c340b7bc488b9b5cf4d0adbad2e97203179425f1
Hand (CanvasLayer, PROCESS_MODE_ALWAYS): Space toggles the hand, Q/E play slot 1/2, charges accrue from auto-fire hits (4 hits/charge, cap 5). KINETIC card: radial shockwave shove + light damage. HEAT card: paints heat status in a radius; heat accumulates, glows, detonates at threshold (damage only, no knockback — tag purity). Freeze/dilate is an exposed knob: [ and ] step dilation 0.0-0.3 live. Freeze uses SceneTree.paused, not Engine.time_scale = 0: probed on 4.7 headless — time_scale 0 still steps physics with delta 0, so delta-independent logic (heat thresholds, contact callbacks) kept firing while nominally frozen. Dilation > 0 uses time_scale slow-mo. Hand._exit_tree restores pause + time_scale so hull-zero reloads can never strand a frozen world. Smoke gate extended: charge accrual from build hits, pause-on-open at knob 0, HEAT x2 spend + threshold, detonation on release. 3/3 green on nh3-dev headless 4.7.1.
U R M03
Science-fiction rogue-lite: a strategy-forward mech auto-battler with a light action layer and a nurturing base-builder meta. You restore the last of the gentle giants; he goes out so nobody else has to.
Godot 4.7.1 (pinned). Design canon lives in the game-design advisor
repo (concept/mechatronics/); this repo is the implementation.
Current phase: greybox falsifier — see ROADMAP.md.
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