RUNG 1 OF 7

The street matched to the Hook sheet

  1. NOWThe street matched to the Hook sheet what done looks like
  2. NEXTProps read as their materials what done looks like
  3. NEXTMickey's frontage on the street what done looks like
  4. NEXTPeople on the street what done looks like
  5. LATERA face that moves and a voice what done looks like
  6. LATERMickey's enterable what done looks like
  7. LATERYour thirty-minute dry run what done looks like

Every rung is a picture or a session Jafar clears by eye, so these words are ruled by him and typed in the studio's ladder file, not measured by this page. where these come from

THE BOARD

91 systems, 26 exists, 40 partial, 25 absent.

Typed by the studio 2026-09-09..2026-09-10. 29 of 91 typed by a director, 62 by a builder, 0 of 91 ruled by you. Your ruling replaces any tile.

26 tiles here are green. 19 are read in the older build only, 4 in both builds, none of the 26 in the newer build on its own, and 3 are about files rather than play.

● exists ◐ partial ○ absent

Every colour here is a typed judgement of state, not measured by this page, and it changes by a ruling rather than by a grep. What this page did measure is below, in the audit view. This board is taller than one phone screen at this many systems, so it scrolls rather than shrinking its tiles to fit or hiding any of them. where these come from, and who typed each one

the moat15

◐ the Ledger notebook● perception◐ permanent memory◐ gossip propagation◐ suspicion and heat◐ the player's claims and lies◐ recognition and confrontation● the town's own voice● witnesses◐ spoken conversation◐ what the player knows◐ consequence persistence○ what-they-know HUD○ the news reacts◐ bribes and intimidation

the world21

◐ the street you walk● the town layout● daily routines◐ the crowd you see● traffic and vehicles◐ weather and wet streets● light and the time of day● doors and who gets in○ interiors you can enter◐ props and dressing◐ bodies and faces● crime jobs and takings◐ the law and the police● phone boxes● factions and the empire◐ the frame budget○ court and cells○ tide and water○ night lighting○ parked vehicles○ ambient street life

what the player touches37

● menus● HUD● controls● camera◐ first hour● save and load● new game● settings◐ accessibility● subtitles○ gamepad● pause○ map and minimap◐ inventory◐ economy and trading◐ combat◐ music● SFX● audio mix◐ loading◐ failure states● time display◐ graphics settings◐ credits○ photo mode○ feedback path○ sprinting○ swimming○ sleep○ burglary○ pickpocketing○ searching○ localisation○ hardware floor○ visual identity in UE○ sound in UE◐ injury and healing

content11

◐ dialogue banks◐ the cast◐ the three acts◐ brands and signage◐ concept art◐ voices○ radio and TV○ letters and papers○ dialogue staging◐ foley◐ ambient beds

the studio7

◐ the channel to Jafar● the evidence channel● the verify suite◐ the overview pages◐ the art pipeline● the queue and the roadmap◐ the cost meter

the next three, in order

1

The street matched to the Hook sheet

rung 1 and the current rung. The built Quay Street rendered from the same viewpoint as the lower panel of Codex's Hook sheet, with rain, a wet road, worn materials and sky, for Jafar to judge side by side. His eye is the gate; no number passes this rung.

what it rests on

2

Props read as their materials

rung 2. The 22 props already placed as real meshes with collision are there but do not yet read as brick, slate, painted timber and quay stone; and the first batch of clutter is not placed. This rung is how they look, not whether they exist.

what it rests on

3

Mickey's frontage on the street

rung 3. The pub's frontage on Quay Street from the design. It waits on taste rather than on work: three cards decide its size, its bay and whether it is a free house, and each carries a default and a deadline.

what it rests on

the audit view, which is measured

the audit view: what this page measured, not what anybody typed

The board above is typed judgement. Everything below is derived from files committed in this checkout, and every number names the file it came from. The two can disagree, and when they do it is the board that a ruling moves.

LEDGER370319f at 2026-09-13 13:27 UTC

A textured street in Meridian, rendered on your PC. A character exists in the probe's own source now; nobody has launched a build and walked it yet.

the Meridian street, production/d1-probe/ue-vign_camA_day.png

The probe wrote this on your PC on commit f6508b3, 2 day(s) ago. Brick, cobbles, wood and glass are visible; the bright squares are measurement controls. No key measures it yet.

what you can run, and what to press

runs, and it is not a game

The street probe renders 37/37 frames and exits.

This capture still renders offscreen with nobody at the controls: 5 of 5 marker(s) of a controllable character are in the probe's own source now, over 34 file(s). Launching a build and walking it is a different question this page does not yet measure.

Run it again: push a commit touching production/d1-probe/DISPATCH.

to play

There is nothing to play yet.

No game executable is committed in this checkout (0 of 5691 file(s) walked here), and 0 of 3 key(s) that would report a session exist anywhere.

the next milestoneRung 1 of the visual ladder: the built street matched to the lower panel of Codex's Hook sheet, judged by Jafar side by side. Ruled by Jafar; the three steps to it are below.

Studio tools, not the game: double-click START EVERYTHING.bat or UPDATE FROM CLAUDE.bat. 2 of 7 launcher(s) here, the other 5 daemons and one superseded test; committed here, and whether your copy pulled them is not visible from here. All 7.

the game, and the path through it

Read it downward: you act, the town sees it, it talks, and you hear the result. Each box says its state in words as well as colour. Tap one for its evidence.

the street you seeSEEN, NOT MEASUREDa character you controlBUILT, NOT WALKEDthe crime you commitRUNS IN TEXT ONLYwho saw it, and what they rememberRUNS, UNHEARDwhat they say about youRUNS, AND HEARDwhether you hear itNOTHING MEASUREDthe town it happens inRUNS IN TEXT ONLY
the street you see: where it all happensSEEN, NOT MEASUREDtextured in the frame, and no key measures ita character you control: the playeraction the chain starts fromBUILT, NOT WALKEDnot yet launched from a plain start, and nobody haswalked itthe crime you commit: the deed the townhas to noticeRUNS IN TEXT ONLYruns in the console harness, not in the streetwho saw it, and what they remember: thewitnessed crimeRUNS, UNHEARDthe machinery turns and nothing you hear changeswhat they say about you: the gossipRUNS, AND HEARDheard in the text harness, in no visual buildwhether you hear it: the consequence,made noticeableNOTHING MEASUREDnothing watches whether a line is ever spokenthe town it happens in: the content thatdresses the street aboveRUNS IN TEXT ONLYadopted in the harness, not staged in the street

the studio ladder, which is a different measurement

The steps above are pictures Jafar clears by eye. These are the studio's own steps, and a done one is only shown when this run can find the evidence keys that prove it in a committed file.

STEP 4 OF 7

The street matched to the Hook sheet

  1. DONEControl a character in the street that already exists finished 2026-09-08
  2. DONECommit one crime there and pass a real witness event into the simulation finished 2026-09-08
  3. DONEOverhear the gossip it causes and see one consequence, in that same build finished 2026-09-08
  4. CURRENTThe street matched to the Hook sheet what it rests on
  5. NEXTProps read as their materials what it rests on
  6. NEXTMickey's frontage on the street what it rests on
  7. GOALrung 1 of the visual ladder: the built street matched to the lower panel of Codex's Hook sheet, judged by Jafar side by side

Steps already done: 3 of 7 rung(s) here. Each one carries the date it landed and the evidence keys that prove it, 6 of 6 found again in this checkout by this run. A finished step moves into the plan's done list and is never deleted, and a claim this page cannot prove takes the whole ladder down rather than standing as a number.

The next three are chosen by Jafar, last on 2026-09-09, in one small file this page reads and nothing else does. Nothing here is scraped out of a log.

the glancethe pictureshow this page was made

back to the map

the street you see

seen, not measured

what this asks
does the street render Meridian's own materials
why it says that
brick, cobbles, wood and glass are visible in the frame at the top of this page, which the probe run stamped below wrote. What no run has measured: that no surface is still the engine default, and how much of the street is textured. The one surface check set in advance was invalid: it sampled glass a metre away while the brick it named sat sixteen metres behind. 0 of 2 key(s) that would measure it are in production/d1-probe/ue-vignette-verdict.txt: all of quadChroma, shotChromaExQuads.
the gates behind it
13 of 13 gate(s) this area names are in game-design/sim-shots/verdict.txt, and 0 of them are not ok
the committed readings
these are committed and do NOT answer it: shotsWrote=37/37 piecesTextured=600/610 materialsStatus=PARTIAL shotDistinctBuckets@vign_camA_day=2306/32768 materialCompile=UNPROVEN materialStatus=COMPILE-UNPROVEN
read from
production/d1-probe/ue-vignette-verdict.txt+production/d1-probe/ue-build.txt
it waits on
nothing above it in the chain
the runs behind these words
the simulation was measured on commit cb4767e; the street was measured on commit f6508b3
back to the map
back to the map

a character you control

built, not walked

what this asks
is there anybody to be, and anything bound to input
why it says that
5 of 5 marker(s) of a controllable character are in the 34 probe source file(s) walked under ue-probe/Source, ue-probe/tests, ue-probe/Config, and production/d1-probe/ue-build.txt records a clean compile of the whole project on commit f6508b3 (coldBuildExit=0). Nobody has launched that build and walked it yet: that is a different question, and no instrument answering it is committed in this checkout yet.
the gates behind it
this area names no gate in game-design/sim-shots/verdict.txt: its state is read from the source or from a key instead
the committed readings
shotCamPlaced=yes captureSeconds=45.56
read from
production/d1-probe/ue-vignette-verdict.txt
it waits on
the street you see
the runs behind these words
the simulation was measured on commit cb4767e; the street was measured on commit f6508b3
back to the map
back to the map

the crime you commit

runs in text only

what this asks
does a job run, pay and come back at you
why it says that
26 of 26 named gate(s) ok in game-design/sim-shots/verdict.txt, and no packaged build is committed in this checkout (0 of 5691 file(s) walked here). That is a statement about this checkout and not about your PC.
the gates behind it
26 of 26 gate(s) this area names are in game-design/sim-shots/verdict.txt, and 0 of them are not ok
the committed readings
jobsDone=3 jobsMissed=2 takings=286 peakHeat=1.00
read from
game-design/sim-shots/verdict.txt
it waits on
a character you control
the runs behind these words
the simulation was measured on commit cb4767e; the street was measured on commit f6508b3
back to the map
back to the map

who saw it, and what they remember

runs, unheard

what this asks
do they perceive, remember and carry it
why it says that
12 of 12 named gate(s) ok in game-design/sim-shots/verdict.txt, which says the machinery turned. What a player could hear is a different question and a different file: lieHeard=0/90 in production/stranger-test/study.txt: a lie the player was caught in changed a spoken line.
the gates behind it
12 of 12 gate(s) this area names are in game-design/sim-shots/verdict.txt, and 0 of them are not ok
the committed readings
lieHeard=0/90 gossipHeat=0.90 knownLeads=16 witnesses=9 npcs=42 pop=700 (+1 more not shown of 7)
read from
game-design/sim-shots/verdict.txt+production/stranger-test/study.txt
it waits on
the crime you commit
the runs behind these words
the simulation was measured on commit cb4767e; the street was measured on commit f6508b3
back to the map
back to the map

what they say about you

runs, and heard

what this asks
does anything they say point back at what you did
why it says that
6 of 6 named gate(s) ok in game-design/sim-shots/verdict.txt, which says the machinery turned. What a player could hear is a different question and a different file: realPointed=540/3240 in production/stranger-test/study.txt: spoken lines that answered something the player did.
the gates behind it
6 of 6 gate(s) this area names are in game-design/sim-shots/verdict.txt, and 0 of them are not ok
the committed readings
realPointed=540/3240 checks=3 confronts=3 labels=43 firstTalkGameMinutes=6.000 playWindowGameMinutes=3600 (+2 more not shown of 8)
read from
game-design/sim-shots/verdict.txt+production/stranger-test/study.txt
it waits on
who saw it, and what they remember
the runs behind these words
the simulation was measured on commit cb4767e; the street was measured on commit f6508b3
back to the map
back to the map

whether you hear it

nothing measured

what this asks
does anybody actually speak a line out loud
why it says that
not one gate in the run is a speech gate, so nothing watches whether a line is ever spoken aloud. 0 of 1 key(s) that would answer it are in game-design/sim-shots/verdict.txt: all of speechGate.
the gates behind it
this area names no gate in game-design/sim-shots/verdict.txt: its state is read from the source or from a key instead
the committed readings
these are committed and do NOT answer it: speechSpoken=0 speechLive=0 speechPlayed=94 speechAsked=104 speechVoices=23
read from
game-design/sim-shots/verdict.txt
it waits on
what they say about you
the runs behind these words
the simulation was measured on commit cb4767e; the street was measured on commit f6508b3
back to the map
back to the map

the town it happens in

runs in text only

what this asks
is the town dressed with its own things
why it says that
8 of 8 named gate(s) ok in game-design/sim-shots/verdict.txt, and no packaged build is committed in this checkout (0 of 5691 file(s) walked here). That is a statement about this checkout and not about your PC.
the gates behind it
8 of 8 gate(s) this area names are in game-design/sim-shots/verdict.txt, and 0 of them are not ok
the committed readings
adopted=3422 refused=0
read from
game-design/sim-shots/verdict.txt
it waits on
nothing above it in the chain
the runs behind these words
the simulation was measured on commit cb4767e; the street was measured on commit f6508b3
back to the map
back to the map

1. The street matched to the Hook sheet

why it is next
rung 1 and the current rung. The built Quay Street rendered from the same viewpoint as the lower panel of Codex's Hook sheet, with rain, a wet road, worn materials and sky, for Jafar to judge side by side. His eye is the gate; no number passes this rung.
the task file
production/queue/180-rung-1-the-street-matched-to-the-hook-sheet.md
its state
ready, because its-status-line-says-READY
how this list is chosen
read from production/next-three.json, which is the one place the current priorities are written down, and from nothing else. No heading, no log and no queue number chooses them: a human or a ruling edits that file. An item whose task file has moved to production/queue/done or whose status says DONE is refused here rather than shown, and an item nobody named there cannot appear at all.
back to the map
back to the map

2. Props read as their materials

why it is next
rung 2. The 22 props already placed as real meshes with collision are there but do not yet read as brick, slate, painted timber and quay stone; and the first batch of clutter is not placed. This rung is how they look, not whether they exist.
the task file
production/queue/181-rung-2-props-read-as-their-materials.md
its state
ready, because its-status-line-says-BLOCKED
how this list is chosen
read from production/next-three.json, which is the one place the current priorities are written down, and from nothing else. No heading, no log and no queue number chooses them: a human or a ruling edits that file. An item whose task file has moved to production/queue/done or whose status says DONE is refused here rather than shown, and an item nobody named there cannot appear at all.
back to the map
back to the map

3. Mickey's frontage on the street

why it is next
rung 3. The pub's frontage on Quay Street from the design. It waits on taste rather than on work: three cards decide its size, its bay and whether it is a free house, and each carries a default and a deadline.
the task file
production/queue/182-rung-3-mickeys-frontage-on-the-street.md
its state
ready, because its-status-line-says-BLOCKED
how this list is chosen
read from production/next-three.json, which is the one place the current priorities are written down, and from nothing else. No heading, no log and no queue number chooses them: a human or a ruling edits that file. An item whose task file has moved to production/queue/done or whose status says DONE is refused here rather than shown, and an item nobody named there cannot appear at all.
back to the map
back to the map

the goal of this ladder

what done looks like
nothing measured
its state
ready, because its-status-line-says-LIVE
how this is chosen
read from production/next-three.json, which is the one place the current priorities are written down, and from nothing else. No heading, no log and no queue number chooses them: a human or a ruling edits that file. An item whose task file has moved to production/queue/done or whose status says DONE is refused here rather than shown, and an item nobody named there cannot appear at all.
back to the map
back to the map

The street matched to the Hook sheet

NOW

what done looks like
The built Quay Street rendered from the SAME viewpoint as the lower panel of OUR OWN Hook sheet, approved by Jafar 2026-09-10 and made the reference panel in place of the outside one, with rain, a wet road, worn materials and sky, and you judging the two side by side. Your judgement is the gate; no number passes this rung.
who decides
Jafar, by eye. No number on this page passes a rung, and none is offered as if it did.
back to the map
back to the map

Props read as their materials

NEXT

what done looks like
Every placed prop reads as the material it is meant to be, and the first-batch clutter is placed per `production/art/atlas-01/PRODUCTION-CATALOGUE.md` on `origin/art/atlas-01`, which is where the atlas lives and not in this checkout, in a frame he can see it in.
who decides
Jafar, by eye. No number on this page passes a rung, and none is offered as if it did.
back to the map
back to the map

Mickey's frontage on the street

NEXT

what done looks like
The frontage stands on Quay Street at the bay count you rule. IT IS A MINICAB OFFICE, NOT A PUB, by your ruling 6 of 2026-09-10, so the design is `production/art/mickeys-cars/`, not `production/art/atlas-01/MICKEYS.md` on `origin/art/atlas-01`, which D17 supersedes for the trade while its siting, two bays and fascia stand.
who decides
Jafar, by eye. No number on this page passes a rung, and none is offered as if it did.
back to the map
back to the map

People on the street

NEXT

what done looks like
People on the street with varied bodies, not one body repeated, in a frame.
who decides
Jafar, by eye. No number on this page passes a rung, and none is offered as if it did.
back to the map
back to the map

A face that moves and a voice

LATER

what done looks like
One face that moves and one voice, per decision record D2.
who decides
Jafar, by eye. No number on this page passes a rung, and none is offered as if it did.
back to the map
back to the map

Mickey's enterable

LATER

what done looks like
He can walk in through the door he saw from the street, into the cab office drawn in `production/art/mickeys-cars/`: the waiting room, the counter and the speaking gap, with the drivers' room beyond it that the public never enters.
who decides
Jafar, by eye. No number on this page passes a rung, and none is offered as if it did.
back to the map
back to the map

Your thirty-minute dry run

LATER

what done looks like
You play for thirty minutes. The four conditions of the Meridian Test are read off that session and nothing else.
who decides
Jafar, by eye. No number on this page passes a rung, and none is offered as if it did.
back to the map
back to the map

where the ladder comes from

the file
production/ladder.md
what this run read
7 rung(s) read from 7 table row(s) over 189 line(s) of production/ladder.md, last changed in commit cd55a79 on 2026-09-10. Status is one of done/current/next/later and exactly one row may be current; a file that breaks either refuses this block rather than showing a count nobody can trace.
what it is not
This is not the studio ladder lower down the page. That one counts steps whose evidence keys this run reads back out of committed files; this one counts pictures Jafar judges by eye.
back to the map
back to the map

the moat

15 system(s) of 91 walked

Every state on this sheet is typed by a human in production/systems-inventory.json and checked for shape by tools/systems-inventory-check.py. This page counts them and colours them; it does not measure them. Where a typed note says something does not exist, this page adds the words in this checkout, because nothing here can see your PC: 0 note(s) of the 91 with text were scoped that way this run.

◐ the Ledger notebook PARTIAL
A panel opens on the bound key and shows your books, the rackets and the audit date. D12's journal, one tagged entry per person and per event, witnessed, heard or deduced, is not in it. Typed down from exists: the panel exists, the moat surface does not, and queue 037 is still the unbuilt spec row. Phase 2, blocker queue-037. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Game/DialogueUI.cs#BuildLedgerPanel; ledger/Assets/Scripts/Game/UiSmokeTest.cs#_ledgerPanel; ledger-v2/respec/decision-register/D12-information-surfaces.md; production/queue/037-d12-ledger-core-rescope.md
● perception EXISTS
Sight and hearing against light, walls, rain and a stagger budget; twelve Game files call it and the last headless run logged 346 looks and 508 sounds over seventeen days. The vision and hearing halves are ported to Unreal for the crime probe; the attention accumulator is not, which is queue 148. Phase 1, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is measured on each side, by a golden parity row or a printed key. Evidence typed in the inventory: ledger/Assets/Scripts/Core/Perception.cs#NoticeSeconds; ledger/Assets/Scripts/Game/Perceivers.cs#VisionHz; ledger/Assets/Scripts/Game/Witnesses.cs#Observe.Resolve; ue-probe/Source/LedgerProbe/Public/Perception.h#FovDegrees (+1 more not shown of 5)
◐ permanent memory PARTIAL
Events append per person and the markdown a crime run commits is the artefact of remembering. It prunes at 600 events while canon says nothing is ever wiped, an open conflict (queue 115). Typed down from exists because the pillar word is permanent. Phase 1, blocker queue-115. Typed by director/studio-director on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/MemoryStore.cs#PruneTo; ledger/Assets/Scripts/Core/MemoryStore.cs#ToMarkdown; ledger/Assets/Scripts/Core/MemoryRetrieval.cs; ue-probe/Source/LedgerProbe/Public/MemoryStore.h
◐ gossip propagation PARTIAL
One rule decides whether a story passes from one person to the next, and the sim ran 4422 retell rounds clean. At the build's own cadence three of the five player-rumour events measured were phantom retells from a guard that leaks on one bit (queue 129), so what you would watch today is partly floating point. Typed down for that. Phase 1, blocker queue-129. Typed by builder/tier3 on 2026-09-09; this colour is measured on each side, by a golden parity row or a printed key. Evidence typed in the inventory: ledger/Assets/Scripts/Core/Gossip.cs#HopDecay; ledger/Assets/Scripts/Game/GossipDirector.cs#StreetVoice.Exchange; ue-probe/Source/LedgerProbe/Public/Gossip.h#HopDecay; production/stranger-test/study.txt#lieHeard
◐ suspicion and heat PARTIAL
Suspicion does move: 0.060 to 0.176 across the 90 caught lies in the sweep. The contradiction that should drive it cannot fire at the shipped tick rate, 0 of 5 events (queue 128), and SuspicionTracker is the one type deliberately left out of the Unreal port (queue 149). Typed down from exists for both. Phase 1, blocker queue-128. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/Suspicion.cs#SuspicionTracker; ledger/Assets/Scripts/Game/GossipDirector.cs; ledger/Assets/Scripts/Game/LawHost.cs; production/stranger-test/study-curve.txt
◐ the player's claims and lies PARTIAL
Claims are made, caught and held in the harness, two made and one contradiction in the last sim. Truth and silence both end at suspicion 0.060, so honesty pays nothing (queue 130), and in 90 of 90 caught lies not one spoken line differed. Typed down from exists. Phase 1, blocker queue-130. Typed by director/studio-director on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/Claims.cs#Process; ledger/Assets/Scripts/Game/DialogueUI.cs; ledger/Assets/Scripts/Game/LawHost.cs; production/stranger-test/study.txt#lieHeard
◐ recognition and confrontation PARTIAL
The stance ladder, the recognition line and the standoff all fire from the gossip director. In the shipped build every recognition beat measured sat below the rung at which anybody comments, 1944 of 1944, so nobody says a word to you. Typed down: the code runs and the street is silent. Phase 2, blocker queue-127. Typed by director/studio-director on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/StreetVoice.cs#Recognition; ledger/Assets/Scripts/Core/Acquaintance.cs#HeardOfYou; ledger/Assets/Scripts/Game/Standoff.cs; production/stranger-test/study.txt#liveSilent
● the town's own voice EXISTS
What you overhear is built around the rumour's own summary rather than picked from a list of written lines, and it is the one consequence route the sweep found that speaks: 540 of 3240 lines pointed at something the player did. Ported to Unreal; no golden row in this checkout pins a template yet, which is queue 160. Phase 2, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is measured on each side, by a golden parity row or a printed key. Evidence typed in the inventory: ledger/Assets/Scripts/Core/StreetVoice.cs#Exchange; ledger/Assets/Scripts/Game/NpcWalker.cs; ue-probe/Source/LedgerProbe/Public/StreetVoice.h; production/stranger-test/study.txt#realPointed
● witnesses and what they caught EXISTS
A sighting fills seven slots independently instead of answering did he see it, and the last sim offered 743 sightings and dropped 1. The sweep's roster was four people and 36 sightings were dropped because only two of four are awake at any hour it offered, so the coverage is narrower than the pass rate looks. Phase 1, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is measured on each side, by a golden parity row or a printed key. Evidence typed in the inventory: ledger/Assets/Scripts/Core/Observation.cs; ledger/Assets/Scripts/Game/Witnesses.cs#Observe.Resolve; ledger/Assets/Scripts/Game/ViolenceHost.cs; ue-probe/Source/LedgerProbe/Public/Observation.h
◐ spoken conversation PARTIAL
Character cards, an intent router, a response validator and a local voice path all run, and the probe drives four cards dry. No gate in the sim verdict names conversation or latency, which is phase 2's own budget, and no record committed here says anybody has held a spoken conversation in a build. Typed down from exists for that. Phase 2, blocker D1. Typed by director/studio-director on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/ConversationEngine.cs; ledger/Assets/Scripts/Game/ConversationHost.cs#CharacterCard.Parse; ledger/Assets/Scripts/Game/OnnxSpeech.cs; ledger/ConvoProbe/Program.cs
◐ what the player knows PARTIAL
Hooks, the newspaper, reliability and the phone lines all carry information, and the press named nobody across two editions in the last run. D12 decided the shape on 2 September; the Core rescope naming which type carries each clause is queue 037 and still ready, so no surface for it is in this checkout yet. Phase 3, blocker queue-037. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/PlayerKnowledge.cs; ledger/Assets/Scripts/Core/Hooks.cs; ledger/Assets/Scripts/Core/Press.cs; ledger/Assets/Scripts/Game/PressHost.cs
◐ consequence persistence PARTIAL
Loose ends, summonses and notoriety carry across days: six ends fed, two with the law and four owed, one summons placed and one missed over seventeen days, notoriety peaking at 1.000. Nothing blocks it but the run it has never survived, which the law entry owns. Phase 1, blocker none. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/LooseEnds.cs; ledger/Assets/Scripts/Core/Summons.cs; ledger/Assets/Scripts/Core/Notice.cs; ledger/Assets/Scripts/Game/GameController.cs#LooseEnds
○ the what-they-know HUD for wanted states ABSENT
Nothing measured: zero hits in the scripts walked here for any surface showing what anybody knows about you. D12 scoped this down to law enforcement's knowledge during a wanted state and nothing else, and phase 2's row names it. The HUD under what the player touches is the clock and the money, not this. Phase 2, blocker none. Typed by builder/tier3 on 2026-09-09; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
○ the local paper and the news reacting to you ABSENT
Named by Jafar's ruling of 2026-09-10, which added the absent systems to this census. The existing radio and TV tile is the broadcast surface. This is the information pillar: the town's own media repeating something the player did, which is Meridian Test condition 2 arriving through a channel that is not a person's mouth. Phase 3, blocker none. Typed by director/resident on 2026-09-10; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
◐ bribes and intimidation PARTIAL
Named by Jafar's ruling of 2026-09-10, which added the absent systems to this census. NOT ABSENT, and the instruction that named it expected absent. Core/Gossip.cs:706 Bribe and :738 Intimidate both return a DcResult, and Game/DialogueUI.cs:2214 calls one from the dialogue surface, so these are reached and not only written. Typed partial because nothing measured here says the town REMEMBERS having been bought, which is the half that makes them moat work. Phase 2, blocker none. Typed by director/resident on 2026-09-10; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/Gossip.cs#Bribe; ledger/Assets/Scripts/Core/Gossip.cs#Intimidate; ledger/Assets/Scripts/Game/DialogueUI.cs#Bribe
back to the map
back to the map

the world

21 system(s) of 91 walked

Every state on this sheet is typed by a human in production/systems-inventory.json and checked for shape by tools/systems-inventory-check.py. This page counts them and colours them; it does not measure them. Where a typed note says something does not exist, this page adds the words in this checkout, because nothing here can see your PC: 0 note(s) of the 91 with text were scoped that way this run.

◐ the street you walk PARTIAL
Quay Street is built from one JSON file with nothing hand placed, and it renders in a packaged Unreal build on your PC carrying Meridian's own brick, cobbles, wood and glass. The last probe run committed here wrote a street with no sky, and the road reads near white from its own albedo. Rung 1 of the visual ladder is the current one. Phase 2, blocker queue-180. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the Unreal probe only. Evidence typed in the inventory: production/specs/vignette-pieces.json; ue-probe/Source/LedgerProbe/Public/VignetteShot.h; production/d1-probe/ue-vignette-verdict.txt; production/ladder.md
● the town layout EXISTS
Seven districts with home and work shares, a street network with junctions and widths, and a skyline, all Core data the world builder reads and the walkers and cars steer on. How the town comes into being at all is ruled by D13. Phase 3, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/CityPlan.cs#Districts; ledger/Assets/Scripts/Core/StreetMap.cs#NearestOnStreet; ledger/Assets/Scripts/Core/Skyline.cs; ledger/Assets/Scripts/Game/WorldBuilder.cs
● daily routines EXISTS
Day jobs, shifts, households and lit windows put people somewhere for a reason, and the last sim ran eleven days of an open day job and counted nights home against nights away. This is the half the moat rests on: a witness has to have a reason to be there. Phase 1, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/DayJob.cs; ledger/Assets/Scripts/Core/Occupancy.cs#HomeFraction; ledger/Assets/Scripts/Core/Household.cs; ledger/Assets/Scripts/Game/SimDirector.cs#StageDayJobShift
◐ the crowd you see PARTIAL
Walkers move, keep their gaps and huddle in the headless sim: 65 listed, none duplicated, tightest gap 0.33 metres. No frame committed here shows anybody walking the Unreal street, which is rung 4 and not started. Typed down from exists for that. Phase 2, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/Population.cs#Generate; ledger/Assets/Scripts/Game/PopulationHost.cs#Population.Generate; ledger/Assets/Scripts/Game/NpcWalker.cs; production/ladder.md
● traffic and vehicles EXISTS
28 vehicles of seven kinds, all awake, none off road, 57 km covered in the last sim with five clamps. The player car exists and the camera hands over to it; driving as a milestone is phase 5 and gated behind 3 and 4. Phase 5, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/Traffic.cs; ledger/Assets/Scripts/Game/TrafficHost.cs; ledger/Assets/Scripts/Game/PlayerCar.cs
◐ weather and wet streets PARTIAL
Rain changes what people can see and hear and wets 13755 surfaces in the Unity sim. The last probe run committed here wrote no sky over the Unreal street, so nothing wet reaches it, which is queue 186 and why the sky comes before the wetness. Phase 2, blocker queue-186. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Game/Weather.cs#Rain; ledger/Assets/Scripts/Game/WetReflections.cs; ledger/Assets/Scripts/Core/Acoustics.cs
● light and the time of day EXISTS
A day and night cycle with lamps that toggle, fog, shafts and a measured night floor, and the Unreal probe switches each lantern off in turn and prints what the frame lost. Both engines carry it, which is why this is exists rather than partial. Phase 2, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is measured on each side, by a golden parity row or a printed key. Evidence typed in the inventory: ledger/Assets/Scripts/Core/LightModel.cs#FogDensity; ledger/Assets/Scripts/Game/SceneLighting.cs; ledger/Assets/Scripts/Game/LightShaft.cs; production/d1-probe/ue-vignette-verdict.txt
● doors and who gets in EXISTS
A door asks for an introduction, standing, a payment or the right clothes, and a hook on the doorman opens it. In the last sim notoriety at 0.87 shut the laundry and left the repair yard open, which is the system doing its job. Phase 2, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/Access.cs#AccessKey; ledger/Assets/Scripts/Game/AccessHost.cs; ledger/Assets/Scripts/Game/AccessSetup.cs; ledger/Assets/Scripts/Game/DoorHost.cs
○ interiors you can enter ABSENT
Nothing measured: no room a player walks into exists in this checkout. The interiors you see are layered behind glass so a street reads inhabited, which is a look and not a place. D14 rules every interior a designed layout, and walking into Mickey's is rung 6 and later. Phase 2, blocker none. Typed by director/studio-director on 2026-09-09; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
◐ props and dressing PARTIAL
791 dressed items placed by rule in the Unity street, and 23 of the bill's 37 props and 20 decals reach a frame. Whether a prop reads as the material it is meant to be is rung 2 and next. The first art batch's catalogue sits on the art/atlas-01 branch and cannot be cited from this checkout. Phase 2, blocker queue-181. Typed by builder/tier3 on 2026-09-09; this colour is measured on each side, by a golden parity row or a printed key. Evidence typed in the inventory: ledger/Assets/Scripts/Core/Dressing.cs#Roll; ledger/Assets/Scripts/Core/KitDressing.cs; ledger/Assets/Scripts/Game/StreetDressing.cs; ledger/Assets/Scripts/Game/DecalLayer.cs
◐ bodies and faces PARTIAL
92 rigs, heights 1.58 to 1.91, Mixamo clips advancing, feet solved, nobody in a T-pose. The last landed run read bodySkinned=0 and bodyDressed=0, Core/MotionMatch.cs has no caller in the Game layer walked here, and one face that moves is rung 5 and later. Phase 2, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Game/CharacterRig.cs; ledger/Assets/Scripts/Game/RealBody.cs; ledger/Assets/Scripts/Game/FootIk.cs; ledger/Assets/Scripts/Core/Physique.cs
● crime jobs and takings EXISTS
A job is planned, run and paid, the takings bank, the money launders and the aftermath goes to the witnesses and the law, and the sim clears every one of those gates. It has never run on the street you can see, which is queue 138 and the next game milestone. Phase 3, blocker queue-138. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/Operation.cs; ledger/Assets/Scripts/Game/OperationHost.cs; ledger/Assets/Scripts/Game/OperationSetup.cs; ledger/Assets/Scripts/Game/EvidenceHost.cs
◐ the law and the police PARTIAL
Denouncing, informers, marks, patrol focus and an inquiry all run, and a denouncement blew back at 0.90 against 0.00 in the last sim. Arrest cannot happen in this checkout: CoatHost.Arrested has no caller outside Core walked here, so the spine's terminal state is unreachable in play. Typed down from exists for that. Phase 1, blocker none. Typed by director/studio-director on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Game/LawHost.cs; ledger/Assets/Scripts/Core/Informing.cs; ledger/Assets/Scripts/Core/Notice.cs; ledger/Assets/Scripts/Game/CoatHost.cs#Arrested
● phone boxes and answering machines EXISTS
Twenty calls tried, nine reachable, eleven rang out, and a summons was left on a line nobody picked up. This is canon's late analog spine: landlines, phone boxes, answering machines, cash and paper, and no mobiles. Phase 3, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/Phones.cs; ledger/Assets/Scripts/Game/PhoneSetup.cs; ledger/Assets/Scripts/Game/PhoneUI.cs; ledger/Assets/Scripts/Game/SummonsHost.cs#Summons
● factions and the empire EXISTS
Arms, fronts, rounds, debts and allegiance run: two allegiance moves, a pledge, a refusal and a break in the last sim, with the Dockside arm escalating by stage. How many factions the town finally holds is phase 3 content and a separate question. Phase 3, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/Empire.cs#Businesses; ledger/Assets/Scripts/Game/EmpireSetup.cs; ledger/Assets/Scripts/Core/Debts.cs; ledger/Assets/Scripts/Game/DialogueUI.cs
◐ the frame budget PARTIAL
Typed down for one reason: no budget for the Unreal street at a resident count is set in this checkout, which is phase 1's gate. The Unity sim's 0.24 ms against its own 4.00 ms over 24702 samples is carried from the builder's read of the last landed run. CORRECTED 2026-09-09 by the director: Core/FrameRate.cs IS called from the Game layer every frame, at Game/DialogueUI.cs:1354 inside Update, and Line() and Hitching feed the F1 panel. Phase 2, blocker D1. Typed by director/studio-director on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Game/Perf.cs; ledger/Assets/Scripts/Core/FrameRate.cs; production/d1-probe/ue-vignette-verdict.txt
○ court and the cells ABSENT
Named by Jafar's ruling of 2026-09-10, which added the absent systems to this census. Grepped this day against the 218 source files under ledger/Assets/Scripts and ue-probe/Source. Court appears only as a street name in Core/StreetMap.cs:243 and cell only as BurialCellRead in the Unreal vignette spec, so both hits are false friends. Consequence persistence is pillar work: an arrest that leads nowhere is a consequence that stops. Phase 3, blocker none. Typed by director/resident on 2026-09-10; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
○ the tide and the water ABSENT
Named by Jafar's ruling of 2026-09-10, which added the absent systems to this census. Grepped this day against the 218 source files under ledger/Assets/Scripts and ue-probe/Source. The only tide hit is a line of dialogue in Game/Tier2Setup.cs:84, a character saying the tide is wrong. No water level, no tide clock. Phase 3, blocker none. Typed by director/resident on 2026-09-10; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
○ street lighting at night ABSENT
Named by Jafar's ruling of 2026-09-10, which added the absent systems to this census. Sits beside the existing tile for light and the time of day, which is about the daylight model. This one is lamps, lit windows and what a wet road does with them after dark, and the street has never been rendered at night in a landed run. Phase 2, blocker none. Typed by director/resident on 2026-09-10; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
○ parked vehicles as street dressing ABSENT
Named by Jafar's ruling of 2026-09-10, which added the absent systems to this census. Distinct from the existing traffic and vehicles tile, which is about vehicles that move. An empty kerb reads as a film set, and period cars parked badly are the cheapest density in the project. Phase 2, blocker none. Typed by director/resident on 2026-09-10; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
○ ambient street life beyond the crowd ABSENT
Named by Jafar's ruling of 2026-09-10, which added the absent systems to this census. Distinct from the crowd you see, which is people walking. This is the town working: deliveries, a shopkeeper sweeping, washing on a line, a man fixing a van. It is what makes condition 3 of the Meridian Test, alive without being prompted, happen without a single line of dialogue. Phase 2, blocker none. Typed by director/resident on 2026-09-10; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
back to the map
back to the map

what the player touches

37 system(s) of 91 walked

Every state on this sheet is typed by a human in production/systems-inventory.json and checked for shape by tools/systems-inventory-check.py. This page counts them and colours them; it does not measure them. Where a typed note says something does not exist, this page adds the words in this checkout, because nothing here can see your PC: 0 note(s) of the 91 with text were scoped that way this run.

● menus EXISTS
Front end built from code, no scenes and no prefabs; one options screen shared with the pause menu. Phase 6, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Game/MainMenu.cs#MenuButton; ledger/Assets/Scripts/Game/OptionsScreen.cs#MenuToggle; ledger/Assets/Scripts/Game/Bootstrap.cs#MainMenu
● HUD EXISTS
Clock, money and slot on one line plus the toast channel, 43 labels with none fontless or blank. The what-they-know HUD the roadmap names for wanted states is a separate thing and is not here. Phase 2, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Game/DialogueUI.cs#_clockText; ledger/Assets/Scripts/Game/DialogueUI.cs#Toast(
● controls EXISTS
Keyboard and mouse, nine rebindable actions, no two sharing a key. Pad support is the separate gamepad entry and nothing in this checkout reads a pad axis. Phase 2, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Game/PlayerController.cs#Input.GetAxisRaw; ledger/Assets/Scripts/Game/GameSettings.cs#Rebind; ledger/Assets/Scripts/Game/OptionsScreen.cs#Rebind
● camera EXISTS
One camera, third person, spring rig in Core and the wiring in the controller; the car takes the same camera over. Phase 2, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/Feel.cs#CameraRig; ledger/Assets/Scripts/Game/PlayerController.cs#MainCamera
◐ first hour and tutorial PARTIAL
First-morning onboarding is four diegetic toast lines fired on conditions, and Act I has its pressure points. No authored first hour judged as one thing is in this checkout, and no record committed here says anybody has played one. Phase 3, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Game/GameController.cs#CheckOnboarding; ledger/Assets/Scripts/Game/ActOne.cs#ActOneState
● save and load EXISTS
Codec in Core, slots and quarantine in Game, and the SaveChaos harness runs inside verify so a broken round trip is red before commit. Phase 1, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/SaveCodec.cs; ledger/Assets/Scripts/Game/SaveSlots.cs#SlotPath; ledger/verify.py#save_chaos
● new game EXISTS
New game and Continue are both on the front screen, and Continue names whether a save exists. Phase 6, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Game/MainMenu.cs#StartGame; ledger/Assets/Scripts/Game/SaveSlots.cs#DeleteAuto
● settings EXISTS
Plain-text settings.json next to the save, defaults survive a round trip, a corrupt file costs nothing. Phase 6, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Game/GameSettings.cs#Serialize; ledger/Assets/Scripts/Game/OptionsScreen.cs#GameSettings
◐ accessibility PARTIAL
Three affordances shipped: text scale 80 to 150, colourblind-safe hues, captions including sounds. No pad remapping, no reduced motion, no audio-description pass, and nothing measures the set. Phase 6, blocker none. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Game/GameSettings.cs#TextScalePercent; ledger/Assets/Scripts/Game/GameSettings.cs#ColourblindSafe; ledger/Assets/Scripts/Core/Captions.cs
● subtitles EXISTS
Caption model in Core, bar in Game, created at boot; the setting is 0 off, 1 speech, 2 speech and sounds. Phase 2, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/Captions.cs; ledger/Assets/Scripts/Game/CaptionBar.cs; ledger/Assets/Scripts/Game/Bootstrap.cs#CaptionBar
○ gamepad ABSENT
Only mouse and keyboard axes are read, there is no InputManager.asset in ProjectSettings in this checkout, and the single gamepad mention is a comment about menu focus. Nothing measures pad play. Phase 6, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
● pause EXISTS
Pause panel opens on the bound key and the smoke test asserts it opens, has words and gives the controls back. Phase 6, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Game/DialogueUI.cs#_pausePanel; ledger/Assets/Scripts/Game/UiSmokeTest.cs#_pausePanel
○ map and minimap ABSENT
Zero hits for a minimap or a map panel anywhere in the scripts walked here. Core/StreetMap.cs is the street network as sim data for walkers and cars, not a surface you see. The blocker was D12 and D12 was decided on 2 September, so nothing blocks this but the work. Phase 3, blocker none. Typed by builder/tier3 on 2026-09-09; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
◐ inventory PARTIAL
The design carries no grid and no bag: the Coat is the whole idea, and it is toggled by a key. The one screen Coat.cs says it should have is not in this checkout, so this is partial and not exists. Phase 4, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/Coat.cs; ledger/Assets/Scripts/Game/CoatHost.cs; ledger/Assets/Scripts/Game/DialogueUI.cs#Key("Coat")
◐ economy and trading PARTIAL
Money, purses and dirty cash are wired across the Game layer. Trading is not: Core/Negotiation.cs is reached only from Core/Empire.cs, its one Game-layer mention is a comment, and no prices, no trade surface and no shop are in the scripts walked here. Phase 3, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/Economy.cs; ledger/Assets/Scripts/Game/PurseSetup.cs; ledger/Assets/Scripts/Game/GameController.cs#Wallet
◐ combat PARTIAL
Violence, harm and standoffs are wired, and the ONLY call into Core/Combat from the Game layer is the stamina term the walk uses. Phase 4's gate is a blow resolved from a call site outside Core, and it is not met. Phase 4, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/Combat.cs#StaminaAfterMoving; ledger/Assets/Scripts/Game/PlayerController.cs#Combat.; ledger/Assets/Scripts/Game/ViolenceHost.cs
◐ music PARTIAL
A music bus plays a synthesised day and night pair and the adaptive layer model exists in Core. Audio.cs says it plainly: no authored score is in this checkout yet, and a score is a composer's job. Phase 3, blocker none. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/MusicModel.cs#MusicLayer; ledger/Assets/Scripts/Game/Audio.cs#_music
● SFX EXISTS
Every sound is synthesised at runtime unless a pack is dropped under StreamingAssets/Audio, and twelve Game files play through the funnel. Spare and diegetic by choice, not by omission. Phase 2, blocker none. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Game/Audio.cs#PlayOneShot; ledger/Assets/Scripts/Game/RoomTone.cs; ledger/Assets/Scripts/Game/GameController.cs#Audio.
● audio mix EXISTS
Buses, a per-bus voice budget, protected lines and square-root crowd gain. It was written, tested and unreachable once; the call sites in Audio.cs are what make this exists rather than absent. Phase 2, blocker none. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/Mixing.cs; ledger/Assets/Scripts/Game/Audio.cs#Mixing.
◐ loading and streaming PARTIAL
Assets load from a StreamingAssets pack when present and the curtain covers staged transitions. No loading screen and no streaming of world chunks are in this checkout: grep for loading in Bootstrap, AssetLibrary and ScreenCurtain returns nothing. Phase 5, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Game/AssetLibrary.cs#streamingAssetsPath; ledger/Assets/Scripts/Game/ScreenCurtain.cs
◐ failure states and autosave policy PARTIAL
Autosave is policy and runs: the morning close saves quietly, and the Fall is staged behind the curtain. Arrest is NOT a live failure state, since CoatHost.Arrested has zero callers in the Game layer walked here. The blocker read queue-046, which landed on 2 September, so it is now none. Phase 1, blocker none. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Game/GameController.cs#SaveNow(; ledger/Assets/Scripts/Game/ScreenCurtain.cs; ledger/Assets/Scripts/Game/CoatHost.cs#Arrested
● time and calendar display EXISTS
Day, hour, minute and slot are printed to the HUD every frame off the Core clock. Calendar events exist in the sim; a calendar the player can open does not. Phase 1, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/GameTime.cs; ledger/Assets/Scripts/Game/DialogueUI.cs#_clockText
◐ graphics settings including the local-LLM toggle PARTIAL
The graphics half exists: two sliders, a preset and render scale 100/75/55. Grain is a live setting applied by FilmGrade with no row on that screen. The local-LLM half is absent, zero hits for any llm toggle in settings or options in this checkout; the only live switch is an API key panel on F2. Phase 6, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Game/GameSettings.cs#RenderScalePercent; ledger/Assets/Scripts/Game/OptionsScreen.cs#ScaleStop; ledger/Assets/Scripts/Game/FilmGrade.cs#GrainAmount
◐ credits and attributions PARTIAL
The attribution ledger exists and is checked on every commit by verify. The in-game credits screen is not in this checkout: the only two mentions in the scripts walked here are comments. Phase 6, blocker none. Typed by builder/tier3 on 2026-09-09; this colour is files and process, neither engine. Evidence typed in the inventory: THIRD-PARTY.md; tools/attribution-check.py; ledger/verify.py#attribution-check
○ photo mode ABSENT
Zero hits for photo mode or a screenshot capture path in the scripts walked here; the screenshot mentions are all about the studio's own stills. Nothing measured. Phase 6, blocker none. Typed by builder/tier3 on 2026-09-09; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
○ feedback path ABSENT
Typed down from partial, because as a thing the PLAYER touches there is nothing in this checkout: no in-game way for anybody to report a bug, a crash or a complaint. The path that does exist carries Jafar's messages from Telegram into the repo, and it is the studio's channel entry, not this one. Phase 6, blocker none. Typed by builder/tier3 on 2026-09-09; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
○ sprinting and exertion outside a fight ABSENT
Named by Jafar's ruling of 2026-09-10, which added the absent systems to this census. Grepped this day against the 218 source files under ledger/Assets/Scripts and ue-probe/Source. Zero hits for a sprint input: Game/PlayerController.cs names sprint once, in a comment about a constant. Stamina is NOT absent and this tile does not say it is: Core/Combat.cs carries StrikeStamina, ShoveStamina, StaminaRecovery and StaminaCost, so a blow costs wind and a run does not. Phase 2, blocker none. Typed by director/resident on 2026-09-10; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
○ swimming ABSENT
Named by Jafar's ruling of 2026-09-10, which added the absent systems to this census. Grepped this day against the 218 source files under ledger/Assets/Scripts and ue-probe/Source. Zero hits for swim in 218 files. In a port town the water is the edge of the map until this exists, which is a siting constraint on the harbour, not only a missing verb. Phase 3, blocker none. Typed by director/resident on 2026-09-10; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
○ sleep and the day boundary ABSENT
Named by Jafar's ruling of 2026-09-10, which added the absent systems to this census. Grepped this day against the 218 source files under ledger/Assets/Scripts and ue-probe/Source. The only hit is System.Threading.Thread.Sleep(50) at Game/Audio.cs:1291, a thread call and not a verb. Nothing advances the clock by resting and nothing ends a day. Phase 3, blocker none. Typed by director/resident on 2026-09-10; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
○ burglary and lockpicking ABSENT
Named by Jafar's ruling of 2026-09-10, which added the absent systems to this census. Grepped this day against the 218 source files under ledger/Assets/Scripts and ue-probe/Source. Zero hits for burglar or lockpick. Phase 2's row names petty crime verbs and this is one of them. Phase 2, blocker none. Typed by director/resident on 2026-09-10; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
○ pickpocketing ABSENT
Named by Jafar's ruling of 2026-09-10, which added the absent systems to this census. Grepped this day against the 218 source files under ledger/Assets/Scripts and ue-probe/Source. Zero hits. Phase 2 petty crime verb. Phase 2, blocker none. Typed by director/resident on 2026-09-10; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
○ searching a room, a container or a body ABSENT
Named by Jafar's ruling of 2026-09-10, which added the absent systems to this census. Grepped this day against the 218 source files under ledger/Assets/Scripts and ue-probe/Source. Zero hits for SearchBody, Searchable or Rummage. Doors and who gets in exists as its own tile; what is behind the door holds nothing to look through. Phase 2, blocker none. Typed by director/resident on 2026-09-10; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
○ text localisation ABSENT
Named by Jafar's ruling of 2026-09-10, which added the absent systems to this census. Grepped this day against the 218 source files under ledger/Assets/Scripts and ue-probe/Source. The four localis hits are sound localisation in Game/Perceivers.cs and Game/NpcWalker.cs, a false friend. Zero hits for localiz. Ship-prep, deferred until the quality bar is met. Phase 6, blocker none. Typed by director/resident on 2026-09-10; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
○ the hardware floor ABSENT
Named by Jafar's ruling of 2026-09-10, which added the absent systems to this census. The minimum machine the game must hold its frame on. Distinct from the frame budget tile, which measures this build on this machine. Nothing measured: no target hardware has ever been named in a ruling. Phase 6, blocker none. Typed by director/resident on 2026-09-10; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
○ visual identity in the Unreal build ABSENT
Named by Jafar's ruling of 2026-09-10, which added the absent systems to this census. D16 made Unreal the engine. The probe renders vignettes and carries no title, no typography, no menu and no graphic identity of its own. Phase 2, blocker none. Typed by director/resident on 2026-09-10; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
○ sound in the Unreal build ABSENT
Named by Jafar's ruling of 2026-09-10, which added the absent systems to this census. D16 made Unreal the engine. Audio, room tone and foley all live in the C# Game layer; the Unreal side is silent. Phase 2, blocker none. Typed by director/resident on 2026-09-10; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
◐ injury and healing PARTIAL
Named by Jafar's ruling of 2026-09-10, which added the absent systems to this census. NOT ABSENT, and the instruction that named it expected absent. Core/Harm.cs declares an InjuryKind enum and an Injury class, and Game/OperationHost.cs:131 holds LastInjury. Typed partial rather than exists because nothing measured here says an injury heals over time or that any surface shows one. Phase 4, blocker none. Typed by director/resident on 2026-09-10; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/Harm.cs#InjuryKind; ledger/Assets/Scripts/Core/Harm.cs#Injury; ledger/Assets/Scripts/Game/OperationHost.cs#LastInjury
back to the map
back to the map

content

11 system(s) of 91 walked

Every state on this sheet is typed by a human in production/systems-inventory.json and checked for shape by tools/systems-inventory-check.py. This page counts them and colours them; it does not measure them. Where a typed note says something does not exist, this page adds the words in this checkout, because nothing here can see your PC: 0 note(s) of the 91 with text were scoped that way this run.

◐ dialogue banks PARTIAL
Two banks from the pilot assembly line plus the bark generator, and the street voice builds its own sentences rather than reading a row. No golden row in this checkout pins the templates yet (queue 160) and the no-repetition blind test is phase 3's gate, so the volume question is open. Phase 2, blocker queue-160. Typed by builder/tier3 on 2026-09-09; this colour is files and process, neither engine. Evidence typed in the inventory: content/dialogue/crime-witness-v1.json; content/dialogue/pub-regular-v1.json; ledger/Assets/Scripts/Core/SpeechText.cs; ledger/BarkGen
◐ the cast PARTIAL
Tier-1 characters with written cards that drive conversation, and one tier-2 batch generated. The town needs 30 to 50 residents at phase 2 and the population generator supplies names, not people, so most of the town is a body with a schedule. Phase 3, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Game/CastTier1.cs; ledger/Assets/Scripts/Game/Tier2Batch.cs; ledger/Assets/StreamingAssets/tier2-batch-1.json; game-design/cast-tier1-batch2.md
◐ the three acts PARTIAL
Three act drafts, their beats and their endings run in the sim, including the Fall and the audit with a date. Narrative v2 is phase 3 and unwritten, and no record committed here says any of it has been read by somebody playing. Phase 3, blocker none. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: legacy/v1-era/act-drafts/act1-draft.md; legacy/v1-era/act-drafts/act2-draft.md; legacy/v1-era/act-drafts/act3-draft.md; ledger/Assets/Scripts/Core/ActThree.cs
◐ brands and signage PARTIAL
One brand bible, and 153 pieces of world text placed and depth tested in the Unity street with none refused. Radio, TV and the rest of the bible are phase 3, and no frame committed here shows a brand in the Unreal street. Phase 3, blocker none. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: content/brands/brand-bible-v1.json; ledger/Assets/Scripts/Game/WorldText.cs; ledger/Assets/Scripts/Game/Billboard.cs
◐ concept art and the town atlas PARTIAL
Two commissions delivered and reviewed. The atlas-01 catalogue, the district sheets and Mickey's design live on the art/atlas-01 branch and cannot be cited from this checkout, so this evidence list is thinner than the work. Whether the boards may ship is queue 188. Phase 2, blocker queue-188. Typed by builder/tier3 on 2026-09-09; this colour is files and process, neither engine. Evidence typed in the inventory: production/art/atlas-01/REVIEW.md; production/art/atlas-02/DELIVERY.md; production/ladder.md
◐ voices PARTIAL
The voice bank maps a speaker to a clip and a bench proves the bound path on your PC. The corpus is still candidates under the consent rule, no voice is picked for any character in the files committed here, and no record committed here says anybody has heard one in a build. Phase 2, blocker D1. Typed by builder/tier3 on 2026-09-09; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Core/VoiceBank.cs#VoiceFor; voice-candidates; ledger/SpeechBench/Program.cs
○ radio and TV ABSENT
Nothing measured: zero hits for radio in the Core and Game scripts walked here, and one comment about the UHF band the country watched television on. Phase 3 names radio, TV and the brand bible together, and only the bible is in this checkout. Phase 3, blocker none. Typed by builder/tier3 on 2026-09-09; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
○ letters and newspapers the player can read ABSENT
Named by Jafar's ruling of 2026-09-10, which added the absent systems to this census. Grepped this day against the 218 source files under ledger/Assets/Scripts and ue-probe/Source. The two Letter hits in Game/WorldBuilder.cs are a lettering call for fascia signs, a false friend. LATE-ANALOG: paper is the information channel, so this is pillar work and not dressing. Phase 3, blocker none. Typed by director/resident on 2026-09-10; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
○ dialogue staging ABSENT
Named by Jafar's ruling of 2026-09-10, which added the absent systems to this census. Where two people stand, what the camera does and where the eyes go while a line plays. Spoken conversation exists as a tile and the words are not the problem: an unstaged conversation is the single clearest AI slop tell in a game that claims real spoken dialogue. Phase 2, blocker none. Typed by director/resident on 2026-09-10; this colour is nothing measured: this tile names no codebase. Evidence typed in the inventory: nothing measured: the inventory names no evidence for this one
◐ foley PARTIAL
Named by Jafar's ruling of 2026-09-10, which added the absent systems to this census. NOT ABSENT. Game/Audio.cs:830 declares Foley(string kind, float volume) and Game/DialogueUI.cs:1546 calls it on a coat verb, so there is a foley channel with at least one live caller. Typed partial because the kinds it answers to have never been counted. Phase 2, blocker none. Typed by director/resident on 2026-09-10; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Game/Audio.cs#Foley; ledger/Assets/Scripts/Game/DialogueUI.cs#Foley
◐ ambient beds and room tone PARTIAL
Named by Jafar's ruling of 2026-09-10, which added the absent systems to this census. NOT ABSENT indoors. Game/RoomTone.cs holds a room-tone authority and Game/Audio.cs:335 gains it through Core.Acoustics.OutsideBleed, so an interior has a tone and a door muffles it. Typed partial because the tokens ambientBed, ambientLoop and BackgroundLoop return zero in 218 files: outdoors there is no bed. Phase 2, blocker none. Typed by director/resident on 2026-09-10; this colour is a reading of the C# game under ledger, with nothing measured on the Unreal side for it. Evidence typed in the inventory: ledger/Assets/Scripts/Game/RoomTone.cs; ledger/Assets/Scripts/Game/Audio.cs#OutsideBleed
back to the map
back to the map

the studio

7 system(s) of 91 walked

Every state on this sheet is typed by a human in production/systems-inventory.json and checked for shape by tools/systems-inventory-check.py. This page counts them and colours them; it does not measure them. Where a typed note says something does not exist, this page adds the words in this checkout, because nothing here can see your PC: 0 note(s) of the 91 with text were scoped that way this run.

◐ the channel to Jafar PARTIAL
Messages reach his phone and his replies reach the repo, and the machinery that shaped them was retired on 9 September for one judgement step a day. The measure he set is seven consecutive readable briefs tapped by him, and that count stands at zero. Phase 0, blocker queue-189. Typed by builder/tier3 on 2026-09-09; this colour is files and process, neither engine. Evidence typed in the inventory: .claude/agents/producer.md; tools/runner/inbox.py; production/inbox/README.md
● the evidence channel EXISTS
A file committed by CI, naming its commit on line 1, with stills beside it. Log tails, step summaries and artifact hosts have all failed here; this has not, and it is the only reason anything on this page can be checked. Phase 0, blocker none. Typed by builder/tier3 on 2026-09-09; this colour is files and process, neither engine. Evidence typed in the inventory: game-design/sim-shots/verdict.txt; production/d1-probe/ue-vignette-verdict.txt; .github/workflows/ledger-core-tests.yml
● the verify suite EXISTS
One command gates every commit, runs the tool selftests, the save chaos harness and this file's own validator, and writes a footer only when it is green. Phase 0, blocker none. Typed by builder/tier3 on 2026-09-09; this colour is files and process, neither engine. Evidence typed in the inventory: ledger/verify.py; tools/systems-inventory-check.py; ledger/SaveChaos
◐ the overview pages PARTIAL
The glance, the map and the gallery all render from repo state with no network calls. The last successful publish was about 36 hours before this was typed, eight runs in a row failed this morning, and nothing in this checkout watches whether the page a link opens is the page today's messages describe (queue 183). Phase 0, blocker queue-183. Typed by builder/tier3 on 2026-09-09; this colour is files and process, neither engine. Evidence typed in the inventory: tools/map.py; map.html; tools/publish-glance.py; production/map-notified.json
◐ the art pipeline PARTIAL
Commissions arrive on their own branches and a tool walks them, and the preview lane renders on your PC. The commit step died on a repository ownership error until 9 September, the tool still walks a thing a ruling retired (queue 178), and the lane yields rather than queues when a game workflow is running, which loses the run. Phase 0, blocker queue-178. Typed by builder/tier3 on 2026-09-09; this colour is files and process, neither engine. Evidence typed in the inventory: tools/art-deliveries.py; production/art/atlas-02/DELIVERY.md; production/pc-ops
● the queue and the roadmap EXISTS
Every item is a file with its acceptance written before the work, counted by a checker, and the roadmap carries eight phase rows. The row law that demands an instrument link and a verified date per row is enforced by nothing, which is queue 107. Phase 0, blocker queue-107. Typed by builder/tier3 on 2026-09-09; this colour is files and process, neither engine. Evidence typed in the inventory: production/queue/README.md; ledger-v2/respec/roadmap-v2.md; tools/queue-check.py
◐ the cost meter PARTIAL
Spend is recorded as dated rows with their denominators and a ceiling, and every reading is typed in by hand from your own screen because nothing can read the meter from here (queue 082). So the number is as fresh as the last time you looked. Phase 0, blocker queue-082. Typed by builder/tier3 on 2026-09-09; this colour is files and process, neither engine. Evidence typed in the inventory: production/budget.md; production/token-ledger.md
back to the map
back to the map

where the board comes from

the file
production/systems-inventory.json
what this run read
91 tile(s) drawn over 91 system(s) walked in production/systems-inventory.json, last changed in commit cd55a79 on 2026-09-10, typed as of 2026-09-09. 5 area(s) drawn of the 5 ruled, 0 of them empty. States typed 26 exists, 40 partial, 25 absent; 26 tile(s) show a short label typed in the file and the other 65 show the whole name wrapped, 0 clipped; the longest label drawn is 29 characters, on recognition and confrontation. By codebase, over every tile: 49 core-csharp, 6 both, 1 ue-probe, 10 repo, 25 absent and carrying none. 214 evidence path(s) named by those systems, none of which this page opened.
the corner mark on a tile
Which codebase a tile's colour is a reading of, typed in the inventory's own where field and checked by its validator: C# is a reading of the C# game under ledger, with nothing measured on the Unreal side for it; C#+UE is measured on each side, by a golden parity row or a printed key; UE is a reading of the Unreal probe only; repo is files and process, neither engine. An absent tile carries none, because a system that is nowhere cannot be somewhere.
the split by codebase
Of the 26 tiles typed exists, 19 are a reading of the C# game alone, 4 are measured on each side, none are the Unreal probe alone and 3 are files and process, which is the corner mark on every tile. This is the count that says how much of the green on the board is green somewhere you are not looking.
what it is not
It is not a measurement. Jafar ruled on 2026-09-09 that a director's overview is a human's judgement of state; the words and colours above are that judgement. The derived, gate-backed readings are in the audit view below the board, where every number still names the file it came from.
back to the map
back to the map

every launcher at the folder root

7 file(s) walked at this checkout's root, 7 of which start a console program and 0 of which matched no known launcher. Committed here means a pull brings it; whether your copy has pulled is not visible from here.

MIGRATE TO LEDGER.bat
MIGRATE TO LEDGER Availability: unverified. Derived: runs-git/in-a-console-window.
RUN THE STRANGER TEST.bat
ONE EVENING, THREE PEOPLE, TWO RUNS EACH. Availability: unverified. Derived: dotnet-project/ledger.
START EVERYTHING.bat
ONE WINDOW. THIS IS THE ONLY ONE YOU NEED. Availability: unverified. Derived: runs/tools/runner/launch-supervisor.py/in-a-console-window.
START THE STUDIO MACHINE.bat
ONE CLICK, AND THEN NO CLICKS. Availability: unverified. Derived: runs/tools/pc-watcher.py/in-a-console-window.
START THE TELEGRAM BOT.bat
ONE CLICK: starts the studio's Telegram bot on this PC and leaves it running. Availability: unverified. Derived: runs/tools/runner/telegram-bot.py/in-a-console-window.
UPDATE FROM CLAUDE.bat
ONE CLICK: pulls everything Claude has pushed since you last looked - tools, scripts, docs - and says what arrived. Availability: unverified. Derived: runs-git/in-a-console-window.
open-dashboard.bat
NO CLICK NEEDED. Once /register has been run, this rebuilds itself every 15 minutes and each rebuild first brings the ch... Availability: unverified. Derived: runs/tools/dashboard/build-dashboard.py/in-a-console-window.
back to the map
back to the map

how this page was made

Generated by tools/map.py at 2026-09-13 13:27 UTC from commit 370319f. Every word above is read out of a file in the repository at generation time. Nothing on it is a status anybody typed.

the picture
shown, 95408 bytes encoded from a 1888503 byte source at JPEG quality 82 by tools/glance.py; 1280 by 720 source, resized to 780 wide for a 2x phone screen and encoded at JPEG quality 82, the first that fits the 229088 byte budget left by the page shell
which bytes were checked
The published page at https://jsab258.github.io/ledger/map.html answered HTTP 200 (text/html, 227939 bytes) and it is this-run: served digest f949ea7d2f47 against this run's f949ea7d2f47.
what counts as a material change
The link is sent again only when one of three things changes: a thing you can run appears, disappears, changes what kind of thing it is, or changes its availability word; an area changes its state word; or the next three change. The generation time, the commit, the page size and every number that moves without moving a word are NOT material and never send a message. No previous page is not 'no change': it reads nothing measured, because a first run cannot tell a stable page from an unseen one.
the whole series this run printed
picture=production/d1-probe/ue-vign_camA_day.png pictureShown=yes pictureB64Bytes=95408/229088-budget pictureSourceBytes=1888503 pictureQuality=82 resizer=Pillow pictureFrom=production/d1-probe/ue-vignette-verdict.txt
textTools=7/7-bat-file(s)-in-this-checkout-root onFirstScreen=2/7 unknown=0/7 batsElsewhere=38/45-in-this-checkout gitAnswered=yes scanScope=this-checkout/never-his-pc
visualProbe=found probeFramesWrote=37/37 probeCommit=f6508b3 probeAgeHours=66 probeEvidence=production/d1-probe/ue-vignette-verdict.txt probeRunsOn=self-hosted+ledger-pc probeSentinel=production/d1-probe/DISPATCH probePackagedDir=C:/actions-runner-ledger/_work/ledger/ledger/ue-probe/Packaged/Windows/LedgerProbe
playerMarkersFound=5/5-asked probeSourceFilesWalked=34 borrowsFirstPlayerController=4 ofWhichOnlyAimTheCamera=3 markers=defaultPawnSetting.1/gameModeClass.1/inputBinding.2/pawnOrCharacterClass.1/playerStart.2
playableBuildInThisCheckout=0/5691-file(s)-walked playableKeysPresent=0/3-asked playableKeys=playableSession/inputRead/sessionMinutes aboutHisPc=not-derivable-from-a-checkout
codeInThisCheckout=219-cs-file(s) dotnetProjects=16 consoleOf=14/16 engineProject=yes packagedPlayers=0/5691-file(s)-walked
availRan=1/10-things availUnverified=8/10 availNotCommitted=0/10 availNothingMeasured=1/10 denominatorIs=things-you-could-run
areas=7 nothingMeasured=1/7 seenNotMeasured=1/7 notStarted=0/7 failing=0/7 unheard=1/7 heard=1/7 harnessOnly=2/7
gatesMapped=65/72-in-game-design/sim-shots/verdict.txt gateLines=1/last-wins
gatesUnmapped=coverage/director/noErrors/openMode/perf/saveLoad (+1-more-not-shown-of-7)
simVerdictCommit=cb4767e ueVerdictCommit=f6508b3 pageCommit=370319f
nextSource=production/next-three.json nextPresent=yes nextNamed=3/3-asked nextShown=3 nextRefused=0 doneNamed=3/present ruledBy=Jafar ruledOn=2026-09-09 nowMdHeadingParser=deleted
ladderTotal=7 ladderStepsShown=3/3-named ladderCurrentNum=4 ladderGoalState=ready ladderGoalRefused=no ladderStaleCount=0/7 ladderDoneCount=3/3-claimed ladderDoneProven=3/3 ladderDoneKeys=6/6-found ladderRefused=no ladderRefusedWhy=none
vladderSource=production/ladder.md vladderPresent=yes vladderRungs=7/7-table-row(s) vladderCurrentNum=1 vladderStates=current.1/later.3/next.3 vladderStatesTyped=7/7 vladderStatesProven=0/7-because-a-rung-is-cleared-by-eye vladderColumns=4/4 vladderRefused=no vladderRefusedWhy=none vladderCommit=cd55a79
flowNodes=7/7-areas svgHeightPx=953 boxWidthPx=332 textWidthPx=308 widestLineChars=40 atFontPx=15 wrapModel=avg-advance-0.5em
servedPageRequested=yes servedPageResult=this-run servedStatus=200 servedBytes=227939 servedDigest=f949ea7d2f47..localDigest=f949ea7d2f47 servedUrl=https://jsab258.github.io/ledger/map.html servedUrlFrom=git-remote-origin/owner.jsab258/repo.ledger/github-pages-project-url-convention/not-read-back-from-the-pages-api servedFetcher=tools/publish-glance.py/fetch servedReason=none
mapDigest=f949ea7d2f47 mapDigestPrev=nothing-measured mapMaterialChange=nothing-measured mapChangedFields=nothing-measured
queueReady=59 queueBlocked=7 queueDone=11 countedBy=tools/queue-check.py/count_queue chosenBy=production/next-three.json
typedInventory=production/systems-inventory.json entriesTyped=91 words=absent.25/exists.26/partial.40 setsTheBoardAboveTheFold=true setsNoWordInTheAuditView=true
heatSource=production/systems-inventory.json heatPresent=yes heatTiles=91/91-system(s)-walked heatStates=absent.25/exists.26/partial.40 heatStatesTyped=91/91 heatStatesProven=0/91-because-a-state-here-is-ruled-not-measured heatAreas=5/5-ruled heatEmptyAreas=0/5 heatUnplaced=0/91 heatStatesNotOneOfThree=0/91 heatShortLabels=26/91-tiles heatLabelsClipped=0/91-tiles-never-clipped-since-the-ruling heatLongestLabelChars=29/on=recognition_and_confrontation heatLabelCharsSeries=3..29/med14/n=91/whole-run-min..max-med heatTilesByWhere=core-csharp.49/both.6/ue-probe.1/repo.10/census-of-where-over-the-91-tile(s)-drawn heatWhereMissing=0/66-not-absent heatGreenTilesByWhere=core-csharp.19/both.4/ue-probe.0/repo.3/over-the-26-green-tile(s)-only heatTypedBy=builder.62/director.29/untyped.0/of.91 heatTypedOn=2026-09-09..2026-09-10-oldest..newest heatAreaLabelsAgreeWithTheRuling=5/5-in-the-file heatStampField=typedOn heatEvidencePathsTyped=214-not-opened-by-this-page heatNotesScoped=0/91-note(s)-with-text heatSentencesScoped=0 scopeAdded=in-this-checkout heatRefused=no heatRefusedWhy=none heatCommit=cd55a79 heatTypedAt=2026-09-09 validator=tools/systems-inventory-check.py
heatBlockHeightPx=2193/844-fold heatHeightPxLive..EvenSpread=2193..2100 heatMedianNameChars=18 heatFitsOneScreenUpToTiles=11 heatTilesNow=91 heatHeadroomTiles=-80 foldModel=block-flow/css-derived/avg-advance-0.5em/margins-do-not-collapse
heatHeightPxByTileCount=1tiles..645px/7tiles..767px/10tiles..789px/11tiles..820px/12tiles..850px/13tiles..881px/25tiles..1095px/50tiles..1401px/100tiles..2166px/200tiles..3696px measuredBy=the-same-fold-model/even-spread-over-5-area(s)/name-18-chars
back to the map