Launch Factory

Rumpelstiltskin Game

Game operations for coins/rumpelstiltskin/game/

Phase 8 — Production Art Workflow

Current production-art panels live here. Historical Phase 7 QA/debug sections remain below for reference.

LAB PRODUCTION ART — PHASE 8.4

Audit → plan → authorization → batch generation → QA → composed preview → activation. Zero automatic paid calls.

Generation pipeline enabled · v8.4.7

Workflow
AUDIT
Current batch
none
Authorized
0
Used
0
Remaining
0
Min / Rec / Premium
4 / 8 / 8
Runtime
procedural

Frozen Lab geometry (Phase 7.4 authoritative)

Layout 7.4.0 · 960×640 · 18 collision rects · Scholar mysterious-scholar @ (640, 460)

Lab art inventory

AssetCategoryStatusReuseBatchLayer
Weathered wood plank floor with straw scatterenvironment-basePROCEDURAL_PLACEHOLDERrequires-generationbatch-abackground
Timber beam and stone wall bandsenvironment-basePROCEDURAL_PLACEHOLDERrequires-generationbatch-abackground
Workbench with tools and parchmentstationPROCEDURAL_PLACEHOLDERrequires-generationbatch-bstation-sprite
Hand-crank grinder millstationPROCEDURAL_PLACEHOLDERrequires-generationbatch-bstation-sprite
Brick furnace with warm glowstationPROCEDURAL_PLACEHOLDERrequires-generationbatch-bstation-sprite
Dark metal cauldronstationPROCEDURAL_PLACEHOLDERrequires-generationbatch-bstation-sprite
Storage shelves with jarsstationPROCEDURAL_PLACEHOLDERrequires-generationbatch-bstation-sprite
Research desk with books and candlestationPROCEDURAL_PLACEHOLDERrequires-generationbatch-bstation-sprite
Small wall-mounted spinning wheel (decorative only)prop-decorFINAL_APPROVEDreuse-as-isbatch-cmidground
Jars, barrels, sacks, crates, toolsprop-decorMISSINGrequires-generationbatch-cmidground
Candle sconces and desk candleslighting-atmospherePROCEDURAL_PLACEHOLDERprogrammaticbatch-clighting-effect
Dust motes and golden particleslighting-atmospherePROCEDURAL_PLACEHOLDERprogrammaticnonelighting-effect
Worn straw rug by the workbenchprop-decorPROCEDURAL_PLACEHOLDERrequires-generationbatch-cmidground
Loose straw from failed experimentsprop-decorPROGRAMMATIC_DERIVATIVEprogrammaticbatch-cmidground
Hanging brass toolsprop-decorPROCEDURAL_PLACEHOLDERrequires-generationbatch-cmidground
Labeled jars and reagentsprop-decorPROCEDURAL_PLACEHOLDERrequires-generationbatch-cmidground
Oak barrel of spring waterprop-decorPROCEDURAL_PLACEHOLDERrequires-generationbatch-cmidground
Sack of unground oreprop-decorPROCEDURAL_PLACEHOLDERrequires-generationbatch-cmidground
Diagrams pinned beside ledgersprop-decorPROCEDURAL_PLACEHOLDERrequires-generationbatch-cmidground
Small spinning wheel mounted as wall art — not navigable geometryprop-decorPROGRAMMATIC_DERIVATIVEprogrammaticbatch-cmidground
Shattered retort from a failed trialprop-decorPROCEDURAL_PLACEHOLDERrequires-generationbatch-cmidground
Locked cabinet — future mysteryprop-decorPROCEDURAL_PLACEHOLDERrequires-generationbatch-cmidground
Transformation diagrams — incompleteprop-decorPROCEDURAL_PLACEHOLDERrequires-generationbatch-cmidground
Scholar's research cornerprop-decorPROCEDURAL_PLACEHOLDERrequires-generationbatch-cmidground
Crate of strange metalsprop-decorPROCEDURAL_PLACEHOLDERrequires-generationbatch-cmidground
Ventilation pipe from the furnaceprop-decorPROCEDURAL_PLACEHOLDERrequires-generationbatch-cmidground
furnace-glowlighting-atmospherePROGRAMMATIC_DERIVATIVEprogrammaticnonelighting-effect
cauldron-glowlighting-atmospherePROGRAMMATIC_DERIVATIVEprogrammaticnonelighting-effect
research-candlelighting-atmospherePROGRAMMATIC_DERIVATIVEprogrammaticnonelighting-effect
west-candlelighting-atmospherePROGRAMMATIC_DERIVATIVEprogrammaticnonelighting-effect
center-candlelighting-atmospherePROGRAMMATIC_DERIVATIVEprogrammaticnonelighting-effect
east-candlelighting-atmospherePROGRAMMATIC_DERIVATIVEprogrammaticnonelighting-effect
center-dustlighting-atmospherePROGRAMMATIC_DERIVATIVEprogrammaticnonelighting-effect
furnace-emberlighting-atmospherePROGRAMMATIC_DERIVATIVEprogrammaticnonelighting-effect
cauldron-bubbleslighting-atmospherePROGRAMMATIC_DERIVATIVEprogrammaticnonelighting-effect
gold-particleslighting-atmospherePROGRAMMATIC_DERIVATIVEprogrammaticnonelighting-effect

Reusable now: prop-spinning-wheel · Approved decor: FINAL_APPROVED

Authorization

Complete audit to authorize calls.

Batch generation (explicit confirmation required)

Complete the Phase 8.4 Lab audit first.

Batch A — Floor/Wall

pending

2 paid calls when fully generated

Complete the Phase 8.4 Lab audit before generation.

Batch B — Stations

pending

3 paid calls when fully generated

Complete the Phase 8.4 Lab audit before generation.

Batch C — Props/Decor

pending

3 paid calls when fully generated

Complete the Phase 8.4 Lab audit before generation.

Composed Lab preview (zero paid calls)

QA contact sheets (programmatic — zero paid calls)

  • Batch A — floor/wall anchorsgame/art/qa/phase84-lab-batch-a-qa.json · not-generated
  • Batch B — station setgame/art/qa/phase84-lab-batch-b-qa.json · not-generated
  • Batch C — prop/decor sheetsgame/art/qa/phase84-lab-batch-c-qa.json · not-generated
  • Composed Lab previewgame/art/qa/phase84-lab-composed-preview.json · not-generated

NPC PRODUCTION ART — PHASE 8.3

Audit → plan → authorization → generation → QA → approval → activation. Zero automatic paid calls.

Workflow
AUDIT
Authorized
0
Used
0
Remaining
0
Min / Rec
8 / 8
Runtime
procedural

Audit

NPCPortraitWorldMovement
The Hooded ScholarPROCEDURAL_PLACEHOLDERPROCEDURAL_PLACEHOLDERstationary
Elder MartaPROCEDURAL_PLACEHOLDERPROCEDURAL_PLACEHOLDERtween-wander
Market MerchantPROCEDURAL_PLACEHOLDERPROCEDURAL_PLACEHOLDERtween-wander
Rival ApprenticePROCEDURAL_PLACEHOLDERPROCEDURAL_PLACEHOLDERtween-wander

Generation Plan

  • Recalculated from current manifest — Phase 8.1 6/12 NPC estimate superseded.
  • Runtime NPC movement uses Phaser position tweens, not walk atlases — walk strips excluded.
  • Scholar is stationary; Marta/Tomas/Sera wander with single idle-down anchor + flipX.
  • Do not regenerate acceptable existing paid assets.
NPCSlotStatusReusePaid
The Hooded ScholarportraitPROCEDURAL_PLACEHOLDERno1
The Hooded ScholarworldPROCEDURAL_PLACEHOLDERno1
Elder MartaportraitPROCEDURAL_PLACEHOLDERno1
Elder MartaworldPROCEDURAL_PLACEHOLDERno1
Market MerchantportraitPROCEDURAL_PLACEHOLDERno1
Market MerchantworldPROCEDURAL_PLACEHOLDERno1
Rival ApprenticeportraitPROCEDURAL_PLACEHOLDERno1
Rival ApprenticeworldPROCEDURAL_PLACEHOLDERno1

Estimated paid calls — minimum: 8, recommended: 8

Generation (explicit confirmation required)

The Hooded Scholar

Area: lab

Portrait: pending-generatedWorld: pending-generated

Elder Marta

Area: village

Portrait: pending-generatedWorld: pending-generated

Market Merchant

Area: market

Portrait: pending-generatedWorld: pending-generated

Rival Apprentice

Area: forest

Portrait: pending-generatedWorld: pending-generated

QA checklist

Portrait batch QA artifact: game/art/qa/phase83-portrait-batch-qa.json ready

The Hooded Scholar

Portrait preview unavailable.

Elder Marta

Portrait preview unavailable.

Market Merchant

Portrait preview unavailable.

Rival Apprentice

Portrait preview unavailable.

  • Portrait native + dialogue-scale preview
  • World native + 32×40 gameplay preview
  • Silhouette comparison vs Rumpel at gameplay scale
  • Transparent background validation
  • Cast contact sheet: Rumpel + four NPCs
  • Block GENERATED_UNAPPROVED from public resolver

Cast contact sheet: game/art/qa/npc-cast-contact-sheet.png

RUMPEL PRODUCTION PLAYER ART — PHASE 8.2

Controlled two-call UP regeneration. Zero automatic paid calls. DOWN is immutable. RIGHT is programmatic only.

Workflow
AUDIT
Authorized calls
0
Used calls
0
Remaining
0
Runtime
procedural

Stage 8.2 Asset Audit

AssetStatusDimensionsActiveQA
Canonical Rumpel referenceGENERATED_UNAPPROVED1024x1024activeGENERATED_UNAPPROVED
DOWN idleFINAL_APPROVED1024x1024activeFINAL_APPROVED
DOWN walk stripFINAL_APPROVED4096x1024activeFINAL_APPROVED
UP idleGENERATED_UNAPPROVED1024x1024activeGENERATED_UNAPPROVED
UP walk stripGENERATED_UNAPPROVED4096x1024activeGENERATED_UNAPPROVED
LEFT idleGENERATED_UNAPPROVED1024x1024activeGENERATED_UNAPPROVED
LEFT walk stripGENERATED_UNAPPROVED4096x1024activeGENERATED_UNAPPROVED
Existing gameplay atlas candidateGENERATED_UNAPPROVED192x320activeGENERATED_UNAPPROVED
Superseded RIGHT idleMISSING0x0inactiveMISSING
Superseded RIGHT walk stripMISSING0x0inactiveMISSING
  • DOWN locked: yes
  • LEFT status: GENERATED_UNAPPROVED
  • UP problem: Active UP assets exist but are not approved.

Horizontal A/B QA (existing LEFT)

Segmented walk frames: 4 · Mirror verified: yes

Horizontal A (existing LEFT)

Horizontal A idle preview

Horizontal B (mirror of A)

Horizontal B idle preview

Final Atlas

Rumpel Game Sprite — Phase 7.2B Staged Pipeline

Generation is staged with human approval gates. Stage 1 uses 2 paid calls; remaining directions unlock only after down-direction style approval.

Canonical References

GENERATED / LOCKED

2 locked reference(s)

Down Style QA

APPROVED

Stage 1 · 2 paid calls

Full Atlas QA

PENDING APPROVAL

Stage 3 · 6 paid calls

Prototype Archive

ARCHIVED

Phase 7.2 programmatic atlas preserved

Storage diagnostics

Generated art storage
Vercel Blob
Manifest storage
Postgres
Runtime filesystem writes
disabled
Runtime mode
production

Canonical references — locked

rumpel-source-down (locked)

rumpel-source-down (locked)

rumpel-source-up (locked)

rumpel-source-up (locked)

Canonical down reference (gameplay-scale QA)

Use this preview to judge whether canonical reference detail will read at gameplay scale before generating the Phase 7.2B atlas.

In-game display (32×40)

In-game display (32×40)

Atlas frame native (48×64)

Atlas frame native (48×64)

2× display (64×80)

2× display (64×80)

2× frame (96×128)

2× frame (96×128)

Stage 1 — Down-direction prototype (2 paid calls)

Paid calls: 2

  • game/art/sprites/rumpel-gameplay-idle-down.png
  • game/art/sprites/rumpel-gameplay-walk-down-strip.png

Stage 2 — Down-direction animated QA (prototype atlas)

Animated QA at ~8 FPS. Idle preview beside walk cycle at native and gameplay scales.

In-game display (32×40)

idle

walk

Atlas frame native (48×64)

idle

walk

2× display (64×80)

idle

walk

2× frame (96×128)

idle

walk

Stage 2 approval diagnostics

canApproveDownStyle
false
button disabled prop
true
downStyleStatus
approved
form action mounted
yes

Stage 3 — Remaining directions (6 paid calls, after down approval)

Paid calls: 6

  • game/art/sprites/rumpel-gameplay-idle-up.png
  • game/art/sprites/rumpel-gameplay-walk-up-strip.png
  • game/art/sprites/rumpel-gameplay-idle-left.png
  • game/art/sprites/rumpel-gameplay-walk-left-strip.png
  • game/art/sprites/rumpel-gameplay-idle-right.png
  • game/art/sprites/rumpel-gameplay-walk-right-strip.png

Stage 4 — Horizontal orientation (A/B, no paid calls)

HORIZONTAL A is the existing horizontal source. HORIZONTAL B is its pixel-perfect mirror. Build animated A/B QA first, compare them, then choose which faces LEFT.

Stage 4 orientation diagnostics

stage4Status
needs-orientation-selection
horizontal orientation
unset
segmentation status
passed
frameBleedQA
failed
candidate atlas version
rumpel-gameplay-atlas-v72b
candidate createdAt
2026-08-16T04:39:26.324Z
candidate pipelineVersion
legacy-equal-width
ab preview buildVersion
1786864705892-fbf90598-6a52-46dd-9b76-b1c96ec42357
canBuildHorizontalAbPreview
true
build button disabled prop
false
canSelectHorizontalOrientation
true
orientation button disabled prop
false
canApproveFinalAtlas
false
orientation action mounted
yes
build action mounted
yes

Previous candidate — QA invalid / superseded for review

This atlas predates the segmentation pipeline. It is not used for current Stage 4 LEFT/RIGHT QA. Select A or B faces LEFT above to rebuild.

Stage 4 atlas diagnostics

atlas asset ID
rumpel-gameplay-atlas-v72b
atlas build version
2026-08-16T04:39:26.324Z
atlas relative path
game/art/sprites/rumpel-gameplay-atlas-v72b.png
atlas public URL
https://idjx6kmqea5p2bn7.public.blob.vercel-storage.com/coins/rumpelstiltskin/game/art/sprites/rumpel-gameplay-atlas-v72b.png
idle-left frame index
10
idle-right frame index
15
walk-left frame indices
11, 12, 13, 14
walk-right frame indices
16, 17, 18, 19
right derivation
mapped-from-horizontal-ab
right active source asset IDs
NONE

Superseded · DOWN

Animated QA at ~8 FPS. Idle preview beside walk cycle at native and gameplay scales.

In-game display (32×40)

idle

walk

Atlas frame native (48×64)

idle

walk

2× display (64×80)

idle

walk

2× frame (96×128)

idle

walk

Superseded · UP

Animated QA at ~8 FPS. Idle preview beside walk cycle at native and gameplay scales.

In-game display (32×40)

idle

walk

Atlas frame native (48×64)

idle

walk

2× display (64×80)

idle

walk

2× frame (96×128)

idle

walk

Superseded · LEFT

Animated QA at ~8 FPS. Idle preview beside walk cycle at native and gameplay scales.

In-game display (32×40)

idle

walk

Atlas frame native (48×64)

idle

walk

2× display (64×80)

idle

walk

2× frame (96×128)

idle

walk

Superseded · RIGHT

Animated QA at ~8 FPS. Idle preview beside walk cycle at native and gameplay scales.

In-game display (32×40)

idle

walk

Atlas frame native (48×64)

idle

walk

2× display (64×80)

idle

walk

2× frame (96×128)

idle

walk

Archived prototype atlas (never auto-active on play route)

Phase 7.2 prototype atlas

Phase 7.2 prototype atlas

Prototype QA contact sheet

Prototype QA contact sheet

Phase 7 Environment Diagnostics (read-only)

Frozen layout/collision validation and art-plan previews.

Lab Environment — Phase 7.4

Environment config under coins/rumpelstiltskin/game/art/environments/lab/

Layout version
7.4.0
Stations
6/6
NPCs
mysterious-scholar
Resource nodes
0
Transitions
1
Exploration hooks
0 (cache 0, clues 0, locked 0)
Hazards
0
Decor placements
14
Camera zoom
1.35
Collision validationpass
  • Spawn valid: yes
  • Exits reachable: yes
  • NPC positions valid: yes
  • Gather nodes reachable: yes
  • Interactables reachable: yes
  • Interaction points clear: yes
  • Hazards clear of spawn/exit: yes

Dev collision overlay: append ?collisionDebug=1 to the play URL.

Missing final assets (1)

  • environment-prop:lab-clutter-sheet

Village Environment — Phase 7.5

Environment config under coins/rumpelstiltskin/game/art/environments/village/

Layout version
7.5.0
Stations
0/0
NPCs
village-elder
Resource nodes
3
Transitions
4
Exploration hooks
0 (cache 0, clues 0, locked 0)
Hazards
0
Decor placements
15
Camera zoom
1.22
Collision validationpass
  • Spawn valid: yes
  • Exits reachable: yes
  • NPC positions valid: yes
  • Gather nodes reachable: yes
  • Interactables reachable: yes
  • Interaction points clear: yes
  • Hazards clear of spawn/exit: yes

Dev collision overlay: append ?collisionDebug=1 to the play URL.

Missing final assets (2)

  • environment-wall:village-cottage-wall
  • environment-prop:village-clutter-sheet

Market Environment — Phase 7.5

Environment config under coins/rumpelstiltskin/game/art/environments/market/

Layout version
7.5.0
Stations
0/0
NPCs
traveling-merchant
Resource nodes
0
Transitions
1
Exploration hooks
0 (cache 0, clues 0, locked 0)
Hazards
0
Decor placements
14
Camera zoom
1.32
Collision validationpass
  • Spawn valid: yes
  • Exits reachable: yes
  • NPC positions valid: yes
  • Gather nodes reachable: yes
  • Interactables reachable: yes
  • Interaction points clear: yes
  • Hazards clear of spawn/exit: yes

Dev collision overlay: append ?collisionDebug=1 to the play URL.

Missing final assets (3)

  • environment-station:market-stall-set
  • environment-prop:market-trade-props
  • environment-decoration:market-signage-sheet

Forest Environment — Phase 7.6

Environment config under coins/rumpelstiltskin/game/art/environments/forest/

Layout version
7.6.0
Stations
0/0
NPCs
rival-apprentice
Resource nodes
4
Transitions
1
Exploration hooks
3 (cache 1, clues 1, locked 1)
Hazards
0
Decor placements
17
Camera zoom
1.16
Collision validationpass
  • Spawn valid: yes
  • Exits reachable: yes
  • NPC positions valid: yes
  • Gather nodes reachable: yes
  • Interactables reachable: yes
  • Interaction points clear: yes
  • Hazards clear of spawn/exit: yes

Dev collision overlay: append ?collisionDebug=1 to the play URL.

Missing final assets (3)

  • environment-prop:forest-tree-sheet
  • environment-prop:forest-vegetation-sheet
  • environment-decoration:forest-secret-decor

Cave Environment — Phase 7.6

Environment config under coins/rumpelstiltskin/game/art/environments/cave/

Layout version
7.6.0
Stations
0/0
NPCs
none
Resource nodes
3
Transitions
1
Exploration hooks
2 (cache 0, clues 0, locked 1)
Hazards
1
Decor placements
15
Camera zoom
1.38
Collision validationpass
  • Spawn valid: yes
  • Exits reachable: yes
  • NPC positions valid: yes
  • Gather nodes reachable: yes
  • Interactables reachable: yes
  • Interaction points clear: yes
  • Locked route blocked: yes
  • Hazards clear of spawn/exit: yes

Dev collision overlay: append ?collisionDebug=1 to the play URL.

Missing final assets (3)

  • environment-wall:cave-wall-anchor
  • environment-prop:cave-resource-sheet
  • environment-prop:cave-structure-decor

Historical Phase 7 QA & Debug

Read-only regression panels preserved from earlier phases.

Game Feel — Phase 7.7

Live presentation diagnostics (dev/admin QA).

Area
lab
Player state
idle
Surface
wood
Nearest interaction
none
Particles
0
Ambience route
silent
Transition
idle
Reduced effects
off
Audio muted
no

CHAPTER 1 — QA

Chapter
chapter-01
Current objective
obj-01-check-workbench
Opening seen
no
Chapter complete
no
Softlock recovery
not needed
Visited areas
lab
Completed objectives
none
Tutorial flags
none
Analytics hooks
none

Requirement evaluation

  • {"type":"inspect","targetId":"workbench"}

PLAYER GUIDANCE — PHASE 8.2A

PASS 11 · WARN 16 · BLOCK 0

Comprehension harness: 4 discoverable / 0 blocked early steps

ChapterObjectiveWHATWHEREHOWProgressHintsResumeRecoveryResult
chapter-01
CHECK THE WORKBENCH
obj-01-check-workbench
PASSPASSPASSPASSPASSPASSWARNINGWARNING
chapter-01
GATHER THE BASICS
obj-02-gather-basics
PASSPASSPASSPASSPASSPASSPASSPASS
chapter-01
GRIND THE MATERIALS
obj-03-grind-materials
PASSPASSPASSPASSPASSPASSPASSPASS
chapter-01
ATTEMPT A TRANSFORMATION
obj-04-first-experiment
PASSPASSPASSPASSPASSPASSPASSPASS
chapter-01
SOMETHING IS MISSING
obj-05-matter-echo
PASSPASSPASSPASSPASSPASSWARNINGWARNING
chapter-01
SPEAK TO THE SCHOLAR
obj-06-speak-scholar
PASSPASSPASSPASSPASSPASSWARNINGWARNING
chapter-01
VISIT ELDER MARTA
obj-07-visit-marta
PASSPASSPASSPASSPASSPASSWARNINGWARNING
chapter-01
FIND WHAT MARTA NEEDS
obj-08-marta-quest
PASSPASSPASSPASSPASSPASSPASSPASS
chapter-01
ENTER THE MARKET
obj-09-enter-market
PASSPASSPASSPASSPASSPASSWARNINGWARNING
chapter-01
MAKE A BARGAIN
obj-10-first-bargain
PASSPASSPASSPASSPASSPASSPASSPASS
chapter-01
FOLLOW THE FOREST TRAIL
obj-12-forest-trail
PASSPASSPASSPASSPASSPASSPASSPASS
chapter-01
FACE THE RIVAL
obj-13-rival
PASSPASSPASSPASSPASSPASSWARNINGWARNING
chapter-01
FIND THE OLD CAVE
obj-14-cave-tease
PASSPASSPASSPASSPASSPASSWARNINGWARNING
chapter-01
RETURN TO THE WORKSHOP
obj-15-return-workshop
PASSPASSPASSPASSPASSPASSWARNINGWARNING
chapter-01
SECOND EXPERIMENT
obj-16-second-experiment
PASSPASSPASSPASSPASSPASSPASSPASS
chapter-01
CHAPTER I COMPLETE
obj-17-chapter-complete
PASSPASSPASSPASSPASSPASSWARNINGWARNING
chapter-02
REVIEW THE ECHOES
obj-02-01-review-echoes
PASSPASSPASSPASSPASSPASSWARNINGWARNING
chapter-02
UPGRADE THE WORKSHOP
obj-02-02-upgrade-workshop
PASSPASSPASSPASSPASSPASSPASSPASS
chapter-02
FIND A BETTER CATALYST
obj-02-03-find-catalyst
PASSPASSPASSPASSPASSPASSPASSPASS
chapter-02
EARN MARTA'S TRUST
obj-02-04-marta-trust
PASSPASSPASSPASSPASSPASSWARNINGWARNING
chapter-02
LEARN THE MERCHANT'S GAME
obj-02-05-merchant-game
PASSPASSPASSPASSPASSPASSWARNINGWARNING
chapter-02
FOLLOW THE RIVAL
obj-02-06-follow-rival
PASSPASSPASSPASSPASSPASSWARNINGWARNING
chapter-02
INVESTIGATE FOREST MARKINGS
obj-02-07-forest-markings
PASSPASSPASSPASSPASSPASSWARNINGWARNING
chapter-02
RETURN TO THE OLD CAVE
obj-02-08-return-cave
PASSPASSPASSPASSPASSPASSWARNINGWARNING
chapter-02
TEST A NEW THEORY
obj-02-09-test-theory
PASSPASSPASSPASSPASSPASSPASSPASS
chapter-02
PAY THE PRICE
obj-02-10-pay-price
PASSPASSPASSPASSPASSPASSWARNINGWARNING
chapter-02
CHAPTER II COMPLETE
obj-02-11-complete
PASSPASSPASSPASSPASSPASSPASSPASS

WORLD EXPLORATION — PHASE 7.10

World graph
valid
Transitions
8
POIs
15
Secrets
4
Hazards
1
Spawn validation
pass
Resource distribution
pass
Bidirectional routes
pass
Chapter reachability
pass
Secret bootstrap
pass
Visited areas
lab
Known connections
none
Locked routes
forest-thorn-gate, cave-deep-gate
Discovered locations
lab-workshop

EXPERIMENTATION — PHASE 7.11

Material definitions
11
Property count
23
Recipe catalog
11
Discovered recipes
0
Stations
6
Experiment history
0
Hypotheses
0
Mastery entries
0
Economy audit
pass

NPC RELATIONSHIPS — PHASE 7.12

NPCs
4
Memory history
0
Active memories
0
Favors
0
Rumors
0
Rival encounters
0
village-elder
Relationship: STRANGER · Suspicion: LOW · Trust: 0 · Encounters: 0
traveling-merchant
Relationship: STRANGER · Suspicion: LOW · Trust: 0 · Encounters: 0
rival-apprentice
Relationship: STRANGER · Suspicion: LOW · Trust: 0 · Encounters: 0
mysterious-scholar
Relationship: STRANGER · Suspicion: LOW · Trust: 0 · Encounters: 0

WHY THIS LINE? (dialogue eligibility)

mysterious-scholar/scholar-intro: eligible

mysterious-scholar/scholar-repeat: blocked

mysterious-scholar/scholar-memory-tricked: blockedevents npc-tricked-player

mysterious-scholar/scholar-binding-knowledge: blockedknows binding on pine-resin

mysterious-scholar/scholar-memory-generous: blockedevents npc-helped-player

mysterious-scholar/scholar-trick-entry: eligibleNo conditions — always eligible.

mysterious-scholar/scholar-trick-success: blockedevents trick-success

mysterious-scholar/scholar-trick-fail: blockedevents trick-failed

village-elder/marta-intro: eligible

village-elder/marta-repeat: blocked

village-elder/marta-moss-knowledge: blockedknows purifying on moss

village-elder/marta-bargain-entry: eligibleNo conditions — always eligible.

village-elder/marta-bargain-success: eligibleNo conditions — always eligible.

village-elder/marta-bargain-partial: eligibleNo conditions — always eligible.

village-elder/marta-bargain-failure: eligibleNo conditions — always eligible.

village-elder/marta-walked-away: eligibleNo conditions — always eligible.

village-elder/marta-memory-bluff: blockedevents bargain-bluff-failed

village-elder/marta-memory-trusted: blocked

traveling-merchant/merchant-intro: eligible

traveling-merchant/merchant-repeat: blocked

traveling-merchant/merchant-binder-interest: blockeddiscovery resin-binder

traveling-merchant/merchant-bargain-entry: eligibleNo conditions — always eligible.

traveling-merchant/merchant-bargain-success: eligibleNo conditions — always eligible.

traveling-merchant/merchant-bargain-partial: eligibleNo conditions — always eligible.

traveling-merchant/merchant-bargain-failure: eligibleNo conditions — always eligible.

traveling-merchant/merchant-trick-entry: eligibleNo conditions — always eligible.

traveling-merchant/merchant-trick-counter: blockedevents counter-trick-detected

traveling-merchant/merchant-memory-walked-away: blockedevents bargain-walked-away

rival-apprentice/rival-intro: eligible

rival-apprentice/rival-repeat: blocked

rival-apprentice/rival-resin-discovery: blockedrecipe recipe-resin-binder >= discovered

rival-apprentice/rival-trick-entry: eligibleNo conditions — always eligible.

rival-apprentice/rival-trick-success: blockedevents trick-success

rival-apprentice/rival-trick-fail: blockedevents trick-failed

rival-apprentice/rival-trick-counter: blockedevents counter-trick-detected

rival-apprentice/rival-memory-respect: blocked

rival-apprentice/rival-memory-hostile: blocked

PLAYER PROGRESSION — PHASE 7.13

Level
1
Skill points
0
Skills allocated
1
XP ledger entries
0

Disciplines

  • alchemy: NOVICE (rank 1, xp 0)
  • cunning: NOVICE (rank 1, xp 0)
  • commerce: NOVICE (rank 1, xp 0)
  • exploration: NOVICE (rank 1, xp 0)

XP curve sample

  • Lv 1: 100 XP
  • Lv 2: 313 XP
  • Lv 3: 612 XP
  • Lv 5: 1423 XP
  • Lv 10: 4466 XP
  • Lv 15: 8720 XP
  • Lv 20: 14018 XP

30-day simulation results

  • alchemist: Lv 1, ALCHEMY-focused
  • trickster: Lv 1, CUNNING-focused
  • merchant: Lv 1, CUNNING-focused
  • explorer: Lv 1, EXPLORATION-focused
  • balanced: Lv 1, EXPLORATION-focused

PHASE 7.14 — INTEGRATION QA

Matrix nodes
15
Bootstrap secure
Yes
Invariants
PASS
Economy
PASS

No integration blockers flagged in lightweight audit.

Golden path

  1. Boot
  2. Chapter I opening
  3. Workshop tutorial
  4. First materials
  5. First experiment
  6. Scholar
  7. Village
  8. Marta
  9. Market
  10. Forest
  11. Rival
  12. Cave
  13. Workshop
  14. Chapter I complete
  15. Chapter II
  16. Relationships / crafting / progression deepen
  17. Chapter II complete

Pacing checkpoints

  • Boot + opening: ~2 actions / 2 min
  • First gather: ~4 actions / 4 min
  • First experiment: ~6 actions / 8 min
  • First NPC: ~8 actions / 10 min
  • First Village visit: ~10 actions / 12 min
  • First Market visit: ~14 actions / 16 min
  • First skill point: ~18 actions / 22 min
  • Chapter I complete: ~28 actions / 28 min
  • Chapter II complete: ~52 actions / 55 min

Legacy save migration

  • pre-78: XP preserved yes
  • 79-chapter-boot: XP preserved yes
  • 710-exploration: XP preserved yes
  • 711-crafting: XP preserved yes
  • 712-relationships: XP preserved yes
  • 713-progression: XP preserved yes
  • 714-integration: XP preserved yes

Full five-playstyle integration audit runs in CI via `runFullIntegrationAudit()`.

PHASE 7 COMPLETION GATE

Lightweight readiness snapshot. Full audit: RUN PHASE 7 READINESS AUDIT in CI (`runPhase7ReadinessAudit`).

Tests
556
Gate status
PASS
Integration
PASS
Bootstrap secure
Yes
Collision
PASS
Save matrix
PASS
Legacy migration
PASS
Boot matrix
PASS
Performance
PASS
Mobile
PASS
Accessibility
PASS
Smoke suite
PASS

No BLOCKED readiness categories in lightweight audit.

Readiness categories

  • ENGINE: READY
  • GAMEPLAY: READY
  • WORLD: READY
  • SAVE: READY
  • SECURITY: READY
  • MOBILE: READY
  • ACCESSIBILITY: READY_WITH_DEFERRED
  • PERFORMANCE: READY
  • CONTENT: READY
  • ART: READY_WITH_DEFERRED
  • AUDIO: READY_WITH_DEFERRED

Deferred to Phase 8

  • Portrait orientation UXPhase 8

PHASE 8.1 — PRODUCTION ART MASTER PLAN

Audit + budget only. No paid generation in this phase. Manifest: game/art/production-manifest.json

Inventory entries
95
Final approved
14%
Recommended calls
49
Runtime player
procedural
Flags: WARNING:low-final-art-coverage

Completeness

  • Final approved: 13
  • Usable / needs QA: 0
  • Procedural: 35
  • Generated unapproved: 14
  • Missing: 20

Call budgets

  • MINIMUM: 26 calls (P4 N6 L4 V3 M3 F3 C3 FX0)
  • RECOMMENDED: 49 calls (P6 N12 L8 V5 M5 F5 C5 FX3)
  • PREMIUM: 62 calls (P12 N16 L8 V5 M5 F5 C5 FX6)

Recommended plan total: 49 paid image calls before optional premium polish.

Phase 8 roadmap

  1. 8.1Production art inventory & generation master plan
  2. 8.2Player production art
  3. 8.3NPC production art
  4. 8.4Lab environment art
  5. 8.5Outdoor environments
  6. 8.6Wilderness environments
  7. 8.7FX & UI polish
  8. 8.8Audio & music
  9. 8.9Content & presentation
  10. 8.10Production polish

Future command center: asset role, status, preview, reference, generation cost, history, QA, approval, active version. Human gate: PREVIEW PLAN → USER CONFIRMATION → GENERATION → QA → USER APPROVAL → ACTIVATE.

Game Status

Enabled

yes

Content version

0.1.0

Season

Season 0 — Before the Gold

Saved players

77

Persistence

postgres

Transferable rewards

disabled

Content Counts

materials

23

discoveries

45

equipment

11

research

14

missions

16

achievements

27

npcs

4

zones

8

bargains

8

tricks

3

contracts

1

cunningBranches

15

repeatableMissions

8

questChains

3

workshopStations

6

secret recipes (server)

24

Economy & Rewards

  • COINS — ordinary in-game currency (server authoritative)
  • XP / Knowledge — non-transferable progression
  • $RUMP — future ecosystem token · NOT farmable in Season 0
  • transferableRewardsEnabled = false

Early Game Content — Phase 7.9B

Active chapter

chapter-01

Chapter 2 available

no

Daily mission seed

hidden

Daily missions

repeat-explore-3-areas

Discoveries (demo)

0

Hypotheses (demo)

0

Workshop upgrades

{
  "workbench": 0,
  "grinder": 0,
  "furnace": 0,
  "cauldron": 0,
  "storage": 0,
  "research-desk": 0
}

Reputation milestones

none unlocked

Quest chains

  • quest-scholar-notes — step scholar-step-1
  • quest-marta-remedies — step marta-step-1
  • quest-merchant-ledger — step ledger-step-1

Market arbitrage validation

  • charcoal: buy 5 / sell 3 safe
  • spring-water: buy 3 / sell 1 safe
  • wild-herbs: buy 6 / sell 4 safe
  • river-clay: buy 4 / sell 3 safe

QA

Public play route: /coin/rumpelstiltskin/play

Secret recipes are stored under coins/rumpelstiltskin/game/secrets/ and never sent to the client.

Open legacy debug UI