relief_q now reaches the renderer, and the first pass spent it on brightness:
lighten where the ground is high, darken where it is low. That moved the numbers
(District 13.72 -> 77.01 lum spread) and still looked like moss, because the eye
does not read landform from absolute brightness. It reads it from light falling
ACROSS a gradient — height-shading gives a rise and a fall the same tone, so no
ridge ever reads as a ridge.
So relief drives a proper hillshade: the local gradient of the field dotted with
a light from the upper-left. The light direction is not a free choice; lit from
the lower-right the brain inverts the read and valleys pop out as ridges.
THE SCALE IS MEASURED PER CANVAS, not fixed, and the first attempt at this failed
exactly the way this file already warned a fixed gradient constant would (see
RUGGEDNESS_BASELINE_CELLS: "the same 4-cell delta reads 21.86 at Region and 0.08
at District"). With a constant full-scale of 8:
Region 81.72 but District 77.01 -> 20.01, Quarter 42.56 -> 16.44
because at District's 3.8 m per cell neighbouring cells barely differ. The
terrain layer now measures each canvas's own mean |gradient| once per rebuild and
the hillshade normalizes against it, so one constant works at every rung.
Ladder (tooling/atlas-flatness, lum p1-p99), flat -> shipped:
Global 145.69 -> 145.69 unchanged; relief_q is flat 50 at orbital
Region 33.59 -> 54.30
District 13.72 -> 74.43
Quarter 11.01 -> 73.72
District and Quarter now read as terrain — ridgelines, valleys, and the stipple
organised into contour-like bands. Judged by eye on the captures, not by the
metric alone.
Stipple full-scale 25 -> 60. The old value was calibrated against a relief_q that
never arrived, so it was tuned to the elev_q fallback; with the real plane nearly
every land cell earned a mark and Region read as static (17,599 distinct colours,
more than twice Global's, for a quarter of the legibility). Form comes from the
hillshade now; the stipple is grain on top of it.
REGION IS NOT FIXED, and the cause is T-1240 rather than this change. It renders
as fine uniform stucco: a Region cell is 379 m of ground while the relief field's
content sits in the 128-1024 m band, so the field is at or below Nyquist and the
gradient the hillshade reads is aliasing, not slope. min_wl_m defaults to 0 on
the served path, so nothing truncates the octaves Region cannot resolve — which
is precisely what T-1240 proposes to fix. That ticket said the stale cutoff was
"currently inert"; it is now the thing capping Region, and T-1240 is updated
with the measurement.
Three tests, on direction rather than magnitude so tuning does not rewrite them:
a hill's west flank lit and east flank shadowed, a uniform field shading nothing,
and the canvas edge not drawing a rim. That last one is a bug this nearly
shipped: `_l8_value` returns 0 out of bounds and 0 on relief_q means MAXIMUM
HOLLOW, so sampling off-canvas posts a full-scale false gradient all the way
round the frame. The sample position is clamped instead.
Co-Authored-By: Claude Opus 5 (1M context) <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.