# 2026-08-07 — Freeze charge meter adopted as the card-time playtest variant **Status: playtest variant, NOT canon.** Ratification into the advisor repo's CONCEPT.md is deferred until the operator's falsification-playtest verdict — tracked at commit `73f84e7` (whose message records the pending state) and the advisor repo's CONCEPT.md § Open questions #0 (the greybox work tracker). ## The mechanic A "Freeze" charge (meter) grows while the hand is closed, drains while open. Its level maps to bands, best to worst: - **FROZEN** (level ≥ 45%): true pause (`SceneTree.paused`). - **THAW** (≥ 18%): slow-mo ramping back to full speed as it drains, on an acceleration curve (`thaw_curve` 2.2 — hangs slow, then rushes). - **REALTIME** (≥ 10%): hand open, world at full speed. - **UNAVAILABLE** (below): the hand will not open at all; a drained-open hand force-closes. Opening with a full meter buys the whole ladder (~1.65s freeze → ~0.8s thaw → ~0.5s realtime at defaults: cap 3.0s, drain 1.0/s, regen 0.4/s). Closing the hand spools time back up over `release_thaw_s` (0.5s) instead of snapping. All rates/bands are `@export` knobs; M flips live to the original unlimited-toggle variant for A/B. ## Why (KB-grounded pressure test, 2026-08-07) - **Kills a latent dominant strategy**: unlimited freeze made "open the hand as a free tactical pause" always-optimal (Schell: rework rules so a dominant strategy stops being dominant; aligns with CONCEPT.md's anti-dominant-strategy posture). The empty-meter lockout also closes the Space-spam refreeze exploit found during the pressure test. - **Tension cycle**: freeze→thaw→realtime is Schell's rising-tension-then-release loop in miniature, inside every hand-open. - **Temporal triangularity**: play one card early (safe) vs chain deeper into the thaw (greedy) — stacks with belt-depth pricing post-greybox. - **Difficulty/accessibility axis**: meter size / regen / thaw length are one-scalar difficulty knobs that never touch enemy content — can't collide with the invincibility laws. Generous-to-infinite freeze is the accessibility floor. - **Honesty note**: the KB surfaced nothing directly on decision timers / time pressure (retrieval miss) — grounding is flow/tension/triangularity/ dominant-strategy material, adjacent but not a direct verdict. ## Canon tension to watch in playtest "Attention is spent ON cards, not during them" (pillar 1, gentlest action skill): a tight freeze window would turn the hand into a reflex test. The generous default + continuous thaw (never a cliff) is the mitigation; the ramp prices dithering and deep chains, not basic use. ## Evidence chain Pressure test + operator "A for now" directive: session 2026-08-07. Implementation: `73f84e7` (meter + bands), `3d2410c` (release ramp + thaw curve). Operator early verdict: "that DOES feel very good", "ramp feels good too… starting to feel game-like".