Victories in the completed captured adventure | 12 victories | Direct runtime observation; exact for that completed adventure only | High | Read the final run state and ledgered result sequence | [P-OBS], [P-RUN-01], [P-RUN-02] | Victory count does not reveal chapter count, wave count, encounter taxonomy or other adventure lengths. |
| C-17 | Victories in completed observed runs | 12 in the earlier completed adventure; 59 on the separate user-video final report | Direct runtime observation; each value exact only for its recorded run | High | Read each fixed final run state without combining the counters into a universal mode length | [P-OBS], [P-RUN-01], [P-RUN-02], [P-VID] | Victory count does not reveal chapter count, wave count, encounter taxonomy, every mode length or a game-wide cap. |
| C-18 | Chapters | Unknown | Unknown; no exact or lower-bound chapter total asserted | High confidence in the unknown status | Checked the captured run, environment catalog and type inventory for a chapter index | [P-OBS], [P-AUDIT], [P-IMG], [P-CODE] | No chapter-select or complete campaign surface was captured, and environment families are not chapters. |
| C-19 | Waves or encounters | Unknown | Unknown; no exact game-wide total | High confidence in the unknown status | Reviewed the completed-run ledger and combat captures without treating screenshot ordinals or victories as authored wave totals | [P-OBS], [P-RUN-01], [P-RUN-02] | Encounters can contain multiple waves, optional branches or special events; the archive does not expose the mapping. |
| C-20 | Achievements | Unknown | Unknown; no numerical total | High confidence in the unknown status | Searched captured surface inventory and type inventory for an enumerable achievement page or record set | [P-OBS], [P-CODE] | No achievement surface or serialized achievement catalog was captured. |
| C-21 | Collection entries | Unknown | Unknown; no numerical total | High confidence in the unknown status | Searched captured surface inventory for roster, enemy, item, artifact or general collection indexes | [P-OBS], [P-AUDIT] | No complete collection surface was captured; separate visible samples cannot establish completion totals. |
| C-22 | Play modes | At least 1 run-based adventure path | Direct runtime observation; lower bound | High | Inspected the new-run selection and setup states and separated the optional tutorial from the adventure path | [P-RUN-03], [P-OBS] | The screen does not establish every unlockable or later-version mode. Battle speed and zoom are controls, not modes, so they are excluded. |
| C-23 | Exact mode total | Unknown | Unknown; no exact game-wide total | High confidence in the unknown status | Cross-checked the visible run selector with the captured surface inventory | [P-RUN-03], [P-OBS] | Locked, postgame, challenge or build-gated paths were not enumerated. |
| C-24 | Displayed roster and field scale | Capacity 10 in the recorded state; at least 8 occupied members and 8 simultaneously fielded | Direct runtime observation; exact for the named frames and a lower bound for field scale | High | Read `7/10` and `8/10` occupancy states, eight-member party views and eight live battle panels | [P-VID] | The recording does not prove that 10 is universal, that 8 is the maximum deployment, or a total recruit-identity count. |
| C-25 | Inventory and storage scale | Backpack capacity 22 plus a separate storage page showing `1/10` | Direct runtime observation; exact for the displayed states | High | Compared party inventory headers with the distinct paged storage surface | [P-VID] | Page capacity, upgrade rules, all contents and cross-mode limits remain unknown. |
| C-26 | Shop progression surface | Visible levels 4, 6, 8 and 9; ordinary three-offer and broader six-offer states | Direct runtime observation; lower bound for shop-state breadth | High | Read fixed headers and separately classified the recurring offer layouts and upgrade-information state | [P-VID] | Upgrade formula, complete level range, quality probabilities, refresh rules and full offer pools remain unknown. |
| C-27 | Runtime arena presentations | At least 4 directly seen families: forest, cave, red-rock/open and snow-field | Direct runtime observation; lower bound | High | Compared fixed battle frames across the complete user recording | [P-VID] | Presentation families do not establish authored regions, chapters, mechanical modifiers or the game-wide arena total. |
| C-28 | Ordinary victory signal | Sampled victories follow the opposing living-unit counter reaching zero and then open a result state | Direct runtime observation for sampled battles; not a universal rule proof | High | Followed battle-to-victory-to-report transitions at fixed timestamps | [P-VID] | Other modes, bosses, timeouts, retreats and defeat terminals were not exhaustively observed. |
| C-29 | Same-battle revival or reserve entry | Unknown | Unknown; no qualifying state transition | High confidence in the unknown status | Checked a visible contraction from seven-member evidence to three live panels and the later eight-member state without inferring the missing transition | [P-VID] | Death, knockout, benching, revival, recruitment, replacement and reserve behavior are not distinguishable from the recording. |
| C-30 | Final persistent award | 35 displayed units after the separate 59-victory run | Direct runtime observation; exact for that final report | High | Read the final report and subsequent title return | [P-VID] | Currency identity, formula, spend path and other mode rewards remain unknown. |
| C-31 | Runtime audio mapping in the user recording | Unknown | Unknown because narration and the mixed recording prevent reliable event isolation | High confidence in the unknown status | Sampled battle, shop, victory, reward and final transitions without exporting clips or assigning speculative cues | [P-VID] | File inventory proves audio assets exist but not their runtime event, mixing, layer or fatigue behavior. |
## Package And Asset Census
@@ -149,7 +159,7 @@ milestone artifacts and editable party order. It also proves that a completed
captured adventure reaches a finite result and feeds persistent progression.
The strongest defensible numerical statements are the lower bounds and
scope-limited exact counts in C-01 through C-23. No row should be read as a
scope-limited exact counts in C-01 through C-31. No row should be read as a
complete current-version encyclopedia unless its exactness cell explicitly
states that scope.
@@ -173,6 +183,7 @@ result, not incomplete arithmetic.
[P-IMG]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/authorized-reference-assets/catalogs/image-catalog.json
[P-CODE]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/authorized-reference-assets/catalogs/CODE_AND_SCRIPT_INVENTORY.md
[P-MANIFEST]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/authorized-reference-assets/extracted-assets/asset-extraction-manifest.json
[P-VID]: USER_PLAY_VIDEO_STUDY_2026-08-11.md
[P-RCR-01]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/17-unit-01.jpg
[P-RCR-02]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/17-unit-02.jpg
@@ -0,0 +1,117 @@
# User-Play Video Study, 2026-08-11
## Decision Boundary
This study records generalized behavior from one authorized private user-play
recording. It does not transfer names, prose, formulas, prices, layouts, art,
audio, code or other expressive material. No third-party frame is stored in
this repository. The complete private evidence package remains outside Git.
The decision enabled by this study is whether Aetherbound Guild should retain
its compact current deployed line or adopt an independently authored larger
Company-growth envelope before any runtime implementation begins.
## Source And Evidence
- Source SHA-256:
`188373d2bc3686afb74815f9f6aa9ff3abc59708dda2618ca2ea843d4f46358b`
- Duration: `00:51:12.939`; 1280x720 video with stereo audio.
- Private evidence root:
`/Users/wusumac/Documents/game-reference-archive/dwarves-glory-death-and-loot/2026-08-11-user-video/`
- Three fixed time segments retain 25 native source frames each, 75 total.
- Every segment has a 25-row SHA-256 screenshot manifest verified against the
final files. Product Git remains free of those commercial frames.
## Directly Proven Behavior
### Run Arc And Scale
- The recording enters a new run, shows preparation, advances through repeated
automatic battles and results, and reaches a final report at a displayed 59
victories before returning to the title screen.
- The final report has eight Company result rows and awards 35 units of a
persistent resource. The displayed time field is not interpreted because
its unit and relationship to the edited recording are unknown.
- The visible roster grows from two occupied members to seven, then later
reaches eight. A roster occupancy display shows `8/10`; eight members are
also simultaneously represented in live battle.
### Preparation And Economy
- Repeated recruit offers expose unequal prices, role/profession presentation
and multiple attributes before commitment.
- Member inspection exposes level, attributes, weapon category, attack
interval and an active-ability field.
- Equipment has multiple member slots and tooltips with eligibility, stats,
conditional behavior and sell value. The visible backpack capacity is 22,
and a separate paged storage surface is present.
- Visible shop levels include 4, 6, 8 and 9. The recording includes ordinary
three-offer states, a broader six-offer state, shop-upgrade information and
recurring zero-price three-choice states.
- Results separate per-member condition rows from no-loot, one-item and
multi-item reward variants.
### Battle
- Battle resolves without a visible normal target or skill command. Opposing
groups advance from the sides, meet near the center and exchange actions.
- The HUD exposes aggregate side state, living-unit counters, per-member
status, elapsed time, speed and local numerical/effect feedback.
- Sampled ordinary victories follow the opposing living-unit count reaching
zero and transition into a separate result presentation. The recording does
not support line crossing as the ordinary victory rule.
- Forest, cave, red-rock/open and snow-field presentations are directly seen.
## Explicit Unknowns
- One mid-run battle visibly contracts to three live Company panels while
twelve opponents remain, and later states show eight members. The recording
does not expose whether the contraction or recovery involved death,
temporary knockout, benching, revival, recruitment or another rule.
- No fixed source frame proves same-battle respawn, reserve auto-entry,
permanent-loss confirmation, retreat settlement or full-party defeat.
- Ten is a displayed roster capacity in this state, not a proven universal
mode limit or a total number of recruit identities.
- The recording does not enumerate complete professions, skills, equipment,
artifacts, enemies, bosses, regions, chapters, modes or achievements.
- Narration and the mixed recording prevent reliable event-to-audio mapping.
## Reconciliation With Earlier Research
The earlier private observation proved a separate 12-victory completed run.
This new 59-victory result does not contradict it: both values are exact only
for their recorded run and mode state. The new recording strengthens runtime
lower bounds for Company size, shop progression, storage and environment
coverage, but does not convert any package file count into a gameplay count.
The new evidence also corrects two unsafe interpretations:
1. A shrinking live-panel count followed by a larger later roster does not
prove same-battle revival.
2. Moving battlefield composition does not prove boundary crossing as a base
victory condition; sampled victories instead follow enemy elimination.
## Product Implications, Not Reference Facts
The reference evidence demonstrates that visible Company growth can carry a
long run: recruitment changes the battle silhouette, preparation density and
result report. Aetherbound's current compact line is an original product
choice, but it now requires explicit Owner review because it may underdeliver
the requested large-recruit fantasy.
The recommended independent envelope is:
`two-member opening -> ten-member run roster -> deployed capacity grows through
four, six and eight -> no same-battle respawn -> no automatic Reserve entry ->
ordinary victory requires eliminating the enemy group`
This is not yet product authority. It would require one coherent revision of
the game contract, battle system, economy, save/failure rules, screen map,
interactive prototype, simulation fixtures and validators. Formal runtime
development remains frozen.
## Shortest Next Action
Owner accepts or rejects the recommended Company-scale and ordinary-battle
envelope before any product-contract or HTML-prototype revision.