jpmschweitzerandClaude Opus 5 d5e617eff6 docs(simulation): PR #218 round 3 — the round-2 fix outran its own documentation
Three findings, all doc-accuracy, and all the same root cause: folding the
spacing predicate into the ring walk changed what three comments describe, and
two of those comments were written by this same PR one round earlier.

TYRE 1 — road_graph.rs's T-1206 gap-closure comment cited `nearest_land_cell`,
which round 2 made `#[cfg(test)]`. A reader chasing that name lands on a
test-only function and reasonably wonders whether they are looking at dead
code. Repointed to `nearest_cell_matching`, and the paragraph's closing claim
that "T-1206 guarantees the placement pixel is land" is corrected: it has been
land-AND-spacing-or-skip since round 2.

TYRE 2 — `max_land_search_ring`'s doc named the same test-only wrapper as the
thing that walks the bound. It now names the production consumer and both
callers.

TYRE 3 — the D-211 amendment was written in round 1, before round 2 existed,
and still described a land-only correction. It now carries a dated refinement
recording what the code actually does: the walk satisfies BOTH of step 4's
promises in one search, and SKIP therefore also fires where land exists but
none of it clears spacing within the bound. The no-re-decision conclusion is
unaffected — position remains a deterministic, non-fabricated function of seed
and terrain — and the refinement notes the spacing promise is step 4's alone,
since Tier A/B/C placements sit on their matched attractor and were never
subject to it.

HOSHE's three findings were the same three hunks, observed uncommitted while
the review ran: accurate content, but not in the branch tip, so the PR would
have merged a governance record that misdescribes its own commit. That is this
commit.

Both reviewers independently confirmed what the round-2 fix claims. Tyre traced
the ring geometry and tie-break order by hand against the spacing predicate;
Hoshe re-ran the full 267-body corpus scan live (850s) and reproduced the
figures exactly — 267 bodies, 267 reaching Layer 3, 344 placements, 109
synthetic, 0 in water, 0 spacing violations.

The shared-ring-search-helper retraction is confirmed and settled, with NEW
grounds rather than a restatement: round 2 strengthened the case for keeping
them separate, since this walk is now parameterized by an arbitrary predicate
over native u16 terrain coordinates while road_graph's is a RouteGrid method
over downsampled routing cells with a fixed cost test and an unrelated bound.

22 module tests green; clippy and fmt clean.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 10:53:33 +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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