83 KiB
Aetherbound Guild - Development Plan And Review
Complete-game Goal, hand-drawn repair boundary, ordered implementation plan, roadmap and decision ledger.
Owner Review / Owner 审核
当前唯一执行顺序是:启动与首次设置、标题首页、首次四选二建立持久远征团、公会与市场、自动排阵与风险、战斗与结算、第二轮经营、八个区域、结局与通关后玩法。每一步都从启动页真实可达。
本文件是当前六份审核文档之一。历史拆分文件仅保留在 Git 历史中;文内规则、表格和 ID 仍是完整开发依据。
Aetherbound Guild Complete Development Goal
Program ID:
ABG-COMPLETE-GAMEStatus:ACTIVEOwner approval:2026-08-16Activation baseline:ee33f775527c20a79703a4fcfe073596c00ca179Execution topology: one development session; no multi-Agent implementation Master roadmap:06_DEVELOPMENT_AND_REVIEW.md
Owner Outcome
Continue plan-driven development from the accepted P10.3 Step-2 source until Aetherbound Guild is a complete local release candidate, rather than treating each small runtime slice as an unrelated endpoint. Ordinary implementation may advance without repeated Owner authorization. Every milestone remains bounded, verified, committed, pushed and recorded before the next milestone starts.
Complete Player-Visible Stopping Point
The local candidate must let a new player complete this authored arc:
open the finished landscape game
-> learn Market valuation, Company building and front-to-rear order
-> clear sixteen Contracts across eight mechanically distinct Regions
-> recruit, equip, promote and continuously grow generated Recruits
-> recover knocked-out members at the next stage without losing their identity
-> discover meaningful Profession, Trait, equipment and Artifact combinations
-> defeat sixteen disclosed-rule Bosses
-> choose the finite Chronicle ending or enter Oath Season
-> start a strategically different postgame Contract with the persistent Company
The candidate must contain the complete approved envelope: 12 base, 24 regular advanced and 6 hidden hybrid Professions; 36 Traits; 320 equipment items; 60 Artifacts; 100 ordinary/elite enemies; 16 Bosses; 8 Regions and 16 Contracts.
Experience Contract
- Fantasy: build a changing guild Company from generated Recruits and keep it alive while restoring a chain of dangerous fantasy routes.
- Primary action: compare visible capability, cost and threat, then commit a Recruit, item, order, route or run-law choice.
- Automation: the prepared Party line resolves battle without attack spam; automation exposes causes instead of hiding them.
- Bottleneck: Coin, one item per Recruit, Line capacity, order, current enemy grammar and current-battle knockouts prevent one solved build.
- Recurring decision: spend, recruit, reserve, equip, reorder, promote, recover or accept route risk according to the current Company state.
- Mastery: predict the first decisive interaction and deliberately build a counter without requiring one exact Profession or item.
- Persistent transformation: Contract clears add Records, Renown, catalog breadth, Region access and optional laws without permanent flat power.
- Completion: a 15-25 hour first clear and a 60+ hour mastery structure are fully implemented, locally verified and ready for human/device/release gates.
Program Acceptance Gates
Complete Runtime
- All approved content identities resolve from scalable runtime data and alter a real decision; design-only catalog rows do not count as implemented.
- The complete Title, Initial Company, Guild Charter, Contract creation, Market, battle, result, recovery, Boss, ending and Oath Season state graph is reachable.
- One canonical simulation and save authority replaces milestone-only behavior before bulk Region production depends on it.
- Runtime presentation uses final-direction landscape composition, authored character motion, event-bound damage/healing/status feedback, VFX, music and SFX rather than app-like cards or static debug substitutes.
Verified Candidate
- Each milestone passes focused negative tests and its actual rendered flow.
- Campaign-wide normal, active, efficient, adversarial and returning profiles prove pacing, decision density, recovery, anti-dominance and ending reach.
- Save migration, corruption, rollback, duplicate input, interruption, clock change and zero-offline-value behavior remain authoritative.
- English, Simplified Chinese, small/reference/large landscape, 130% text, reduced motion/flashes, mute and low power remain usable.
- The final local candidate has a clean pushed source, source-bound evidence and a fresh H5 review delivery only when the Owner checkpoint authorizes it.
Owner Checkpoints
Ordinary work does not pause between milestones. Owner review is requested at only three planned boundaries:
- production-quality visual/audio vertical slice;
- the completed RG-04 midpoint build;
- the complete first-clear beta/final local candidate.
Owner feedback may reopen the earliest failed player-experience boundary. Automated evidence never closes understanding, fun, visual or listening gates.
Frozen Scope
- Third-party commercial code, art, music, audio or copied expressive content.
- Ads, gacha, paid currency, energy, daily-streak or online-required systems.
- A second battle lane, manual skill spam, same-battle resurrection or fixed authored protagonist relationships.
- Multi-Agent development unless the Owner explicitly reauthorizes it.
- Native device packaging, signing, TestFlight, Play Console, store submission, publishing and release acceptance without separate Owner authorization.
Image and TTS generation may use the workspace standing authorization only inside its per-task call and cost ceilings. Video, ElevenLabs music/SFX and any expanded paid batch still require their own authority.
Current Milestone
P10.3 and FG-2 are functionally complete. FG-3 is locally accepted at pushed source
370f2a5: both RG-02 Contracts, 17 ordinary Rounds, both Bosses, permanent
casualty/recovery, two Company Records, first-clear Renown and reload-stable
RG-03 unlock pass five-profile simulation, Save-v10 persistence, complete
runtime, parsed-touch, audio and MovieWriter gates. FG-4 gameplay, simulation,
Save-v11 and Web transport reached a combined midpoint candidate, but Owner
review on 2026-08-17 rejected its pixel-art presentation as a contradiction of
the accepted Japanese 2D hand-drawn direction. The pixel H5 is not a visual
baseline. FG-5 and bulk content remain frozen while the active hand-drawn
presentation repair preserves the working systems and replaces only the
rejected visual layer. Human comprehension, fun, visual and listening judgments
remain open rather than inferred from automation.
Legal Terminal
Aetherbound Guild complete local candidate ready
or:
Aetherbound Guild complete development redesign required:
<earliest failed product boundary>
FG-4 Japanese 2D Hand-Drawn Presentation Repair Goal
Task ID:
ABG-FG4-HANDDRAWN-PRESENTATION-REPAIRStatus:OWNER_APPROVED_ENTRY_FIRSTOwner direction:2026-08-17Planning baseline:d59555c5a3cf95fc44de79ba06c02e650eb3df3bContract revision:fg4-handdrawn-repair-r1
Earliest Failed Boundary
Gallery item 5vl2EqsYWkey renders the playable midpoint as 16-bit pixel art.
The Owner rejected that direction because the accepted product identity is a
landscape Japanese 2D hand-drawn fantasy game. Automated layout, asset and
runtime checks did not have authority to overrule that human visual decision.
Owner Outcome
Keep the implemented game and restore its approved presentation. Do not restart the battle, progression, content, Save or input systems. Replace the rejected pixel visual layer with thin-line/cel-color actors, softly painted environments and compact field-attached game HUD.
Planning Outcome
The Owner reviewed the redevelopment order and approved player-entry-first
implementation. The six numbered documents under docs/ retain:
- the canonical product and game-system documents;
- the complete 50-page inventory and development order;
- the Japanese 2D hand-drawn visual contract;
- the runtime art, animation, UI, VFX and audio production plan; and
- the full-game roadmap and explicit frozen scope.
The authorization starts only DEV-1: Boot, first-launch setup, Title and
essential Settings. Initial Company, Guild, Market, formation, battle, later Regions,
bulk generation and delivery remain frozen until their ordered step.
Intended Player-Visible Stopping Point After Approval
open one replacement landscape H5
-> recognize a Japanese hand-drawn fantasy guild battle within three seconds
-> read the imminent enemy action first
-> read the ordered Company line second
-> read the objective and compact controls third
-> watch contact, guard, ranged attack, healing, damage and defeat animation
-> reach result or knockout recovery without leaving the painted world
-> continue into the unchanged RG-03/RG-04 midpoint state
Preservation Boundary
- Preserve accepted gameplay, economy, content, Save-v11, localization, accessibility, touch, audio-event and simulation behavior.
- Preserve the rejected pixel assets and H5 as Git history; do not use them as visual authority or expand their asset families.
- Reuse accepted Phase-6 Japanese hand-drawn concepts and motion sources before requesting new images.
- Keep engine text and numerical values crisp. Non-text runtime art is smooth hand-drawn/cel-painted work, not nearest-scaled pixels.
Frozen Scope
- Runtime or gameplay implementation before Owner plan approval.
- New gameplay, economy, Save version, content rows or balance changes.
- FG-5 and later Region implementation.
- New image generation during planning review.
- Native packages, devices, signing, TestFlight, stores and release.
- Multi-Agent development.
Planning Terminal
Aetherbound Guild hand-drawn redevelopment plan ready for Owner review
FG-4 Japanese 2D Hand-Drawn Presentation Repair Contract
Revision:
fg4-handdrawn-repair-r1Fixed functional baseline:d59555c5a3cf95fc44de79ba06c02e650eb3df3bImplementation state:DEV_1_ENTRY_FLOW_READY
Visual Identity
An ordinary but capable Japanese fantasy guild forms one continuous horizontal Company line inside a bright, softly painted unstable world. Characters use thin controlled linework, restrained cel color and reference-led proportions. The world, imminent action and line relationship dominate; UI behaves as attached field instruments rather than a separate application dashboard.
Authority
The controlling visual references are:
01_GAME_DESIGN.md;04_ART_ANIMATION_AUDIO.md;03_PAGES_AND_UX.md; and- accepted battle reference.
The generic portfolio pixel-art rule is inapplicable to this repository. The Owner's 2026-08-17 rejection supersedes every machine visual-pass claim made for the pixel H5.
Fixed Battle Comparison
- Viewport:
844x390, with760x360and1280x720responsive checks. - State: one unchanged midpoint battle fixture with a visible incoming threat, ordered Company, melee contact, ranged action, healing, damage and defeat.
- First focal read: imminent enemy action and affected target.
- Second focal read: front-to-rear Company order and active profession action.
- Third focal read: objective, pause, speed and inspect controls.
- Ordinary actor scale: no fixed percentage; preserve the complete Company line, enemy relation and movement corridor, then confirm the real runtime frame with the Owner. Bosses may be larger without erasing crowd readability.
Art And Import Rules
- Background, midground and foreground remain separate editable painted layers.
- Actor identity is locked before action frames. Body animation and detached VFX remain separate assets with stable pivots, baseline, facing and light.
- Smooth non-pixel filtering is required for painted sources. Palette reduction, hard square clusters, nearest-neighbor magnification and pixelation are prohibited.
- Existing accepted sources are audited for reuse before generation. Any future
image request uses the installed
image-genroute, begins with a dry run and remains within four paid calls and USD 5 for its approved task. - Raw generated sheets are never runtime-final. Preserve prompts, task IDs, costs, accepted/rejected cells, processing, hashes and import settings.
UI Rules
- World and actors occupy the primary surface.
- Top and bottom HUD rails remain compact and attached to screen edges.
- One primary action is visually dominant per decision state.
- Cards are allowed only for repeated offers or inventory entries; nested cards, generic dark panels and explanatory walls are rejected.
- Engine-rendered Simplified Chinese and English remain readable at 130% text.
- Touch targets remain at least 48 logical pixels and retain non-color states.
Motion And Feedback
Every representative action has anticipation, committed impact, readable value, recovery and legal terminal state. Required states are idle, advance/contact, melee impact, ranged release, heal, guard, hurt, defeat and victory recovery. Damage/healing values, hit pause, shake and detached VFX follow authoritative events and obey reduced motion/flashes and low-power settings.
Rejection Conditions
- The result still reads as pixel art, a card application or a text debugger.
- Actor identity, anatomy, facing, scale, pivot or baseline drifts between frames.
- The player must read the title or explanatory copy to recognize the fantasy.
- UI or effects cover the imminent threat, active action, HP or primary control.
- A concept image is presented as proof of real runtime integration.
Evidence Boundary
Agent inspection may reach agent_visual_reviewed. Only the Owner can restore
human_reviewed. Device, packaging, signing, stores and release remain open.
Aetherbound Guild Full-Game Implementation Roadmap
Status:
ACTIVEOwner-approved:2026-08-16Active phase:FG-4 Japanese 2D Hand-Drawn Entry FlowProgram Goal:06_DEVELOPMENT_AND_REVIEW.mdActive milestone plan:06_DEVELOPMENT_AND_REVIEW.md
Current Truth
- The complete design catalogs exist, but a design row is not implemented content and a production brief is not a finished asset.
- RG-01's two Contracts have a verified playable runtime baseline.
- RG-02 is runtime-verified through Round 4 and stable Market 5.
- P10.3 is complete through stable Market 8 at
simulation_verified + runtime_verified + agent_visual_reviewed. Five profiles and the complete Save-v9/layout candidate matrix pass from fixed sourced00c7ad. - The executable and production presentation authority now covers 4 of 16 Contracts through the complete RG-02 candidate.
- FG-2 functional runtime, Web and touch evidence passed at source
3302134, but its pixel presentation is superseded by the 2026-08-17 Owner visual rejection. It is not current art authority. - FG-3 source
370f2a5passes five-profile simulation, 15-state Save-v10 persistence, complete RG-02 normal rendering, parsed touch, media, audio and MovieWriter gates. Read-only PMO acceptance is complete. - FG-4 Step 5 source
791187ccloses the complete RG-03 candidate. Five profiles cover 265 decisions, 16 winning secondary responses, legacy permanent-loss recovery, nine reloads and 15 Save-v11 states; the retained production runtime passes 12-state layout/accessibility, parsed touch, event-bound audio and a 24.83-second recording. Six of sixteen Contracts now reachsimulation_verified + runtime_verifiedproduction presentation. - The combined RG-03/RG-04 midpoint systems and Web transport pass, but Owner review on 2026-08-17 rejects the pixel-art runtime as a direct contradiction of the accepted Japanese 2D hand-drawn product contract. Systems evidence is retained; the Owner has approved rebuilding presentation in actual player order, beginning with Boot, first-launch setup and Title.
Program Sequence
Only one phase and one child-plan step may be IN_PROGRESS.
| Phase | Status | Player outcome | Owned production | Exit evidence | Owner gate |
|---|---|---|---|---|---|
FG-0 Program activation |
COMPLETE |
Development has one visible endpoint and ordered route. | Program Goal, roadmap, checkpoint and ledger. | Clean pushed planning commit. | Approved 2026-08-16. |
FG-1 Finish P10.3 |
COMPLETE |
Clear Siltwake Rounds 5-7, choose an Artifact, optionally promote and reload at changed Market 8. | Existing P10.3 Steps 3-5 only. | Battle counterfactuals, five profiles, save/layout matrix, parsed-touch runtime and recording. | No pause. |
FG-2 Production vertical slice and canonical runtime |
FUNCTIONAL_COMPLETE_VISUAL_SUPERSEDED |
One Market -> preparation -> battle -> result/recovery chain executes through the canonical runtime. | Runtime/state integration, event-bound feedback and audio routing; pixel art is rejected. | Functional regressions, recording, touch and H5 transport remain supporting evidence only. | Visual direction reopened 2026-08-17. |
FG-3 Complete RG-02 |
COMPLETE |
Finish both Siltwake Contracts, both Bosses and unlock RG-03 with a changed persistent Guild. | Remaining EQ-065..080, AR-009..015, both RG-02 Bosses, Round 8-12 and complete second Contract content, art and audio. |
Source 370f2a5; five profiles, 15-state persistence, complete runtime/media/audio candidate. |
PMO accepted 2026-08-16. |
FG-4 Complete RG-03 and RG-04 |
ENTRY_FLOW_READY |
Preserve the verified midpoint systems and restore the approved Japanese 2D hand-drawn experience in player order. | Boot, first launch, Title, Initial Company, Guild, Market, Party, battle, result/recovery and regional presentation, converting legacy lifecycle semantics only in their named step. | End-to-end launch reachability, normal-render motion, responsive states and replacement H5. | Checkpoint 2: midgame depth, clarity and continuation. |
FG-5 Complete RG-05 and RG-06 |
PENDING |
Adapt to echoes, rear intrusion, moving rail order and airborne timing across four Contracts. | EQ-161..240, AR-031..045, EN-R5/R6, four Bosses and complete production media. |
Same content, balance, save, runtime, accessibility and media gates as FG-4. | No pause. |
FG-6 Complete RG-07 and RG-08 |
PENDING |
Resolve hidden-information and synthesis Regions, defeat the final Boss and choose Chronicle or Oath Season. | EQ-241..320, AR-046..060, EN-R7/R8, four Bosses, ending, Final Ledger and full campaign presentation. |
End-to-end first-clear simulations, ending atomicity, full campaign runtime checkpoints and complete content/media coverage. | Checkpoint 3: first-clear beta. |
FG-7 Mastery and postgame |
PENDING |
Discover six hidden hybrids and play strategically different Oath runs without flat-power grinding. | Hidden Profession unlocks, optional run laws, alternate Boss breadth, Records, collection knowledge and mastery challenges. | 60+ hour modeled breadth, anti-dominance profiles, save migration and representative postgame runtime. | No pause unless product depth fails. |
FG-8 Alpha, beta and local release candidate |
PENDING |
A new player can understand, finish and replay the complete game in a stable local build. | Whole-game UX polish, balance, localization, accessibility, performance, lifecycle, final media coverage and defect closure. | Full suite, campaign simulations, complete state matrix, normal-render recordings, fresh review H5 and clean pushed source. | Final Owner human acceptance remains open. |
Milestone Rules
Every phase receives its own child Goal, frozen contract and implementation plan before product edits. Each plan must:
- define one player-visible stopping point;
- keep exactly one step
IN_PROGRESS; - list owned and forbidden paths;
- test static/schema, focused behavior, regressions, simulations and runtime in increasing cost order;
- create an explicit focused commit and push it before advancing;
- update this roadmap,
../CURRENT_CHECKPOINT.mdand the append-only ledger only after the actual state changes.
Ordinary completion advances directly to the next approved phase. Work pauses only at the three Owner checkpoints, a real product redesign boundary, an external service/account blocker, or a separately authorized delivery boundary.
Content Completion Definition
A content identity is complete only when its schema validates, mechanic is implemented, references resolve, localization exists, decision counterfactual passes, production asset/audio state is recorded and the content appears in a real rendered encounter. Count-only JSON or Markdown does not close content.
Bulk Region production must reuse the FG-2 canonical runtime and production pipeline. Do not create another phase-specific duplicate simulator for each Region. Compatibility adapters may preserve immutable regressions, but new gameplay authority must have one source of truth.
Planned Human Review Deliveries
- Checkpoint 1: short H5 focused on final-direction Market, battle motion, result and recovery. This decides presentation before bulk production.
- Checkpoint 2: continuous build through RG-04 for strategy-depth and comprehension review.
- Checkpoint 3: complete first-clear beta and later final local candidate.
H5 export/deployment is activated at each checkpoint; native packaging, signing, device installation, stores and publishing remain outside this plan.
Program Issue Register
| ID | Status | Boundary |
|---|---|---|
FG-I01 |
RESOLVED_FG1 |
P10.3 Step 3 proves three Artifact and two promotion valuation reversals. |
FG-I02 |
RESOLVED_FG2_STEP1 |
The campaign adapter now preserves exact P10.0 snapshots/events and forwards all transactions to canonical services. |
FG-I03 |
REOPENED_VISUAL |
Event-bound motion/audio logic passed local gates, but pixel production art is rejected and must be replaced. |
FG-I04 |
OPEN_OWNER |
Human comprehension, fun, visual and listening acceptance remain unproven. |
FG-I05 |
FROZEN_DELIVERY |
Device, packaging, signing, stores and release require separate Owner authorization. |
FG-I06 |
OPEN_VISUAL_REPAIR |
Owner rejected pixel Gallery item 5vl2EqsYWkey; accepted hand-drawn direction must be restored before FG-5. |
Immediate Next Action
Implement DEV-3A as the first bounded Guild/Contract persistence change.
Preserve the verified Initial Company and its two stable Recruit records while
adding one authoritative, migrated Contract/Market state; DEV-3B and later
remain frozen until DEV-3A passes its focused checks and is pushed.
FG-4 Japanese 2D Hand-Drawn Redevelopment Plan
Status:
OWNER_APPROVEDActive implementation step:DEV-3A_CONTRACT_FOUNDATIONGoal:06_DEVELOPMENT_AND_REVIEW.mdContract:06_DEVELOPMENT_AND_REVIEW.mdPage plan:03_PAGES_AND_UX.md
Development Sequence
| Step | Status | Player-visible outcome | Approval boundary |
|---|---|---|---|
DEV-0 Planning and cleanup |
COMPLETE |
Six current documents define the game, pages, art direction and order. | Owner approved entry-first development. |
DEV-1 Boot, first launch and Title |
READY |
Launch, verification, language/accessibility setup, Title and essential Settings form one working game entry in the accepted Japanese 2D fantasy UI language. | Owner can reopen, reset, change settings and reach New Game without dead controls, and accepts the play-size visual result. |
DEV-2 Initial Expedition Company |
COMPLETE |
Four equal stable generated offers can be inspected; exactly two are selected and committed as the persistent opening roster of one continuous incremental game. | Owner accepted candidate v3 for continuation; source-bound DEV-2 and preserved FG-4 suites pass at source 4352e25. |
DEV-3 Guild and first Market |
IN_PROGRESS |
The Guild identifies the next action; Market comparison and recruit review build the opening Company. | Every purchase, cancel, affordability and return path is truthful. |
DEV-4 Automatic formation and risk |
PENDING |
Player chooses members; the system orders them and exposes protection, reach, threat and reward before commitment. | Owner can explain the formation and selected risk without coaching. |
DEV-5 Battle, result and recovery |
PENDING |
Real melee, ranged, magic, healing, guard, damage, knockout, reward and next-stage recovery complete the first 15-20 minute loop. | Owner completes one full first cycle in a playable H5 and sees the same knocked-out Recruit return next stage. |
DEV-6 Second cycle and Company management |
PENDING |
Persistent roster, equipment, Artifacts, levels, promotion, Save/resume, dismissal and Contract return support continued play. | Owner understands retained growth, battle-local knockout and the next decision. |
DEV-7 RG-01 through RG-04 production conversion |
PENDING |
Eight Contracts and eight Bosses use the approved hand-drawn presentation over preserved systems. | Replacement midpoint H5 passes depth, clarity and continuation review. |
DEV-8 RG-05 through RG-08 and ending |
PENDING |
Remaining Regions, Contracts, Bosses, catalogs and the First Chronicle ending are complete. | End-to-end first-clear beta reaches the finite ending or Oath Season choice. |
DEV-9 Postgame and local release candidate |
PENDING |
Hidden Professions, Oath laws, Records, all 50 page states, localization, accessibility, performance and defect closure are complete. | Final local candidate is ready for separate human/device/package gates. |
Why Player Entry Comes First
The Owner must be able to experience every increment in the same order as a new player. A standalone battle frame can validate art but cannot prove launch, navigation, settings, run creation or tutorial continuity. Development therefore keeps one continuous path from Boot to the current stopping point. Battle visual and motion work begins only after New Run, Market, formation and risk can reach it through real navigation.
Execution Boundary
DEV-1 is locally complete and its human gates remain open. The Owner
authorized DEV-2 on 2026-08-17 with one corrected product boundary: the
choose-two Recruits become a persistent initial Expedition Company, Contract
runs are bounded expeditions inside continuous incremental growth, and a
zero-HP Recruit returns for the next stage rather than dying permanently.
DEV-2 may correct current design authority, implement the stable initial draft, the choose-two page, its review/commit persistence and a bounded Guild handoff. It may not implement the Guild/Market, retrofit legacy battle/casualty code, change existing FG-4 results, begin DEV-3, generate bulk assets, package or release. The legacy FG-4 implementation remains preserved evidence until its named player-order conversion step.
DEV-1 Durable Implementation Plan
Player-visible stopping point:
launch the real Godot game
-> watch named local verification progress or recover through Retry
-> complete first-launch language, safe-area and accessibility setup once
-> reach the painted Title with truthful New Game, Continue, Settings and Credits states
-> change and persist every essential DEV-1 setting
-> restart or reset the entry state and repeat the complete path
Only one row may be IN_PROGRESS. A failed check keeps that row active.
| Substep | Status | Owned product boundary | Narrow acceptance check | Commit boundary |
|---|---|---|---|---|
DEV-1A SYS-001 Boot |
COMPLETE |
New entry controller, resource/settings/save verification, named progress, recoverable error, Retry and safe diagnostics | ABG_DEV1_BOOT_OK; ABG_DEV1_BOOT_RUNTIME_OK; strict attempt runner PASS |
Focused Boot implementation, test, plan/checkpoint update and push |
DEV-1B SYS-002 First launch |
COMPLETE |
Persistent language, safe area, 100/115/130% text, reduced motion/flashes, captions and usable first-launch completion | ABG_DEV1_FIRST_LAUNCH_OK; Boot runtime handoff regression PASS |
Focused setup implementation, persistence/layout test, plan/checkpoint update and push |
DEV-1C SYS-003 Title |
COMPLETE |
Painted guild-threshold Title, truthful New Game/Continue/Settings/Credits state and exact return/back behavior | ABG_DEV1_TITLE_OK; first-launch regression PASS |
Focused Title implementation, state/navigation test, plan/checkpoint update and push |
DEV-1D SET-001..006 + SYS-008 |
COMPLETE |
Settings index, display/text, motion/flash/power, audio/captions, controls, language/locale, credits/licenses/data notice | ABG_DEV1_SETTINGS_OK; Title and first-launch regressions PASS |
Focused Settings/Credits implementation, behavior/localization test, plan/checkpoint update and push |
DEV-1E Entry-flow candidate |
COMPLETE |
End-to-end player order, responsive refinement, restart/reset fixtures and candidate evidence | Source 43e5bac; ABG_DEV1_CANDIDATE_SUITE_OK; ABG_FG4_MIDPOINT_SUITE_OK; strict diagnostics 0 |
Candidate docs/evidence closure commit and push |
DEV-1F Title chrome visual repair |
COMPLETE |
Fixed Title frame translates the accepted reference's enamel, ivory, gold-trim, cut-corner, heraldic and icon-forward grammar without copying its battle composition | Six DEV-1 headless checks and parsed touch PASS; 20 normal-render development frames cover 760x360/844x390/1280x720, zh_CN/en and 100/130%; focused, primary and disabled states are legible | Focused Title chrome implementation, capture, plan/checkpoint update and push |
DEV-1G Entry-page visual repair |
COMPLETE |
The approved Title grammar extends coherently to Boot, first launch, Settings and Credits without a card wall | Six DEV-1 headless checks and parsed touch PASS; final 20-frame normal-render development matrix covers all required sizes/languages/scales with strict diagnostics 0 | Focused remaining-page styling, test, plan/checkpoint update and push |
DEV-1H Revised entry candidate |
COMPLETE |
Complete player-order entry path is source-bound and ready for renewed Owner review | Source d3b9326; revised DEV-1 candidate suite and complete FG-4 regression PASS with strict diagnostics 0 |
Candidate evidence closure commit and push |
DEV-1 owned paths are runtime/entry/, the minimum integration changes to
runtime/main.gd, runtime/main.tscn and runtime/project.godot, DEV-1 tests
under runtime/tests/dev1/, and existing plan/checkpoint/ledger sections.
Existing hand-drawn entry art may be reused with its provenance unchanged.
Later gameplay controllers, domain services, content catalogs, Save-v11 rules,
battle assets and later-page implementation are preserved and outside this
step.
DEV-1 verification increases in cost: static parse/resource checks, the active
substep's focused headless behavior test, applicable repository regression,
then normal-render runtime and real parsed input. Formal fresh import/capture
attempts use tools/run_test_attempt.py with exact required markers. Candidate
evidence is bound to a clean committed source; dirty-tree captures are guidance
only.
DEV-1 final handoff is exactly ABG DEV-1 candidate ready. It requires focused
pushed commits, HEAD == upstream, a clean worktree, no owned test processes,
and aligned plan/checkpoint/ledger facts. Human visual/comprehension, device,
package, store and release gates remain OPEN.
DEV-1 Issue Register
| ID | Status | Boundary |
|---|---|---|
DEV1-I01 |
RESOLVED_DEV-1A |
A bounded entry controller now owns Boot while the historical gameplay facade remains preserved and hidden during normal launch. |
DEV1-I02 |
RESOLVED_REUSE |
Existing p9_3_guild_hall.png is a usable hand-drawn entry background; no DEV-1 paid image request is currently required. |
DEV1-I03 |
OPEN_HUMAN_REVIEW_REVISED |
Owner rejected the earlier generic DEV-1 chrome. The revised source-bound runtime repairs that boundary locally; only renewed Owner review can accept it. |
DEV1-I04 |
RESOLVED_DEV-1F |
The Title now carries deep-navy enamel, ivory controls, warm-gold layered trim, cut corners, heraldry, compact icon framing and authored focused/primary/disabled states at actual play size. Remaining entry pages are bounded by DEV-1G. |
DEV1-I05 |
RESOLVED_DEV-1G |
Boot, first launch, Settings and Credits now reuse the Title's enamel, ivory, gold-trimmed, heraldic and icon-forward controls without changing real behavior. |
DEV-2 Durable Implementation Plan
Player-visible stopping point:
launch and reach the real Title
-> choose New Game
-> receive four stable generated Recruit offers in fixed positions
-> inspect each Profession, attributes and one Trait benefit/cost
-> compare any two without changing selection
-> select exactly two and review the opening Expedition Company
-> revise or atomically create the persistent opening roster
-> restart at any pre-commit point without rerolling offers or losing selection
-> stop at a truthful Guild handoff; Market and Contract play remain DEV-3+
Only one row may be IN_PROGRESS. A failed check keeps that row active.
| Substep | Status | Owned product boundary | Narrow acceptance check | Commit boundary |
|---|---|---|---|---|
DEV-2A Continuous-growth authority correction |
COMPLETE |
Six current documents consistently define one persistent Expedition Company, Contract expeditions that retain roster growth, non-permanent zero-HP recovery at the next stage, and the exact DEV-2 stopping point | Cross-document terminology/semantic scan has no authoritative permanent-death or Contract-roster-discard promise; legacy runtime divergence is explicitly frozen; consolidated design and Recruit-loadout validators pass | Focused authority/checkpoint/ledger correction and push |
DEV-2B Stable initial draft |
COMPLETE |
Seed reservation, exactly four valid generated Recruit records, stable IDs/order, selected-ID persistence, retry-safe load and invalid/corrupt recovery | ABG_DEV2_DRAFT_OK; create/load/restart, no reroll, zero-to-two selection, duplicate/unknown/three-ID rejection, backup/candidate recovery and no pre-commit roster pass |
Focused draft service, persistence tests, plan/checkpoint update and push |
DEV-2C Recruit choice |
COMPLETE |
Title reaches one real Japanese-fantasy selection page with four equal offers, Inspect, Compare A/B, independent Select toggles and exact 0/2..2/2 gating |
ABG_DEV2_CHOICE_OK; ABG_DEV2_CHOICE_TOUCH_OK; six applicable DEV-1 markers pass; 16 normal-render frames cover choice/selected/inspect/compare at 760x360/844x390/1280x720, zh_CN/en and 100/130% with layout bounds clean |
Focused selection UI, tests, plan/checkpoint update and push |
DEV-2D Review, commit and handoff |
COMPLETE |
Review names selected two and unchosen two; Revise preserves the draft; Create atomically writes one persistent roster and reaches a truthful Guild boundary without implementing DEV-3 | ABG_DEV2_COMMIT_OK; ABG_DEV2_COMMIT_TOUCH_OK; six applicable DEV-1 and all earlier DEV-2 markers pass; 24 normal-render frames cover choice/selected/inspect/compare/review/guild with strict diagnostics 0 |
Focused commit/handoff implementation, tests, plan/checkpoint update and push |
DEV-2E Initial Company candidate |
COMPLETE |
Complete Boot -> setup if needed -> Title -> choose-two -> review -> restart/revise/create -> Guild handoff path is source-bound | Source d199053; ABG_DEV2_CANDIDATE_SUITE_OK; ABG_FG4_MIDPOINT_SUITE_OK; strict diagnostics 0; actual-size agent visual review |
Candidate evidence closure commit and push |
DEV-2F Character-forward visual repair |
COMPLETE |
One unified compact actor family stands in a shared painted scene; precise ornamental framing, stable content inset and differentiated return/tool/primary commands support rather than re-box the characters | Owner accepted v3 for continuation; source 4352e25 passes complete source-bound DEV-2 and preserved FG-4 suites with strict diagnostics 0 |
Focused visual implementation, asset ledger, tests, plan/checkpoint update and push |
DEV-2 owns runtime/entry/, new DEV-2 tests under runtime/tests/dev2/, the
minimum main-entry integration and existing authority/checkpoint/ledger
sections. It reuses the accepted entry background and procedural chrome; DEV-2F
owns only the bounded 12-base-Profession static unit family required by the
current pages. Guild/Market, formation, battle,
legacy casualty conversion, economy retuning, later Regions and delivery remain
outside DEV-2.
DEV-2 final handoff is exactly ABG DEV-2 candidate ready. It requires focused
pushed commits, HEAD == upstream, a clean worktree, no owned test processes
and aligned plan/checkpoint/ledger facts. Human comprehension/choice/visual,
device, package, store and release gates remain OPEN.
DEV-2 Issue Register
| ID | Status | Boundary |
|---|---|---|
DEV2-I01 |
RESOLVED_DEV-2A |
All six current authorities now place the persistent Company/knockout rule first; contradictory FG-4 lifecycle details are explicitly frozen legacy evidence and current New Game/Company pages use the corrected model. |
DEV2-I02 |
FROZEN_LATER_CONVERSION |
Existing FG-4 gameplay and Save-v11 implement the superseded casualty/run model; DEV-2 preserves them and does not claim they already satisfy the new authority. |
DEV2-I03 |
RESOLVED_REUSE |
Accepted painted entry art plus procedural enamel/ivory/gold chrome cover the initial-company page; no paid generation is required. |
DEV2-I04 |
RESOLVED_DEV-2B |
A dedicated Initial Company draft service now persists one seed, four fixed complete offers and zero-to-two selected IDs without creating current_run, a Contract or a Company before commit. |
DEV2-I05 |
RESOLVED_DEV-2C |
Title now reaches the real four-offer page; Inspect/Compare do not mutate selection, a third selection is visibly rejected, only exactly 2/2 enables Review, and Back/restart preserve the draft. |
DEV2-I06 |
RESOLVED_DEV-2D |
Review distinguishes the selected persistent pair from two discarded provisional offers; Company creation is atomic and idempotent, stores no Contract reset or unchosen Recruit, and restart reaches a truthful bounded Guild handoff. |
DEV2-I07 |
RESOLVED_OWNER_CONTINUATION |
Owner accepted frame/spacing candidate v3 and explicitly authorized progression into DEV-3 through DEV-6. Broader comprehension/fun, device and release gates remain separately open. |
DEV2-I08 |
RESOLVED_CHARACTER_FORWARD |
The final choice, Inspect, Compare, Review and Guild pages use person-bearing controls and one shared painted scene rather than the rejected card/text wall. |
DEV2-I09 |
RESOLVED_UNIFIED_ACTORS |
The mixed-source set and first tall unified sheet are superseded. All 12 base Professions use one compact 4.5-5-head line/face/cel/light family at accepted choice, Inspect and Guild scales. |
DEV2-I10 |
RESOLVED_BUTTON_HIERARCHY |
Candidate v2 replaces repeated double-gold boxes and generic diamonds with parchment return tabs, compact A/B markers, plus/check selection, compare arrows and confirmation checks. Owner follow-up does not reopen that button hierarchy; the remaining rejection is frame craftsmanship and spacing in DEV2-I12. |
DEV2-I11 |
ACTIVE_EXECUTION_CONSTRAINT |
Owner rejects opaque, repeated long regression cycles during visual iteration. DEV-2F uses only the focused current-page interaction check and six representative frames; any check expected to exceed 60 seconds must be named with purpose and duration before it starts, and full DEV-2/FG-4 regression waits for visual-direction acceptance. |
DEV2-I12 |
RESOLVED_OWNER_ACCEPTED_V3 |
Candidate v3 separates frame and content safe rectangles: one complete cut-corner hairline, four constructed corner fittings and aligned header/footer rails sit outside a stable inner inset. Owner accepted the result for continuation. |
DEV-2F Owner Rejection Recurrence Check
Every DEV-2F runtime frame must be checked against all prior Owner feedback before it is sent for review. A later repair does not erase an earlier rule.
- Recruits remain the first visual read; repeated text plates or a card wall may not reclaim the composition.
- All 12 base-Profession actors use one approved drawing family: matching face/eye construction, compact proportion, line hierarchy, cel-shadow count, material density, light and play-size treatment. Mixed legacy actor batches are prohibited.
- Choice and Guild actor scale must retain visible environment and complete silhouettes; Inspect/Compare may enlarge actors without changing their style.
- Return, A/B tools, comparison, selection and confirmation must have distinct silhouettes and familiar semantic symbols. A generic diamond repeated on every command is prohibited.
- Initial Company pages use open corner ornaments and header/footer rails; repeated heavy octagonal button frames are prohibited. One precise complete outer hairline is allowed when it is paired with authored corner fittings and a separately inset content rectangle; sparse unfinished corner strokes and content touching ornament are prohibited.
- Visual iterations use focused behavior plus representative normal-render frames. Full source-bound regression runs once after the Owner-facing visual direction stops changing, not after every chrome adjustment.
- Before any check expected to exceed 60 seconds, state its exact scope,
necessity and expected duration to the Owner. Do not hide a complete legacy
suite behind the generic word
Runner; the runner is only the required isolation, process-group cleanup, strict-marker and evidence-retention shell. - Each Owner rejection or approval updates the active issue row, checkpoint and
ledger before the next candidate.
human_reviewedremains false until the Owner explicitly accepts the current runtime revision.
DEV-3 Durable Implementation Plan
Player-visible stopping point:
launch and Continue the persistent two-Recruit Expedition Company
-> see the Guild name the first Contract as the next action
-> inspect an unlocked Contract and choose difficulty without changing state
-> confirm one bounded Contract with 52 Coin and Line capacity four
-> enter one stable Market with three Recruit, four equipment and three battle offers
-> inspect an offer without buying from the list
-> review exact Recruit identity, Profession, Trait benefit/cost, attributes,
starting item, price and Company/Line effect
-> Cancel to the same offer or confirm one atomic hire
-> complete a second independent review and hire
-> stop in the same Market at Company four, Line capacity four and 24 Coin
Only one row may be IN_PROGRESS. A failed check keeps that row active.
| Substep | Status | Owned product boundary | Narrow acceptance check | Commit boundary |
|---|---|---|---|---|
DEV-3A Contract foundation |
IN_PROGRESS |
One authoritative migration of the verified Company store adds zero-or-one active Contract, deterministic first-Market state, 52 Coin, Line capacity four, operation receipts and retry-safe persistence without changing the two existing Recruit records | ABG_DEV3_CONTRACT_OK; v1 migration, create/retry/conflict, candidate/backup recovery, exact 3/4/3 board and restart stability pass |
Focused Contract/Market domain service, persistence test, plan/checkpoint update and push |
DEV-3B Guild and Contract choice |
PENDING |
The real Guild identifies the next action, opens one unlocked Contract review, changes difficulty without commitment and creates the bounded Contract only after explicit confirmation | ABG_DEV3_GUILD_OK; Continue/Guild/review/cancel/confirm/restart and visible disabled-reason paths pass with no Market purchase or DEV-4 state |
Focused Guild/Contract UI, input test, plan/checkpoint update and push |
DEV-3C Stable Market and Recruit review |
PENDING |
A physical requisition surface exposes all 3 Recruit, 4 equipment and 3 battle offers; list actions only inspect, while Recruit review shows exact decision data and Cancel returns to the invoking stable offer | ABG_DEV3_MARKET_OK; board identity, list/review separation, exact price/affordability/capacity copy, cancel/focus restoration, localization and restart pass |
Focused Market/review UI, behavior test, plan/checkpoint update and push |
DEV-3D Atomic first hires |
PENDING |
Two separately reviewed affordable level-1 Recruit offers each create one idempotent receipt and update Coin, ownership and offer state atomically from Company 2 to 3 to 4 while Line capacity remains four |
ABG_DEV3_HIRE_OK; exact combined 28 Coin cost and 24 Coin remainder, double-confirm, new-ID retry, stale/unaffordable/capacity-display and interrupted-write recovery pass |
Focused hire transaction/UI feedback, persistence/input test, plan/checkpoint update and push |
DEV-3E Guild/Market candidate |
PENDING |
The source-bound Title/Continue -> Guild -> Contract/difficulty -> Market -> two separate Recruit reviews/hires path is responsive, persistent and stops before formation/risk | Applicable DEV-1/2/3 markers, parsed touch, strict diagnostics and a bounded normal-render state set pass from clean committed source | Candidate evidence closure commit and push |
DEV-3 owns the minimum Company-store migration, Contract/Market domain service,
Guild/Contract/Market/Recruit-review runtime in runtime/entry/, focused tests
under runtime/tests/dev3/, and existing checkpoint/contract/ledger sections.
It reuses the accepted painted Guild scene, unified compact Recruit family and
precise inset/frame/button grammar. Equipment and battle offers are inspectable
but cannot be purchased or committed in DEV-3. Automatic formation, Party-line
editing, risk selection, battle, result, knockout recovery, second-cycle
management, later Regions, bulk assets, devices, packages and release remain
outside DEV-3.
DEV-3 verification increases in cost from static/domain persistence, to the active focused behavior/input test, then the source-bound DEV-3 path and a small representative normal-render matrix. The preserved full FG-4 suite is not repeated during ordinary DEV-3 substeps; it runs once at the final applicable regression boundary. Any check expected to exceed 60 seconds is named with scope, purpose and expected duration before it starts.
DEV-3 final handoff is exactly ABG DEV-3 candidate ready. It requires focused
pushed commits, HEAD == upstream, a clean worktree, no owned test processes
and aligned plan/checkpoint/ledger facts. Human visual/comprehension/fun,
device, package, store and release gates remain OPEN.
DEV-3 Issue Register
| ID | Status | Boundary |
|---|---|---|
DEV3-I01 |
ACTIVE_DEV-3A |
The DEV-2 Company file intentionally has no active Contract. DEV-3A must migrate it in one authority rather than create unsynchronized Company and run files. |
DEV3-I02 |
FROZEN_LEGACY |
Historical FG-4 Contract services retain superseded roster-loss semantics and cannot be adopted as current authority without conversion in their named later step. |
DEV3-I03 |
ACTIVE_RECURRENCE_CHECK |
Guild and Market must preserve character-first staging, stable content/frame insets and differentiated commands. A card/text wall, recommended Recruit, combined Hire two, list-row purchase or silent disabled control is prohibited. |
DEV3-I04 |
OPEN_HUMAN_GATE |
Automated/runtime evidence cannot grant understanding of Company versus Line capacity, purchase choice quality, visual acceptance or willingness to continue. |
Aetherbound Guild Development Ledger
This append-only ledger records current milestone decisions. Superseded test attempt details remain available in Git history and external evidence roots; they are not duplicated here.
2026-08-16 - Complete Game Program Approved
- The Owner approved plan-driven development toward eight Regions, sixteen Contracts, the First Chronicle ending and Oath Season postgame.
- Single-session implementation is required. Native delivery remains separate.
2026-08-17 - Functional Midpoint Reached
- RG-03 and RG-04 gameplay, four Contracts, four Bosses, Save-v11 and five profiles reached a combined automated/simulation/runtime midpoint candidate.
- Runtime-only Web and Gallery transport passed.
- These checks did not grant human visual, comprehension, fun or listening acceptance.
2026-08-17 - Pixel Presentation Rejected
- Owner reviewed Gallery item
5vl2EqsYWkeyand rejected its 16-bit pixel-art presentation. - Accepted authority remains Japanese 2D thin-line/cel-color characters over softly painted environments. Unit scale follows the accepted reference and Owner review of a real runtime frame, not a fixed percentage.
- Root cause: FG-2 incorrectly treated a generic portfolio pixel-art rule as stronger than this game's approved product and visual contracts.
- Gameplay, content, Save, input and event-bound audio remain preserved.
- FG-5, bulk asset production and delivery are frozen.
2026-08-17 - Planning And Documentation Reset
- The repository-specific Agent contract now excludes Aetherbound from the portfolio pixel-art rule.
- Current product documentation is exactly the six numbered Markdown files
under
docs/;README.mdis the clickable review index. - Historical milestone Goals, plans, H5 notes, attempt reports and rejected generation Markdown are removed from the current tree; Git history retains them.
- All 50 canonical pages and the implementation order are defined in
03_PAGES_AND_UX.md. - The planning freeze ended when the Owner approved entry-first development. The first product action is the real Boot, first-launch and Title path.
- Consolidation validation proves both page authorities contain the same 50 IDs and retains 42 Professions, 36 Traits, 320 equipment items, 60 Artifacts, 100 enemies, 16 Bosses and 8 Regions.
2026-08-17 - Entry-First Development Order Approved
- The Owner rejected a battle-first implementation order and required the game to be developed in the same sequence a new player experiences it.
DEV-1begins with Boot, first-launch setup, Title and essential Settings.- Initial Company, Guild, Market, automatic formation, risk, battle, result and later content remain ordered follow-up steps rather than parallel work.
- One HAPI development session works directly in the current repository and branch; no multi-Agent or new worktree is authorized.
2026-08-17 - DEV-1A Boot Implemented
- Normal launch now enters a bounded Godot entry shell over the existing hand-drawn guild threshold; the historical gameplay facade remains preserved.
- Boot verifies required local resources, user storage, settings data and the current save envelope with named progress. Unsafe data is not reset.
- Recoverable failure retains the branded screen, a stable non-path diagnostic
and Retry. Focused service and real-main-scene tests pass with strict markers
ABG_DEV1_BOOT_OKandABG_DEV1_BOOT_RUNTIME_OK.
2026-08-17 - DEV-1B First Launch Implemented
- A clean profile must apply language, safe-area, 100/115/130% text, reduced motion/flashes and caption settings before reaching Title.
- Settings use schema validation and verified candidate/backup promotion. A completed setup survives restart and is not forced again; the dedicated reset fixture restores first-launch behavior without changing run data.
- The focused persistence and screen-state marker
ABG_DEV1_FIRST_LAUNCH_OKand the Boot handoff regression pass.
2026-08-17 - DEV-1C Title Implemented
- The Title uses the approved hand-drawn guild threshold and keeps New Game, Continue, Settings and Credits in a compact operational hierarchy.
- Continue reflects the verified local-save envelope and shows a visible reason when disabled. New Game and Continue preserve frozen DEV-2/save semantics and state the unavailable downstream review instead of silently doing nothing.
- Settings/Credits return exactly to Title, while Back opens a non-destructive
exit review.
ABG_DEV1_TITLE_OKpasses with no-save and resumable fixtures.
2026-08-17 - DEV-1D Settings And Credits Implemented
- SET-001..006 provide stable category navigation and persisted display/text, motion/flash/power, audio/caption, control and locale behavior with explicit Apply/Discard handling and exact Title return.
- Master mute plus Music/SFX levels apply to real Godot buses. Absent separate Ambience/Voice assets and conflict-safe remapping remain visible with precise unavailable reasons rather than inert controls.
- SYS-008 names authorship, bundled SIL font license, offline behavior, local
data/privacy and the no-external-link policy.
ABG_DEV1_SETTINGS_OKand the preceding Title/first-launch regressions pass.
2026-08-17 - DEV-1 Candidate Verified
- Candidate product source:
43e5bacbf88953ae99676400532189f02143be20. - Source-bound DEV-1 attempt:
/private/tmp/aetherbound-guild-test-evidence/dev1-candidate/20260817T072754Z-25813; PASS with archive SHA-25646fedaed64f73519ad0e55aa5094cecbebe95e8c94a1e2fb6ab58a3b5356e947. It covers fresh import, Boot/setup/Title/Settings/Credits behavior, real parsed ScreenTouch, restart/reset, 20 normal-render frames, 760x360/844x390/ 1280x720, English/Chinese and 100/130% text with strict diagnostics 0. - Source-bound preserved-system regression:
/private/tmp/aetherbound-guild-test-evidence/dev1-fg4-regression-3/20260817T081131Z-73011; PASS with archive SHA-2566b1dd652e8351d1f4f993dc26cd4a6650513e1905bf626d4a9ff20411864738f. All 30 Godot checks, five Python/media checks, 24 legacy normal-render frames, Save-v11, five-profile midpoint simulation and existing parsed-touch paths remain unchanged and strict. - Local runtime inspection at the time reached
agent_visual_reviewed: the painted guild threshold was visible, focal order was clear and tested short/130% states did not overlap. This agent-only visual state was later superseded by the Owner's rejection below. - DEV-1 used existing approved-direction art and made zero paid image calls. Device, packaging, signing, store and release gates remain open and were not exercised.
2026-08-17 - DEV-1 Entry Chrome Rejected
- The Owner compared the functional DEV-1 runtime with
05_battle_ui_japanese_scale.pngand reported a substantial mismatch. - Earliest failed boundary: the runtime used generic translucent rectangles and flat settings controls instead of the reference's deep-navy enamel, ivory control plates, warm-gold layered trim, cut corners, heraldic anchors, icon-forward hierarchy and authored interaction states.
- The functional DEV-1 and preserved FG-4 evidence remains valid only for its
named behavior.
DEV-1Freopens visual production at the Title fixed frame; Boot, first launch, Settings and Credits follow only after that grammar works at actual play size. No paid generation is yet justified because approved background art and procedural Godot chrome cover this bounded repair. - Human visual/comprehension, device, packaging, store and release gates remain open. DEV-2 and later product implementation remain frozen.
2026-08-17 - DEV-1F Title Chrome Repaired
- The fixed Title frame now uses a heraldic enamel guild header, ivory utility bridge and bottom command dock with layered gold trim, cut corners and procedural icons. New Game receives initial focus; Continue keeps a distinct disabled state and visible reason.
- All six DEV-1 headless checks, including real parsed ScreenTouch, pass. A normal-render development matrix produced 20 frames at 760x360, 844x390 and 1280x720 across English/Chinese and 100/130% text with strict diagnostics 0.
- Development capture root:
/private/tmp/abg-dev1-title-dev-capture-2. It guides the visual repair but is not source-bound candidate evidence and does not grant human acceptance. - No image-generation calls were made. DEV-1G may extend only this proven UI grammar to Boot, first launch, Settings and Credits after DEV-1F is pushed.
2026-08-17 - DEV-1G Entry Pages Repaired
- Boot now uses a compact verification deck with named progress; first launch uses an edge-attached setup panel; Settings and Credits use one enamel workspace with ivory selected segments, value plates and explicit toggle, slider, disabled and primary-command states.
- The first development render exposed a setup GridContainer width regression and incorrect unselected-tab text state. That attempt was rejected; the controls gained real expansion sizing, the state binding was repaired and the same matrix was rerun.
- Final local checks: all six DEV-1 headless markers, real parsed ScreenTouch
and 20 normal-render frames pass with strict diagnostics 0. Development
capture root:
/private/tmp/abg-dev1-entry-pages-dev-capture-5. - The development capture is not source-bound candidate evidence and does not grant Owner visual acceptance. No image-generation calls were made; DEV-2 and all human/device/package/release gates remain open.
2026-08-17 - Revised DEV-1 Candidate Verified
- Candidate product source:
d3b93268776b87b7bfb407c79165011facc438f8. - Revised source-bound DEV-1 attempt:
/private/tmp/aetherbound-guild-test-evidence/dev1-candidate-revised/20260817T091805Z-82593; PASS with archive SHA-256980ad2fc2e2b0b667e2d2a46dec84320aaca6959755f1f524ee8e5835c85451e. It covers six headless behavior checks, real parsed ScreenTouch and 20 normal-render frames across 760x360/844x390/1280x720, English/Chinese and 100/130% text with strict diagnostics 0. - Revised preserved-system regression:
/private/tmp/aetherbound-guild-test-evidence/dev1-fg4-regression-revised/20260817T092203Z-85944; PASS with archive SHA-256d54963d22411165ad97ea31d256292701670a7cddd339f43d672c88e1b53f56a. All 30 Godot checks, five Python/media/audio checks, Save-v11, five-profile midpoint simulation, parsed touch and 24 legacy normal-render frames remain unchanged with strict diagnostics 0. - Source-bound entry frames were inspected at actual play size and reach only
agent_visual_reviewed: enamel/ivory/gold hierarchy is coherent, selected, focused, disabled and value states are readable, and required 130% layouts do not overlap. Human visual/comprehension acceptance remains open. - No paid image calls were made. Device, packaging, signing, store and release gates remain open and were not exercised.
2026-08-17 - Continuous Initial Company Model Approved
- The Owner confirmed Aetherbound Guild as a continuous-growth incremental game. New Game's four-offer choose-two draft establishes the persistent initial Expedition Company.
- A Contract run remains a bounded expedition, but Contract completion retains recruited characters, individual levels/XP, Professions, Traits, equipment and the continuing roster instead of archiving and replacing it.
- Zero HP removes a Recruit only from the current battle. That Recruit remains owned and returns for the next stage; permanent death and death-funded Replacement Credit are superseded product rules.
- DEV-2 implements only initial-company creation. Existing FG-4 casualty, run closure, economy and Save-v11 code remains preserved historical behavior for a later player-order conversion and must not be silently presented as already compliant.
2026-08-17 - DEV-2A Continuous-Growth Authority Corrected
- All six current authorities now define the one-time four-offer choose-two as creation of the persistent initial Expedition Company, followed by a Guild handoff rather than immediate per-run roster creation.
- A zero-HP Recruit remains owned, leaves only the current battle and is battle-ready again at the next stage with the same stable identity and growth. The exact returned HP amount is intentionally deferred to the later balance conversion because the Owner approved return, not a specific full-heal value.
- Contract clear or withdrawal retains Recruits, level/XP, Professions, Traits,
equipment, history and persistent resources. Old permanent-death, Replacement
Credit, Company-collapse and roster-archive detail is explicitly
FROZEN_LEGACY_FG4, not current product authority. ABG_PREDEVELOPMENT_DESIGN_SELF_TEST_OK cases=7,ABG_RECRUIT_LOADOUT_LEVEL_OKandgit diff --checkpass. No runtime code, Save-v11 behavior, media, package or release state changed in DEV-2A.
2026-08-17 - DEV-2B Stable Initial Draft Activated
- Authority-correction source
dd190477684e1eb2279a81645f2ccbc82373ea25is pushed, clean and equal to upstream. - DEV-2B owns only the draft service/store and focused tests: one durable seed, four deterministic complete offers in fixed positions, zero-to-two selected IDs, restart-safe loading, no reroll and explicit invalid/corrupt recovery.
- Player-facing choice UI, persistent Company commit, Guild/Market behavior, gameplay conversion, media production and delivery remain frozen.
2026-08-17 - DEV-2B Stable Initial Draft Implemented
runtime/entry/initial_company_draft_service.gdreserves one 128-bit seed and projects the verified opening Recruit generator into the current one-time Initial Company schema without persisting a Contract orcurrent_run.- Each draft contains exactly four hashed offers in fixed positions with unique offer/Recruit IDs, generated name components, appearance seed, base Profession, equal-budget numeric attributes, exactly one Trait benefit/cost, one starting item state, level 1 and XP 0.
- Atomic primary/backup/candidate handling preserves the same seed, offer order and zero-to-two selected IDs across restart. Duplicate, unknown and third selection inputs mutate nothing; invalid replicas return a named error instead of rerolling.
- Focused Godot marker:
ABG_DEV2_DRAFT_OK created=true offers=4 restart=true no_reroll=true selected=true invalid=true backup=true no_company=true. DEV-2C and later runtime/UI boundaries remain frozen until a separate pushed activation commit.
2026-08-17 - DEV-2C Recruit Choice Activated
- Stable-draft source
b337739336ba7e67484c004bb0b68a0ce8775ef1is pushed, clean and equal to upstream. - DEV-2C owns Title navigation, the four-candidate choice page, Inspect, Compare A/B, independent selection, exact selected-count gating, Back and restart-safe page restoration plus focused headless/touch/layout evidence.
- Company review/commit, the Guild handoff, DEV-3+, gameplay conversion, new media production and delivery remain frozen.
2026-08-17 - DEV-2C Recruit Choice Implemented
- Title's New Game action now reaches a real Godot Initial Expedition Company page using the accepted painted entry environment and enamel/ivory/gold, cut-corner, heraldic runtime chrome.
- Four equal offer plates expose stable name, base Profession, five attributes, Trait and selection state. Inspect shows Profession job, exact Trait benefit/cost and starting item; Compare A/B changes no selection.
- Independent Select controls persist through the draft service.
0/2and1/2disable Review with a reason,2/2enables it, and a third candidate is rejected without automatic eviction. Back and restart retain IDs, order and selection; corrupt data provides Retry and Title return without reroll. - Focused markers
ABG_DEV2_CHOICE_OKandABG_DEV2_CHOICE_TOUCH_OKpass with all six applicable DEV-1 markers. Development normal-render root:/private/tmp/aetherbound-guild-test-evidence/dev2-choice-development-dirty-v2; 16 frames cover choice, selected, inspect and compare across required sizes, languages and 100/130% text. This dirty-tree matrix is visual guidance, not source-bound candidate evidence or human acceptance.
2026-08-17 - DEV-2D Review, Commit And Handoff Activated
- Choice-page source
50f53d882adf16395b2e5697867f11a776ae6c52is pushed, clean and equal to upstream. - DEV-2D owns selected/unchosen review, same-draft Revise, exactly-once persistent Company creation, restart/duplicate handling and a bounded Guild handoff whose later actions state their unavailable reason.
- Market, Contract selection/play, gameplay lifecycle conversion, new media, device packaging, stores and release remain frozen.
2026-08-17 - DEV-2D Review, Commit And Handoff Implemented
- Review names the selected pair and both unchosen provisional offers. Revise returns to the same saved draft and selection; Create Company promotes only the selected two Recruit records to persistent owned state.
- The independent Company file uses verified primary/backup/candidate writes and a deterministic exactly-once receipt. Duplicate commit returns the same receipt, interrupted candidates recover, matching lingering drafts are cleaned, and neither unchosen offers nor a Contract/current-run reset enter persistent Company state.
- Successful creation and restart reach a bounded Guild handoff showing the two persistent members. Title disables New Game and enables Continue; Settings returns to Guild, while Contract Board and Market remain disabled with visible reasons instead of silently implementing DEV-3.
- Focused markers
ABG_DEV2_COMMIT_OKandABG_DEV2_COMMIT_TOUCH_OKpass with all six applicable DEV-1 and all earlier DEV-2 markers. Development normal-render root:/private/tmp/aetherbound-guild-test-evidence/dev2-commit-development-dirty; 24 frames cover choice, selected, inspect, compare, review and Guild across required sizes, languages and 100/130% text with strict diagnostics 0. This dirty-tree matrix is guidance, not source-bound candidate evidence or human acceptance.
2026-08-17 - DEV-2E Initial Company Candidate Activated
- DEV-2D source
71f49a4926499ec8aa4911f9d162df709ecf132fis pushed, clean and equal to upstream. - DEV-2E owns only source-bound complete DEV-2, applicable DEV-1, preserved FG-4, parsed-input, normal-render and strict-diagnostic evidence plus the final checkpoint/ledger closure.
- Market, Contract selection/play, DEV-3+, gameplay lifecycle conversion, new media, device packaging, stores and release remain frozen.
2026-08-17 - DEV-2 Initial Company Candidate Verified
- Candidate product source:
d1990538d5d70059f1203bf4817d1b0e9bf49a74. - Source-bound DEV-2 attempt:
/private/tmp/aetherbound-guild-test-evidence/dev2-initial-company-candidate/20260817T113907Z-96869; PASS with archive SHA-2564593256c794c0f74f8a7f88fec9300652e520772f664f3b808ae6006c6e3035d. It covers six applicable DEV-1 checks, six DEV-2 checks including the complete parsed ScreenTouch player journey, and 24 normal-render Initial Company frames across 760x360/844x390/1280x720, English/Chinese and 100/130% text with strict diagnostics 0. - Preserved-system regression:
/private/tmp/aetherbound-guild-test-evidence/dev2-fg4-regression/20260817T113949Z-99041; PASS with archive SHA-256f434adb15ed8455cded7da691f91e1352316942d8bbf22065e2f9ff78d2dcbf1. All 30 Godot checks, five Python/media/audio checks, Save-v11, five-profile midpoint simulation, parsed touch and 24 legacy normal-render frames remain unchanged with strict diagnostics 0. - Source-bound choice, Review and Guild frames were inspected at actual play
size and reach only
agent_visual_reviewed: the four equal candidates, selected pair, unchosen-offer consequence, persistent-growth promise and disabled Guild reasons are readable without overlap at the required layout matrix. Human choice/comprehension/visual acceptance remains open. - No image-generation or paid media calls were made. Device, packaging, signing, store and release gates remain open and were not exercised.
2026-08-17 - DEV-2F Character-Forward Visual Repair Activated
- Owner review rejected the source-bound candidate's visual balance: repeated enamel plates and text dominate while Recruit identity is absent. Functional choose-two, persistence, recovery and Guild boundaries remain preserved.
- DEV-2F first uses the four existing non-pixel hand-drawn actor sources to prove character scale, crop, hierarchy and touch composition. Only after that runtime graybox passes may two regular 2x2 image calls add the eight missing base-Profession sticker sources within the standing task ceiling.
- The repair owns person-bearing choice buttons, portrait-led Inspect/Compare/ Review, the persistent pair standing in Guild and illustrated but still disabled Contract Board/Market props. Battle animation, later Recruits, regions, DEV-3 behavior, package and release remain frozen.
2026-08-17 - DEV-2F Character-Forward Runtime Implemented
- The four accepted non-pixel actor sources remain mapped to
PF-B01,PF-B04,PF-B05andPF-B07. Two authorized 2x2gpt-image-2calls added onlyPF-B02,PF-B03,PF-B06,PF-B08,PF-B09,PF-B10,PF-B11andPF-B12; task IDs aretask_01M07V8260ZYFZB7W4B7KCFEH2andtask_01M07VBKAXVYXPMDXFNVE352R2, total recorded cost$0.028. docs/prototype/generation/dev2_character_stickers_01/asset-manifest.jsonrecords prompts, raw sheets, provider reports, hashes, edge-connected key removal, closed-hole cleanup, boundary despill and the eight runtime imports. The generated outputs are project-authored; human/device/release flags remain false.- Choice now presents four distinct Recruits as the dominant clickable controls over the shared painted environment. Inspect, Compare and Review keep those same identities visible; the committed persistent pair stands in Guild. Contract Board and Market use illustrated object stickers while their real disabled reasons and frozen DEV-3 boundary remain unchanged.
- Focused worktree attempt
/private/tmp/aetherbound-guild-test-evidence/dev2-character-worktree-suite/20260817T130943Z-23198passes all six applicable DEV-1 and all six DEV-2 behavior/parsed-touch markers with strict diagnostics 0. Normal-render attempt/private/tmp/aetherbound-guild-test-evidence/dev2-character-captures/20260817T130637Z-20886passes 24 choice/selected/Inspect/Compare/Review/Guild frames across 760x360, 844x390 and 1280x720, zh_CN/en and 100/130% text. - Six representative Godot runtime frames were delivered to the Owner for
review. This reaches
agent_visual_reviewedonly; Owner visual/comprehension, device, packaging, store and release gates remain open. Source-bound DEV-2 and preserved FG-4 regression still gate DEV-2F closure.
2026-08-17 - DEV-2F Open-Stage Correction
- Source-bound commit
9b8a533d86e041c4543e94a10ce42fd7438e9077passes the complete DEV-2 candidate suite at/private/tmp/aetherbound-guild-test-evidence/dev2-character-candidate/20260817T132045Z-34538with six DEV-1 markers, six DEV-2 markers, parsed input, 24 normal-render frames and strict diagnostics 0. Its evidence archive SHA-256 isd82750420c6ff7bcc9fc0daa59c184cf9f66b0d66fdb48576786823661fd76ce. - Owner comparison against the accepted battle-scale frame keeps the visual gate open: the actor set remains taller and more portrait-like than the unified compact Japanese 2D unit language, while the four vertical choice slots still read too much like cards.
- The bounded graybox removes opaque full-height candidate plates, exposes one
shared painted Guild scene and leaves only edge HUD strips, person controls,
ground selection rings, names and commands. Worktree normal-render attempt
/private/tmp/aetherbound-guild-test-evidence/dev2-open-stage-captures/20260817T135149Z-71812passes all 24 required layout frames; focused choice behavior also passes at/private/tmp/aetherbound-guild-test-evidence/dev2-open-stage-choice/20260817T135111Z-71314. - The first preserved FG-4 rerun reached the configured 600-second attempt
timeout during its later headless tests; no product failure was recorded.
A macOS
killpgEPERMthen exposed a runner terminal-cleanup defect. Commitdd3b0cdb387c92b01773746ac14a30547e12e773now records permission denial as a harness condition instead of throwing, andABG_TEST_ATTEMPT_RUNNER_OKpasses. The owned workspace and incomplete artifact were explicitly checked against their ownership marker and removed after confirming no process remained. - DEV-2F remains
IN_PROGRESS. The Owner must review the open-stage screenshot before the remaining standing image allowance is used for a single unified compact-proportion Recruit family. DEV-3 behavior and all later gates remain frozen.
2026-08-17 - DEV-2F Unified Actor Family Authorized
- The Owner clarified that actor art style, not only character presence, must remain consistent and asked whether the current display scale is too large. Agent review agrees: four reused sources and eight first-pass sources differ in line weight, face construction, body proportion, cel-shadow density and costume detail; the 1280x720 choice actors also dominate too much of the shared scene.
- DEV-2F will replace all 12 mixed sources in one regular 4x3 sheet so every base Profession shares one line/rendering/proportion/light contract while retaining varied silhouettes and role tools. The accepted battle frame controls only the original compact Japanese 2D unit language; current contacts control only Aetherbound role/tool identity. No names, costumes, layout or other expressive content is copied from outside project authority.
- Two earlier calls cost
$0.028. The next unified sheet may use one call; the fourth and final standing task call is reserved only for failed-cell repair. Choice-page display scale will reduce while Inspect remains deliberately larger. DEV-3 and later actor/content production remain frozen.
2026-08-17 - DEV-2F Unified Compact Actors Integrated
- The first unified task
task_01M0813TXQGV09SBEJVVAZRH5Pproduced one internally consistent 4x3 sheet for$0.014, but agent comparison rejected the full sheet: 6.5-7-head anatomy and ornate key-art density still diverged from the accepted ordinary field-unit language. Its prompt, provider report, raw sheet, contact sheet and rejection reason remain preserved. - The final authorized task
task_01M08280KEEFDB3HPCTC0V9H3Nused only the accepted battle-scale frame as a visual-language reference and produced all 12 base Professions together for$0.014. The accepted runtime family uses compact 4.5-5-head tactical anatomy, one warm-charcoal line hierarchy, one face construction, one cel-shadow budget, one material density and one upper-left light. Total DEV-2F image use is four calls and$0.056; the task ceiling is exhausted. - Deterministic 4x3 slicing, connected key removal, enclosed-key cleanup,
despill, 512px export, hashes and contact generation pass marker
ABG_DEV2_COMPACT_UNIT_PROCESS_OKwith 12 outputs and zero border alpha.InitialCompanyArtnow maps every base Profession to exactly one texture. Choice display is reduced while Inspect/Compare remain larger; Guild display is reduced further so the persistent pair retains environmental context. - Focused behavior PASS at
/private/tmp/aetherbound-guild-test-evidence/dev2-unified-actor-choice/20260817T144520Z-42716. The 24-frame normal-render matrix PASS at/private/tmp/aetherbound-guild-test-evidence/dev2-unified-actor-captures/20260817T144542Z-42958across 760x360, 844x390 and 1280x720, zh_CN/en and 100/130% text. Agent inspection finds one coherent actor family, complete tools/silhouettes and no control overlap at play size. This reachesagent_visual_reviewedonly; Owner visual/comprehension, device, package, store and release gates remain open. - Source-bound commit
5700a84f9b5b230b35a6dc4a65ad477586871200passed all six DEV-1 and six DEV-2 behavior checks, then the fresh-import normal-render process completed 18 frames and accumulated renderer work before the 1280x720 fixture. The 900-second runner terminal isTIMEOUT, not a product failure or PASS, at/private/tmp/aetherbound-guild-test-evidence/dev2-unified-actor-candidate/20260817T145351Z-58238; its complete process group and workspace were removed. - The 1280x720/en/130% fixture passes all six states alone in 3.7 seconds at
/private/tmp/aetherbound-guild-test-evidence/dev2-split-capture-fixture-3/20260817T151341Z-77767. The candidate harness now gives each of the four viewport/language/text fixtures its own normal-render process and retains the same 24 unique files, layout assertions, exact markers and strict diagnostic scan. Product runtime behavior and visible states are unchanged.
2026-08-17 - DEV-2F Command Chrome Reopened
- Owner review accepts continued work on the actor-forward pages but rejects their current command presentation: every action is still enclosed by the same heavy double-gold octagonal box, generic diamonds do not communicate Back/A/B/Select intent, and the continuous outer border makes the scene feel like a framed utility panel.
- The narrow repair owns only DEV-2 procedural chrome and its layout: a light parchment return tab, compact differentiated A/B tools, asymmetric secondary and primary command signs with familiar state symbols, and open corner plus header/footer rails. Existing callbacks, disabled reasons, touch bounds, localization, Recruit art and DEV-3 boundaries remain unchanged.
- While visual direction remains in Owner review, each iteration runs only the focused DEV-2 input check and six representative normal-render states. One complete source-bound DEV-2 and preserved FG-4 regression will run only after the visual boundary is accepted; the interrupted earlier FG-4 attempt is not a PASS and its runner-owned process group/workspace were removed.
- Command-chrome candidate v2 is implemented without changing callbacks or page state. The continuous double-line enclosure is replaced by open corner ornaments and separated header/footer rails. Return uses a light parchment tab; A/B tools are compact markers; unselected/selected actions use plus/check semantics; Compare and confirmation use distinct familiar symbols and asymmetric single-line command silhouettes. Guild footer and disabled destination signs use the same hierarchy.
- Focused choice behavior PASS in 1.6 seconds at
/private/tmp/aetherbound-guild-test-evidence/dev2-command-chrome-choice/20260817T153507Z-918. Six 844x390/zh_CN/130% normal-render states PASS in 2.4 seconds at/private/tmp/aetherbound-guild-test-evidence/dev2-command-chrome-review-v2/20260817T153537Z-1291. Agent review caught and repaired duplicate A/B glyphs, unselected checkmarks and old Guild double-frame buttons before Owner delivery. Full regression was deliberately not run; human visual acceptance remains open. - Owner follow-up rejects the v2 frame and spacing while retaining the new button hierarchy. Removing the old double enclosure left the content and ornament on one shared rectangle: headings, status copy, actors and footer actions crowd the edge, and the four isolated corner strokes look unfinished. DEV2-I12 now requires a separate content inset inside one precise outer hairline with constructed corner fittings and top/bottom rails. The old source-bound DEV-2 suite subsequently completed PASS, but the visual source is superseded by this explicit Owner rejection and cannot close DEV-2F.
- Frame/spacing candidate v3 keeps the differentiated v2 buttons and separates ornamental chrome from content layout. The frame owns the project safe area; a second safe rectangle adds inner left/right/top/bottom padding for all page layouts. A single precise cut-corner hairline, four filled corner fittings and aligned header/footer rails replace the sparse strokes without restoring a heavy double enclosure. The same construction applies to choice, Inspect, Compare, Review and Guild.
- Focused choice behavior PASS in 1.5 seconds at
/private/tmp/aetherbound-guild-test-evidence/dev2-frame-spacing-choice/20260817T154715Z-19139. Six 844x390/zh_CN/130% normal-render states PASS in 2.4 seconds at/private/tmp/aetherbound-guild-test-evidence/dev2-frame-spacing-review/20260817T154743Z-20697. Full regression remains deferred until Owner visual acceptance.
2026-08-17 - DEV-2F Final Candidate Accepted And Verified
- The Owner reviewed frame/spacing candidate v3, answered
OKand explicitly authorized continuation into DEV-3 through DEV-6. This records human review of the current DEV-2 visual direction and actor family; broader comprehension, fun, device, packaging, store and release acceptance remain independent and open. - Final DEV-2 product source:
4352e253a83ee9f3ce3bca6eac99c5e70691f989. Source-bound candidate attempt:/private/tmp/aetherbound-guild-test-evidence/dev2-frame-spacing-candidate/20260817T155546Z-29597; PASS with archive SHA-256f30ba5ae6d89f9aaeca66267e1d03d4559ecf8ffeb54685c51aa23b785d1ca68. It covers six DEV-1 checks, six DEV-2 checks, parsed touch and 24 normal-render Initial Company frames with strict diagnostics 0. - Preserved FG-4 regression:
/private/tmp/aetherbound-guild-test-evidence/dev2-final-fg4-regression/20260817T155717Z-30828; PASS with archive SHA-256a61c9871e62194b7e9e8fbb97f4923dc3edd584327db3ef3b363330444f540ea. All 30 Godot checks, five Python/media/audio checks, five-profile simulation, parsed touch and 24 legacy normal-render frames pass with strict diagnostics 0. Both attempts removed their complete owned process groups and workspaces. DEV-2FandDEV-2are complete. Exact handoff:ABG DEV-2 candidate ready. DEV-3 requires a separately activated durable plan and cannot reuse this closure as authorization to skip its own focused commit boundaries.
2026-08-17 - DEV-3 Guild And First Market Activated
- The Owner authorized autonomous sequential development through DEV-6 and requested one durable Goal plus a complete morning handoff. DEV-3 is the only active milestone; later milestones advance only after focused verification, commit and push of the earlier boundary.
- DEV-3 stops after two separate first-Market Recruit transactions: the persistent Company advances from two to four owned Recruits, Line capacity remains four, and exact Coin advances from 52 through the two protected prices totaling 28 to 24. No offer is recommended and no combined purchase exists.
DEV-3Afirst adds one migrated authoritative Contract/Market state around the verified Company file. DEV-4 formation/risk, DEV-5 battle/result and DEV-6 second-cycle management remain frozen.