jpmschweitzerandClaude Opus 5 4b75be5975 fix(simulation): PR #218 review round — real-body evidence, D-211, derived bound
Three findings from Hoshe (QA) and Tyre (architecture), plus a bug the first
of them uncovered.

HOSHE — the headline evidence lived only in a deleted scratch scan. All nine
tests used synthetic fixtures, so nothing committed held the "46 of 109
synthetic placements in water" claim on real data. Two tests now do. The
T-1206 verification scan itself is committed as an #[ignore]d full-corpus
test (267 bodies, run with --ignored), which also makes the recalibration
instruction on the search bound executable rather than aspirational; a fast
test pins the bodies it identifies.

That scan promptly caught a bug in its own first draft, and it is the reason
this commit is worth reading. `CascadeSnapshot::terrain_analysis` is
transient — the cascade nulls it the moment DistrictProfile and RoadGraph are
done (D-203/T-1048, ~2 MB a body) — so it is ALWAYS None on a returned
snapshot, whatever cascade_snapshot_for_body's doc-comment implies. Reading
the ocean mask off the snapshot and skipping when absent therefore skipped
every body while reporting success: 267 bodies "scanned", 0 findings, a green
assert over an empty set, in 697 seconds. Terrain is now re-derived through
the same run_layer1_with_moisture call the cascade used, reproducing the grid
the placements were computed against.

Two habits caught it, both prompted by Hoshe's finding: a vacuity guard that
refuses to pass when no synthetic placement was seen, and counters that stop
"none found" and "never got that far" from looking identical. Corrected
figures at seed 42: 267 bodies, all reaching Layer 3, 344 placements, 109
synthetic, 0 in water — the synthetic count matching the original scan, so
the claim is reproducible now rather than anecdotal.

TYRE 1 — MAX_LAND_SEARCH_RING was justified as grid_h/2 but written as a
literal 128, leaving the 512x256 coupling implicit. It is now derived from
the grid in scope, so the value cannot drift from its own rationale. On the
current working grid it evaluates to exactly 128: no behaviour change, and
the byte-identical-placement guarantee is untouched. Recalibration owner
recorded.

That derivation does change one test. nearest_land_cell_clamps_rows_no_wrap
uses a 16x16 fixture, so its bound drops 128 -> 8, which now sits BETWEEN the
clamped distance to the far pole (15) and the wrapped one (1). The assertion
moves from position to absence and gets sharper for it: previously both
implementations returned Some((15,0)) and only the position could be pinned;
now any Some at all proves rows wrapped.

TYRE 2 — D-211 carried no note though its behaviour changed. Dated amendment
added: step 4's outcome set is no longer total (synthetic overflow may now
resolve to a defined SKIP), and step 5's warning fires for a new legitimate
reason. No re-decision needed — position remains a pure function of seed and
terrain — and the dead-end cross-reference to D-210's closure is now a live
anchor.

Full cargo test green (30 binaries).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-06 17:55:23 +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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