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P10.1 Siltwake First Crossing Implementation Plan

Status: ACTIVE Active step: P10.1-STEP-2 SAVE V7 AND REGION ENTRY Baseline: 4426d6677f70935998d9f5ce2a114003a4f34700 Goal: docs/goals/PHASE10_1_SILTWAKE_FIRST_CROSSING_GOAL.md Contract: docs/runtime/PHASE10_1_SILTWAKE_FIRST_CROSSING_CONTRACT.md

Player-Visible Stopping Point

One continuous landscape flow enters Siltwake, prepares against a disclosed tide shift, resolves one automatic battle, settles victory or recovery and reloads at Market 2. No later Siltwake Market or Boss is part of this milestone.

Ordered Steps

Step Status Player outcome Commit boundary
P10.1-STEP-0 Contract COMPLETE The first crossing and its exact end state are frozen before product edits. Goal, contract, plan, checkpoint and ledger.
P10.1-STEP-1 Content and first Market authority COMPLETE Siltwake's first Market always discloses a deterministic tide and three distinct route pressures. Isolated registry/generator and focused tests.
P10.1-STEP-2 Save v7 and Region entry IN_PROGRESS A Windglass-cleared Guild enters a stable Siltwake Run and resumes Market 1 truthfully. State, migration, transactions and persistence tests.
P10.1-STEP-3 First-crossing battle PENDING Pull, tide pressure, hindrance and healing denial resolve visibly and causally. Battle/settlement authority and counterfactual tests.
P10.1-STEP-4 Landscape runtime slice PENDING The player completes preparation, battle, recovery/reward and saved Market 2 by touch. Controller, world scene, normal renders and recording.
P10.1-STEP-5 Profiles and candidate evidence PENDING Five policies prove bounded pacing and no universal response. Simulations, persistence/layout matrix and immutable evidence.
P10.1-STEP-6 H5 delivery PENDING One fresh private H5 exposes the complete accepted first crossing. Runtime-only export, Gallery transport and closure docs.

Step Contracts

P10.1-STEP-1 CONTENT AND FIRST MARKET AUTHORITY

ID: P10.1-STEP-1
PLAYER OUTCOME: Before committing the first route, the player can compare one
  disclosed tide shift, four regional equipment responses and three materially
  different battle pressures without reload rerolls.
IN SCOPE: isolated RG-02 catalog; CTR-R2-01; EN-R2-01..07; EQ-041..048;
  reference-only BO-R2-01; deterministic tide and regional Market overlay;
  localized preview data; focused schema/seed/board tests.
OUT OF SCOPE: Recruit materialization, state mutation, Save v7, prices,
  equipment purchase, battle execution, runtime UI, media and H5.
OWNED FILES: runtime/p10_1/catalog.json; runtime/p10_1/content_registry.gd and
  UID; runtime/p10_1/first_market_generator.gd and UID; focused P10.1 tests and
  UIDs; durable status after the source commit.
ACCEPTANCE CHECKS: exact IDs/counts; complete zh_CN/en names and preview data;
  source authorities exact; same inputs byte-identical; changed seed changes
  owned draws; refresh changes equipment only; route/tide never rerolls;
  unique 4 equipment and risk 0/1/2 routes; required response coverage;
  malformed seed/content/index/reference rejects; P10.0 content/offer
  regressions unchanged.
EVIDENCE LEVEL EXPECTED: automated_verified.
COMMIT BOUNDARY: focused source/test push, then docs-only step closure.
LEGAL TERMINAL: P10.1 Step 1 content and first Market authority complete.
NEXT STEP: P10.1-STEP-2.

P10.1-STEP-2 SAVE V7 AND REGION ENTRY

ID: P10.1-STEP-2
PLAYER OUTCOME: A Guild that sealed Windglass enters one stable Siltwake Run,
  receives three generated Recruit offers and resumes Market 1 after restart.
IN SCOPE: Save v7 migration; RG-02 entry; regional Run seed; 3/4/3 board;
  Market operations; interruption and duplicate receipts.
OUT OF SCOPE: battle execution, new runtime presentation, media and H5.
OWNED FILES: isolated P10.1 state/market/save modules and focused tests; minimal
  explicit P10 integration boundary only after migration tests pass.
ACCEPTANCE CHECKS: exact v6 migration; locked-region rejection; stable seed and
  offers; atomic entry/Market commands; checksum/backup/rollback/corruption;
  zero offline value; unchanged P10.0 saves and behavior.
EVIDENCE LEVEL EXPECTED: automated_verified.
COMMIT BOUNDARY: focused source/test push, then docs-only step closure.
LEGAL TERMINAL: P10.1 Step 2 Save v7 and Region entry complete.
NEXT STEP: P10.1-STEP-3.

P10.1-STEP-3 FIRST-CROSSING BATTLE

ID: P10.1-STEP-3
PLAYER OUTCOME: The chosen order/equipment/route visibly changes survival
  under pull, tide movement, hindrance and healing-denial pressure.
IN SCOPE: fixed-tick first-crossing battle; seven enemy identities; tide shift;
  equipment behavior; victory/defeat; bounded recovery; reward and Market 2.
OUT OF SCOPE: later Markets, Boss, runtime presentation, media and H5.
OWNED FILES: isolated P10.1 battle/settlement modules and focused tests.
ACCEPTANCE CHECKS: deterministic causal events; reserved-target timing; no
  resurrection; exactly-once settlement; stable-order and deliberate-movement
  counterfactuals each win at least one fixture; P10.0 battle unchanged.
EVIDENCE LEVEL EXPECTED: automated_verified.
COMMIT BOUNDARY: focused source/test push, then docs-only step closure.
LEGAL TERMINAL: P10.1 Step 3 first-crossing battle complete.
NEXT STEP: P10.1-STEP-4.

P10.1-STEP-4 LANDSCAPE RUNTIME SLICE

ID: P10.1-STEP-4
PLAYER OUTCOME: One touch-driven world flow reaches saved Market 2 with tide,
  pull, healing denial, damage, recovery and reward readable at play size.
IN SCOPE: P10.1 runtime controller; direct world targets; touch/drag; localized
  status; layout/accessibility states; event-bound graybox motion; recording.
OUT OF SCOPE: final media, later content, H5 and native delivery.
OWNED FILES: P10.1 presentation/controller/tests and the narrow main handoff.
ACCEPTANCE CHECKS: parsed Touch/Drag; fallback/direct zero; 44px targets;
  required states/locales/viewports; no card-wall composition; 20-30 second
  recording; strict diagnostics and owned cleanup zero.
EVIDENCE LEVEL EXPECTED: runtime_verified and agent_visual_reviewed.
COMMIT BOUNDARY: runtime source/test push, then source-bound evidence closure.
LEGAL TERMINAL: P10.1 Step 4 landscape runtime slice complete.
NEXT STEP: P10.1-STEP-5.

P10.1-STEP-5 PROFILES AND CANDIDATE EVIDENCE

ID: P10.1-STEP-5
PLAYER OUTCOME: The first crossing remains understandable and recoverable
  across different strategies, layouts and restart conditions.
IN SCOPE: five profiles; decision timestamps; anti-dominance; save matrix;
  locale/layout/accessibility matrix; immutable candidate evidence.
OUT OF SCOPE: gameplay expansion, H5 and native delivery.
OWNED FILES: bounded simulations/evidence tools/tests and durable status.
ACCEPTANCE CHECKS: five profiles; explicit timestamps; longest decision gap;
  starvation/recovery bounds; no universal policy; required runtime states;
  strict diagnostics; clean/upstream source.
EVIDENCE LEVEL EXPECTED: simulation_verified plus runtime_verified.
COMMIT BOUNDARY: source-bound evidence and docs-only candidate closure.
LEGAL TERMINAL: P10.1 first-crossing local candidate complete.
NEXT STEP: P10.1-STEP-6 only after no product repair remains.

P10.1-STEP-6 H5 DELIVERY

ID: P10.1-STEP-6
PLAYER OUTCOME: One private landscape H5 exposes the complete Siltwake first
  crossing for Owner review.
IN SCOPE: fresh runtime-only Web export; new Gallery item; byte/MIME/cache/ETag
  checks; durable delivery closure.
OUT OF SCOPE: product edits, native packaging, devices, stores and release.
OWNED FILES: P10.1 delivery record and durable status only.
ACCEPTANCE CHECKS: exact source; tests/docs/evidence absent from PCK; remote
  bytes and transport pass; clean/upstream repository; processes zero.
EVIDENCE LEVEL EXPECTED: delivery transport verified; human gates remain open.
COMMIT BOUNDARY: docs-only closure after immutable delivery.
LEGAL TERMINAL: Aetherbound Guild P10.1 Siltwake first crossing candidate ready.
NEXT STEP: Owner uncoached play review.

Frozen Scope

P10.0 behavior/Save v6/H5, later Siltwake content, Boss execution, later Regions, existing media before the graybox gate, native packaging, stores, release and other games remain frozen.

Issue Register

ID Status Finding
P101-I01 RESOLVED_IN_PLAN P10.0 validators own exact RG-01 counts and IDs. P10.1 begins as an isolated overlay and may integrate only through the explicit Save-v7 step.
P101-I02 OPEN_STEP_2 Step 1 reserves three Recruit slots but does not materialize them; Step 2 must bind them to the region Run seed without copying the P10.0 generator.
P101-I03 OPEN_PRESENTATION Existing Windglass media cannot prove Siltwake identity. New media remains frozen until Step 4 graybox composition and motion pass.

Completed Step Evidence

P10.1 Step 1 Content And First Market Authority - 2026-08-15

  • Source fedfa0933f819788349e55054da3dd316815ba07 adds exactly the isolated P10.1 catalog, registry, first-Market generator, two focused tests and their tracked UID files. P10.0 source remains unchanged.
  • The registry binds the three accepted content-document blobs and exposes 21 localized runtime identities: one Region, one Contract, eight equipment rows, seven enemies, one reference-only Boss and three routes.
  • Market 1 reserves the future three Recruit slots and deterministically exposes four unique regional equipment offers, ordered risk 0/1/2 routes, current/next safe indices, a 50-tick shift, 20-tick warning and the first pull source. Refresh changes equipment only; route and tide authority never reroll.
  • Formal R1 is append-only INVALID_GIT_SCOPE_PRECHECK: its baseline object identifier was malformed before scope capture. No R1 test log is reused.
  • Fresh fixed-source R2 evidence is /private/tmp/abg-p101-fedfa09-step1-r2/. Both P10.1 tests and the frozen P10.0 content/offer regressions pass with four exact markers, strict diagnostics zero and Godot pre/post counts zero. The ten-row inventory SHA-256 is c00ce93702a7789d27f2e4b31ab987102afe215eee448e6b4f90e545aa09d5a3.
  • Step 1 reaches automated_verified. Step 2 alone now owns Save v7, Region entry, Recruit-slot materialization and Market-1 persistence.