jpmschweitzerandClaude Opus 5 6cfd829445 feat(simulation): sub-cell composition — a summarised cell can contain its minority (T-1213)
D-258 invariant 2: descending the ladder must reveal COMPOSITION, so a cell
reading "forest" globally contains the clearings, marsh, rock and scrub the
vote suppressed. Below Global it contained nothing: morphology carried NINE
zones at Global and exactly ONE (AlluvialPlain) at every rung under it, and
vegetation collapsed to one class from District down.

WHY THE EXISTING TIERS COULD NOT DO IT. vegetation_invention already perturbs
moisture with a massif band and a texture band — but that pair was built for
cross-rung coherence and is weighted 70/30 specifically so "the texture term
alone can never outweigh the massif term". It is designed NOT to change a
verdict, which is the exact opposite of what composition needs.

And it could not simply be turned up. Measured: 50.2% of the texture field's
amplitude sits in its 32,768 m octave alone, and everything at or below 2,048 m
holds 5.9% of the total. Across a District window only that 5.9% varies, which
after the 30% weight and a ~29-point ceiling swings moisture by +/-0.51 points
against vegetation gates 5-15 points apart. Nothing could ever cross one. That
is the geometric series, not a tuning shortfall — raising the ceiling enough to
matter at District would make the field violent at Region.

So a third tier carries the fine band ALONE, normalized to its own full swing:
quiet where the coarse tiers are loud, loud where they have nothing left to
say. It feeds BOTH classification inputs, because moisture alone would have
left morphology just as flat.

CONSERVATION IS THE BOUND, not weighting (D-258 invariant 3). The field is
zero-mean, so a downsample returns the summary it was added to. Pinned two
ways: a field-level zero-mean test, and a real-terrain test that derives a
District-sized patch and asserts the majority vegetation class survives.

RARE INCLUSIONS, and this was a correction. The smooth term is a gentle sway
around the base, so it can only flip a verdict where the ground already sits
near a gate — which made deep-in-class ground immune, and the conservation test
duly measured a patch that was 100% Forest. A monoculture is the flat map this
ticket exists to fix, one scale down. Jeroen: "maybe a dense forest should
still sometimes produce a clearing or a rocky outcropping." D-258 says CONTAIN,
not border on. A sparse high-contrast term now rides on top — thresholded value
noise so inclusions are connected blobs rather than stray speckled cells. The
same patch now reads 98.9% Forest with 1.1% Barren outcrops.

The moisture half of an inclusion obeys the envelope rule (a world with no
patchiness ceiling grows no glades — caught by the zero-ceiling test, which the
first version failed by putting damp pockets on airless rock); the slope half
does not, because an outcrop is geology and a dead world is exactly where bare
rock should break the surface.

The slope ceiling is 6, not the 15 first written. Measured against the
window-derivation fixtures, base slope_q on ordinary ground is 2-6, so +/-15
did not vary the signal but REPLACED it — one fixture moved 6 -> 19 and two
coastal samples flipped to Wetland on invented slope alone. The morphology
gates are far apart because a cliff coast is a real landform; composition must
let marginal ground fall both ways, never manufacture a fjord on a flood plain.

NOT applied at the orbital rung, which is envelope-only by design and documents
that it never invents slope — pinned by
derive_orbital_at_metres_never_invents_slope, which caught the first version.

Both goldens move in the IMPROVING direction, checked before updating rather
than blind-refreshed:
  GJ338Bd  moisture 75->85 distinct, slope 28->34 (range 0-50), materials 3->4
  GJ244Ad  moisture 25->42, slope 15->22, morphology zones 6->7, materials 2->3

Ladder effect (was -> now): Region moisture 25->39; District moisture 3->17 and
vegetation 1->2; Quarter moisture 3->8.

45 server suites green, clippy clean.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 10:01:16 +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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