jpmschweitzerandClaude Opus 5 fc55bd897f fix(simulation): PR #218 round 2 — the guard was spending D-211's spacing promise
Hoshe and Tyre independently found the same defect, neither having seen the
other's review. They were right.

THE SPACING REGRESSION. synthetic_attractor's walk picks a candidate that
satisfies MIN_SPACING against every already-placed city, and the ocean
correction then moves that candidate up to h/2 = 128 cells with no
re-validation. D-211 step 4 promises the synthetic attractor is placed "at a
position that respects minimum city spacing" — the fix was buying the land
half of that promise with the spacing half. road_graph::collapse_colocated is
no safety net either: it dedupes by name, not position.

The spacing predicate now goes INTO the ring walk (nearest_cell_matching)
rather than running before it, so the search returns the nearest cell
satisfying land AND spacing, with the same tie-break order and the same
degrade-to-skip. A predicate on the existing walk, not a second walk.

Unmeasured, and stated rather than implied: whether this was ever a LIVE
violation or only a latent one. The old behaviour was replaced before it was
measured. What the corpus does say is that 12 of the 13 bodies showing any
sub-MIN_SPACING pair carry no synthetic placement at all.

AND THE FIRST VERSION OF THAT FIX OVER-ASSERTED. Checking MIN_SPACING across
ALL placement pairs found 13 violations corpus-wide, none of them the guard's
doing: the promise is step 4's alone, and matched placements (Tier A greedy,
Tier B/C Hungarian) sit on their terrain attractor, never subject to it. Two
real river mouths 12 cells apart is geography. Shipping that assertion would
have failed the gate and blamed this guard for pre-existing placements. Both
checks are now scoped to pairs involving a synthetic placement, with the 13
matched-pair proximities recorded in-code so they are not re-litigated.

Corpus, both invariants: 267 bodies, 267 reaching Layer 3, 344 placements,
109 synthetic, 0 in water, 0 spacing violations.

ALSO FIXED:
- t1206_verification_scan could still pass vacuously (Hoshe). The fast test
  got bodies_loaded>0 / synthetic_seen>0 guards last round; the scan — the one
  test whose entire purpose is being the re-runnable evidence — did not, and
  !bodies.is_empty() only proves the directory listing worked. Both added.
- cascade_snapshot_for_body's doc-comment claimed the snapshot "still carries
  the transient TerrainAnalysis" (Tyre). It is always None for a full-cascade
  call. Corrected in place, with the re-derivation recipe and a note that this
  sentence cost a false-clean 267-body scan.
- The passthrough test's comment described a land-island fixture and claimed
  (0,0) is not returned; the fixture is ta_all_land and the test asserts (0,0)
  IS returned (both reviewers). Rewritten to match reality.
- max_land_search_ring's cost note said ~(h/2)^2 = 16k candidates (Hoshe).
  That is one quadrant's area, not cumulative ring cost: sum of 8r over
  1..=128 is 66,048. Conclusion unchanged; the arithmetic is the executable
  recalibration rationale, so it has to be right.
- The fast test ran 25.8s, close to the long pole of the whole --lib suite
  (Hoshe). Trimmed 6 bodies to 3: 13.0s. Not to one — synthetic_seen>0 needs
  only one body, but resting on one is how the first draft ended up depending
  on GJ903c alone.

RETRACTED: the shared-ring-search-helper finding. Round 1 ruled duplicate-
over-share CORRECT for this walk and said so "stated so it isn't
re-litigated"; round 2 asks to factor it with no new evidence and no change to
either implementation. Fixing the spacing gap by predicate rather than by a
second walk moves that direction anyway.

Full cargo test green (40 binaries).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 09:49:39 +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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