Oct 08 – 12
Vision, Roadmap & P0 Prototype: Tech stack chosen (TS + SQLite + Phaser/Capacitor). P0 local browser prototype built to test feel, then M1 moved ahead of M0 to prove the server-side living world first.
Oct 13 – 15
M1 Living World Completed: P0 deleted (e12e2e2). Deterministic event-queue sim (src/sim.ts), A* terrain navigation, autonomous scavengers, fights/negotiation, SQLite WAL journal + snapshot pruning, and M1 soak tuning (Rules 6–8, D1–D4) signed off.
Oct 15 – 16
M2 Server Core & 7×7 km Map: Anonymous accounts, rate limits, 6 trader stall slots, loyalty, depleting POIs (Rule 9), scout hiring (POST /mission), and private dated intel reports (POST /apply, GET /map). Map scaled to 7×7 km (6 km/h walk) with 46 organic terrain polygons and watch-map visual polish (items 00–19).
Oct 17 – 18
Bun Migration & M2 Screens: Runtime migrated from Node to Bun (ADR 0002). Agent-safe layout split (src/watch/*). Map Screen pan/zoom/cards, Areas vs. POIs, Mission Creator with missing-gear checks & skill pips, stamped Debrief trip logs, and NPC blinking avatars shipped.
Oct 19 – 20
First-Person Stall, NPC Cast & Video Gate: First-person Play Shell, worker-baked player ground, Fog-and-Reveal along walked paths, ~150 pre-authored NPC Cast + Cast Editor, Start Screen stall picker, FETCH missions, Unlock Machine Graph, A* 4-ary heap speedup, and Playwright e2e:boot video review gate.
Oct 21
Radiation Clouds, Split Radio & Navigation: Radiation moved exclusively into world Radiation Clouds (heavy 0.8 vs light 0.1; Geiger reveals Clouds rather than unlocking bits), GPS live dot over fog, Radio Screen split view (Index on top + Debrief below), LocationBits tap-to-map, RadioLED unread vs. amber unapplied marks, and thin amber Area outlines.
Oct 22
Diaries, Key-Lock Requirements, M0 Approval & M2.5 Kickoff: Dead Scavenger Diary FETCH (#35), Key-Lock per-object requirements (#30), Military Radio rename (#36), diagonal look arrows (#38), mobile map touch fix (#39), instant Index switching (#40), Build ID (#41), play.html Front Door, docs/crafting.html + docs/loot.html, M0 k3s deploy approved, and item-quality shipped.
Oct 23
M2.5 Supply Chain (Food, Raw Materials, Crafting Workshop) & UI Polish: Landed food (field biome, Shrooms/Crops/Meat/Canned Food), raw-materials (wood, herbs, salvage by biome/place), and crafting (6th look: Workshop hall LEFT of shelf, 8 fetchable Crafting Stations, 5-slot Queue + Loop, choreographies). Also shipped scrollable Index carousel (#42), loyal opening regular (`stall-loyal-regulars`), workshop noises rumour (#43), scout-attributed Map cards (#44), open-screen RadioLED auto-read (#45), and consolidated e2e-journeys.
Oct 24 – 25
M2.5 Gear Trade, Workshop Art, NPC Stalls & Store Containers: Landed gear-trade, 46-mission-route-knowledge, 47-workshop-art (pixel-art Workshop hall & 16×12 item sprites), npc-stalls (Soup & Stitch and Rust Foundry niche workshops), and stall-containers (integrated upper-wall Store CRT Terminal, Counter Ledger, and 4 stacking columns of live-capacity containers).
Oct 26 (Today)
Workshop Electricity & Storytelling (Chapter 1) Signed Off: Two OpenSpec changes signed off to complete the M2.5 → M3 bridge: workshop-electricity (Generator fetched at Old Depot, Gasoline distilled at Still exclusively into the Generator's tank, per-work-second electricity draw on plugged-in tables, Blackout pause & recovery, Milling Machine moved to Train Wreck, fuelcan takes crude + plastic for Lamp) and tutorial-ahead-dialogue (new storytelling capability: Chapter 1 counter dialogue at AHEAD where the loyal regular advises the next step using LocationBits).
Next Up
Land workshop-electricity + tutorial-ahead-dialogue → M3 First Playable Slice: Implement the Generator & Blackout recovery loop and Storytelling Chapter 1, then move to M3 — the slice on a real phone at 1:1 real time (speed/pause server-admin only), Capacitor APK + weak-phone perf spike, visitor patience, and local notifications.