# P9.3 Reference-Fidelity Core Loop Contract > Revision: `p9.3-contract-r1` > Baseline: `9c46112095bb12094ebc4b4c346f22437cccf8c6` ## Experience Boundary P9.3 replaces only the first playable loop. The existing P9.0-P9.2 domain and presentation remain available for regression, but the shipped preview enters a new modular P9.3 controller instead of extending the historical 3,700-line compatibility facade. ## Fixed First Loop Initial state: - `24 Coin`; - Company `1/10`, containing `Hearthguard`; - three standing offers: `Wayrunner` for `10`, `Farstring` for `12`, and `Kindhand` for `11`; - no offer preselected and no separate mission/formation page. Recruit transaction: - first actor tap focuses the offer in-world and exposes profession, one strength, one limitation and exact cost near that actor; - the contextual hire action commits once when affordable; - the hired actor moves into the horizontal line, Coin decreases exactly once, the offer becomes unavailable and Company reads `2/10`; - repeated input cannot duplicate the member or charge. Encounter transaction: | Encounter | Visible pressure | Runtime difference | Reward | |---|---|---|---:| | Open road | one contact enemy | ranged enemy absent | 8 Coin | | Crosswind | contact plus ranged enemy | standard starting distance | 12 Coin | | Bell breach | contact plus ranged enemy | enemies begin closer | 16 Coin | The selected encounter must change the actual battle state before combat, not only its label or color. Battle and return: - the existing fixed-tick P9.2 battle rules remain authoritative; - world positions interpolate continuously between authoritative ticks; - member and enemy events drive anticipation/action/recovery animation, projectile or heal cues, damage/heal floats and bounded impact feedback; - all living enemies at zero is Victory; all members at zero is Defeat; - Victory grants the selected reward once, then returns to the Hall with the hired member and updated Coin; - Defeat returns without a success reward and explains the terminal cause in one short line over the retained battlefield. ## Presentation Contract Reference viewport is `844x390` landscape. 1. First focal read: the horizontal Company and standing Recruit offers. 2. Second: the three encounter threats or active opposing line. 3. Third: Coin, capacity and one current contextual action. Rules: - world and actors occupy at least 82% of the visible surface; - no full-height panel, repeated page cards, persistent paragraph, mission acceptance or formation-confirmation screen; - settings, mute and restart live behind one compact pause control; - characters share one side-view ground baseline, scale, light direction and shadow grammar; - touch targets follow actor bodies or world objects and are at least 48 logical pixels; - input feedback begins within 100 ms and every transient effect returns to rest; - zh_CN/en, 130% text, reduced motion, mute, low power, `844x390`, `1280x720` and portrait rotate notice remain bounded. ## Evidence - focused domain test for recruit, three encounters, exactly-once reward and return-state preservation; - parsed ScreenTouch path for the complete first loop; - normal-render frames for Hall before/after hire, three encounter states, contact, role action, result and returned Hall; - one 20-35 second `844x390` recording with no fallback/direct callbacks; - strict log scan for script, parse, resource/import, warning/error and cleanup failures; - Owner game-feel, comprehension, visual and listening gates remain open.