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vh fc4fc59a2b feat: M2 run skeleton — belt, card draft, node fork, room sequencing, run tally
Belt (canon: charges are the cost, the belt is the ammo): cards are
CARD_TYPES indices consumed on play, next slides into the 2-slot hand;
belt cap 8; HUD shows hand glyphs + upcoming-card ticks. Card pool
grows to 4: SHOCKWAVE, HEATWAVE, DASH (impulse along held movement
direction — aimable while frozen, no aim input), IGNITE (nearest-enemy
heat spike past threshold). Rooms: spawn-budget waves (base 8 +4/room,
4 rooms/run); clear -> interstitial fork (CARD vs SCRAP +8) -> CARD
opens a 3-option draft + scrap decline (+4) -> next room; final clear
or mech destruction -> tally overlay (rooms/kills/scrap/chem) with
relaunch on 1. Interstitial owns the pause while active; the hand
yields input and time authority to it. Mech death now signals the run
manager instead of hard-reloading.

Chain semantics (same-tag surge / cross-tag chemistry trigger)
deliberately deferred to M3.

Smoke gate: belt consumption white-boxed in the card phase, _until
moved to process_frame (physics awaits deadlock under pause), run
phase covers clear->fork->draft->belt growth->room advance->tally.
3/3 green on nh3-dev headless 4.7.1.
2026-08-07 20:30:43 -07:00

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ROADMAP — U R M03

v1 target — public release candidate

v1.0 is the public release candidate (operator ruling, 2026-08-07) — never an internal milestone. Its capability list gets defined as pre-1.0 milestones complete; candidates stay in the parking lot until pulled onto the path. Internal milestones are 0.x, and dev commits stay untagged per the versioning policy.

Pre-1.0 milestones

M1 — greybox falsifier (DONE 2026-08-07)

The playable slice that falsified the design's three core bets:

  1. Arena + positioning-only piloting ✓
  2. Auto-fire KINETIC build layer ✓
  3. Card layer: 2-slot hand, Freeze-charge banded card-time ✓
  4. KINETIC+HEAT chemistry row + authorship-loud feedback stack ✓
  5. Grunt swarm + self-heating burster (literal tag mirror) ✓
  6. Falsification playtest ✓ — bet 2 (card-freeze rhythm) confirmed; bet 1 (positioning) fixed via salvage pickups (validated, kept); bet 3 (chemistry delight) inconclusive, resolves at belt stage.

Post-falsifier addition, same milestone: kill-fed charges + salvage drops + salvage-gated card levels (canon 2026-08-07).

M2 — run skeleton (BUILT 2026-08-07, playtest pending)

  1. Belt — cards consumed on play, next slides in; drafting refills ✓
  2. Card draft node — 3 options + scrap decline (canon pick anatomy) ✓
  3. Node fork between rooms — CARD vs SCRAP cache ✓
  4. Room sequencing — spawn-budget rooms (4/run), clear → node → next ✓
  5. Run end — tally overlay + relaunch; death routes there too ✓
  6. Two new greybox cards (DASH, IGNITE) so drafting has texture ✓

Operator playtest verdict pending. Chain semantics (same-tag surge / cross-tag chemistry trigger) deliberately NOT in M2 — M3 candidate.

M3 — (next: operator decision pending)

Candidates: chain semantics + third tag (VOLT); tuning pass; base stub (meta persistence between runs).

Parking lot (post-greybox)

Everything else, including: remaining 9 chemistry rows + 5 surges; node map / run structure; belt + full hand; keystones; base layer; salvage economy; drives/transits; zones; bosses; art pass (sprite grid test 3248px); audio; naming pass (tags, modules, rigs); in-card randomness (parked 2026-08-07, belt-stage question); enemy factions as tag dialects; tuning knobs (CONCEPT.md § Open questions #2). None of it enters this repo until pulled onto a milestone.