D-258 rulings 5 and 6: the pre-seed biome input is class ids only, on two maps, because compute_biome was already computing them apart and throwing one away. It gave every land pixel its Whittaker (climate) class, then painted terrain over it (ocean bands, ice, altitude snow, mountain rock, lava and ash, the dry, lunar and ferric ground). planet_simulation: - compute_biome_layers returns (biome, terrain). Each rule declares the layer it writes, by RULE not by class: ice from the cold climate box is biome, altitude snow is terrain with the lowland biome kept beneath. Rules that place life (thermophiles, mats, crust, the oasis rings) write the biome and clear the terrain under them. - 255 means "nothing on this layer", not 0, because class 0 is ocean_deep, itself terrain. Ids stay literal. - compute_biome is now compose_layers() of the pair, so the renderers are untouched. Proven byte-identical, dtype included, on 65 real bodies: every 8th standard-atmosphere body plus every thin, thick, reducing and trace one, captured before the edit and compared after it. - simulate() carries both maps as biome_layer / terrain_layer. reach atlas planet bake-biome [--body --limit --dry-run --check]: - Writes biomemap.png + terrainmap.png (8-bit, 1024x512, tEXt: layer, none, classes, decision) beside each heightmap. Scope is the heightmap bake set with an atmosphere (257 bodies; airless are deferred, per D-258). - Pre-seed by construction: simulate() is keyed on the body frontmatter's seed, and no world seed is accepted anywhere. - --check re-simulates and compares DECODED PIXELS, never bytes, since PNG encoding drifts across Pillow/zlib versions (T-1291) and a check that trips on that gets muted. Mutation-proven: one flipped pixel exits 1 and names the file; the restored file exits 0. - import_heightmaps' body lookup is extracted as body_def_for and shared, not copied. Tests (make test-tooling): rock keeps its biome beneath, thin-atmosphere ground is terrain with only scattered life, water is terrain only, no pixel is empty on both maps, and stacking equals the rendered grid. Routing rock through the biome map fails two of them by name. The router drift test covers the new verb. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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]
Recommended
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.