jpmschweitzerandClaude Opus 5 3ec35b87c8 fix(client): the deep rungs were flat because relief_q fell off the wire (T-1213)
`relief_q` is the one field with signal below District — elev_q's 80 m steps
quantise sub-district detail away, which is precisely why relief_q was invented.
The server has encoded it since 5eb394b36 and the terrain layer has asked for it
by name ever since. step_canvas_protocol.gd's decode dictionary never listed the
key, so `canvas.get("relief_q")` was always null and the plane arrived nowhere.
The server half of that change landed; the protocol half did not.

That is the whole reason Region and below rendered as a flat wash. Measured plane
variety at District before the fix:

    {morphology: 1, elev_q: 11, relief_q: 0, moisture_q: 25, vegetation: 3}

A 0 there means ABSENT, not constant — a distinction the capture could not make
until this commit adds it, and the reason two earlier sessions read the flatness
as a missing generator rather than a missing key.

Also spends the field properly. It drove a stipple PROBABILITY only, so a ridge
and a plain differed in dot density, which at one pixel per cell reads as noise;
and `_ruggedness()` took absf(relief_q - 50), discarding the sign the server
deliberately preserved ("a hollow and a rise are different ground... the reverse
is not recoverable"). Relief now shades continuously and signed — rises lighten,
hollows darken — UNDER the stipple rather than instead of it. Ruggedness
(unsigned) and elevation (signed) are different questions and both are worth
asking.

Ladder, before -> after (tooling/atlas-flatness, lum p1-p99):

    Global    145.69 -> 145.69   unchanged, correct: relief_q is flat 50 at
                                 orbital rungs by construction
    Region     33.59 ->  71.01   2.1x
    District   13.72 ->  77.01   5.6x
    Quarter    11.01 ->  42.56   3.9x

Structure retention Global->Quarter: 7.6% -> 29%.

NOT finished, and the ticket says so: Region now reads as heavy speckle, because
ruggedness is real data instead of an elev_q-gradient fallback and far more cells
earn a mark than the T-1194 tuning assumed; District reads as soft blobby relief,
form without directionality. Both are grammar/tuning follow-ups on a channel that
finally carries signal.

0.4.9 is a REQUIRED bump. The disk cache stores the DECODED canvas, so every
earlier entry physically lacks the field and would keep rendering flat against a
build that reads it — the first bump in this series where a warm cache is wrong
about CONTENT, not merely stale. tooling/canvas_sources.py gains
step_canvas_protocol.gd for the same reason: it decides which planes exist, the
cache stores its output, and the T-1242 gate would not have flagged this fix
while the registry stopped at ui/.../step_canvas/.

Regression cover: every protocol test passed throughout the weeks the plane was
missing, because each asserted a field it already knew about and none asserted
the SET. There is now a test walking all eight dense planes of EncodedStepCanvas,
verified by disabling the fix and watching it fail by name.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-16 15:22:50 +02:00

The Settled Reach

A top-down immersive sim where you only know what you can see, hear, and prove.


You're not the hero. You're a witness with a gun.

Pick a character. Step into their life. Figure out what's happening before it's too late.

The Settled Reach is a single-character detective game where information is the real weapon. You play from one perspective in a simulated world full of people who lie, withhold, and reveal on their own schedules. What you know depends on where you are, who you trust, and whether you're asking the right questions.


What You Do

Investigate. Follow leads through a city you can't see all at once. Line-of-sight isn't a gameplay abstraction - it's the core mechanic. You see what your character sees. Walls block vision. Corners hide threats. Fog returns when you leave. Information decays.

Navigate. Your neural lattice gives you directions, but only to places you've learned about. Contacts send locations. Research reveals addresses. Physical exploration fills the gaps. The map is sparse and frightening at first. By the end, you realize how much you missed.

Decide. Every conversation is a negotiation over what gets shared. NPCs have their own goals, their own information, and their own reasons to lie. You choose who to trust based on incomplete data. Sometimes you're wrong.

Act. When investigation fails, violence is an option. Fights are tactical, asymmetric, and often a terrible idea. Power mismatches run in both directions. Death costs you everything since your last backup - lost knowledge, lost relationships, lost deals. The world knows what you forgot.

Survive. An AI storyteller paces events for dramatic tension. The conspiracy's structure is set at game start. When things happen is driven by how you're doing. Comfortable? Something breaks. Desperate? A break appears. The game wants a story, not a grind.


Core Features

Information Asymmetry as Master Mechanic

You only know what your character knows. The same world looks completely different from different perspectives. A Senator sees political venues on their map. A Guardian sees safehouses. Same conspiracy, different game.

Occlusion-Based Detection

Vision is line-of-sight with a directional cone. You see what's in front of you. Peripheral vision is reduced. Behind you is fog. Sound gives partial information outside your view - footsteps, voices, gunfire. You make decisions based on what you can piece together.

Internal Monologue

Your character interprets what they sense in their own voice. Footsteps behind you. Thermal signatures through walls. A contact's nervous tells. The monologue bridges what the camera can't show and creates atmosphere. It can also be wrong.

Perception Modes

Different characters access different sensors. Natural vision shows detail but is blocked by walls. Thermal imaging shows heat signatures with no identity. Camera feeds give remote vision but can be spoofed. Unisphere tracking pings known contacts but can be masked. Each mode reveals different information with different trust tradeoffs.

Diegetic Interface

The map is your character's neural lattice - Settled Reach technology, not a game UI. Points of interest appear when you learn them through gameplay. Tips can be traps. Navigation is pulled by player intent, not pushed by map design.

Multiple Playable Characters

Every character starts in a different position with different knowledge and different tools. A cop has case files and legal authority. An investigator has contacts and freedom to operate. A politician has institutional access and public constraints. Replayability comes from perspective, not randomness.

Rimworld-Style Storyteller

Events emerge from simulation, paced by an AI director. No timers. No scripts. Consequences of what's already in motion. The storyteller knows what you've lost and can exploit it.

Wildly Asymmetric Combat

Balanced fights are the exception. You're outgunned or overpowered, rarely evenly matched. Tactical clarity from the top-down view. Z-levels create verticality - fights across floors of a building. Perception boundaries mean you can be ambushed. Victory often means not fighting at all.


The Setting

Humanity spread across hundreds of star systems by learning to activate alien gates it didn't build. The result is the Settled Reach - a civilization stitched together by infrastructure it doesn't fully understand.

You live in a society where death is temporary (if you can afford the backup), enhancement is political (who gets augmented and why), and the gates that connect everything were made by someone who hasn't introduced themselves.

Wormholes aren't fast travel markers. They're physical locations you traverse. Social chokepoints. Surveillance points. The infrastructure you depend on to move between worlds.

Something is breaking. Or something is waking up. You're in the wrong place at the right time to figure out which.


Built For Replayability

Structural randomness set at game start: who's compromised, where evidence is hidden, which contacts can be trusted. Play the same scenario as different characters and encounter a different game. The conspiracy's skeleton is fixed. The flesh changes every time.


Development Philosophy

Single-character perspective. Asymmetric information as core mechanic. Top-down camera locked to character position. Godot 4 client + Rust simulation server. Client-server architecture from day one, designed for multiplayer even though single-player ships first.

No fog-of-war as an afterthought. No tutorial popups. No omniscient map reveals. The game is built around what you don't know.


[LOREM IPSUM PLACEHOLDER]

Screenshots

[Gameplay screenshot: character navigating fog-of-war through urban environment] [Gameplay screenshot: thermal vision showing heat signatures through building] [Gameplay screenshot: conversation interface with internal monologue overlay] [Gameplay screenshot: tactical combat with vision cone and z-level interaction]

Media

[Trailer: Character selection → Investigation → Revelation → Crisis] [Dev diary: Information asymmetry as game mechanic]

Awards & Recognition

[To be populated as development progresses]

Community & Updates

[Discord link] [Development blog] [Steam community hub]


System Requirements

Minimum

OS: [TBD] Processor: [TBD] Memory: [TBD] Graphics: [TBD] Storage: [TBD]

OS: [TBD] Processor: [TBD] Memory: [TBD] Graphics: [TBD] Storage: [TBD]


About This Project

Official Title: The Settled Reach (D-021) Repository: commonwealth (historical code name) Engine: Godot 4 + Rust/bevy_ecs simulation server via subprocess/IPC Setting: Original science fiction IP, inspired by space opera traditions Status: Pre-alpha development

For development documentation, see the decisions/ directory and TEAM.md.


The Settled Reach is in active development. All features, systems, and content are subject to change.

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