# Current direction — a connected account of SUBSTELLAR ## CD05-T01 — Identity, authority, and the work now in scope SUBSTELLAR is a Minecraft survival adventure about a home worth returning to and worlds worth exploring. Familiar survival, ordinary building, and a useful community establish the beginning. Underground exploration reveals a second geography of water, living habitats, mineral country, routes, refuges, and unfinished work. Space extends that same adventure: arrive prepared, learn a place, make a dependable foothold, discover something useful, and bring its benefits into the wider network of homes. The name joins what lies beneath with what lies among the stars. “Every world goes deeper” therefore has a practical consequence: another sky is the beginning of another landscape, including substantial underground experiences. Progression should be remembered through places and actions—the repaired crossing, the first useful workshop, a forest beneath stone, a marked route through darkness, and a warm room beside a lunar lander. Equipment and industry help the player understand and inhabit those places. This chapter is a consolidated current reading layer. It covers every subject in the seven baseline text sources, whose 45 chapters contain 90,735 words under the edition's established counting method. It does not replace those chapters or claim to reproduce their complete detail. The source map identifies every original chapter by its source key, exact title, filename, and existing HTML anchor. The original writing and 50 baseline visuals remain the preserved record; this edition adds an account of how their current meanings fit together. The existing sources have several kinds of authority. Their differences matter when judging a picture, a proposed recipe, or the readiness of a feature. | Kind of record | How to read it now | | --- | --- | | Established foundation and approved original writing | The project's creative direction and the preserved source of its world, journey, settlement, and content vocabulary. | | Fifteen supplied reference sheets | Confirmed visual references, retained with their original labels and pixels. Particular example measurements, recipe grids, and brands retain their separate evidence status. | | Industry, destination, Tier 1, and First Playable expansions | The current detailed planning account. Their operational proposals and recommended defaults remain distinguishable from confirmed artwork and verified implementation. | | Generated concepts and editable diagrams | Delivered visual explanations. A generated scene can establish an atmosphere or working relationship without proving exact geometry, an implemented interface, or playable balance. | | Recipes, dimensions, timings, capacities, and performance | Proposed values or unverified engineering questions unless a record explicitly supplies the corresponding measurement or implementation evidence. | The present work is authorized documentation, creative development, worked examples, and a bounded set of new images and diagrams. It makes the next content update concrete for the separate Website agent. Actual mod development still requires a scoped BUILD instruction. The available documentation workspace did not establish the mod's current code, loader, version, saves, or performance; that finding is about this workspace and does not assert that no implementation exists elsewhere. The audience remains solo players and cooperative groups. Exploring, building, preparing machinery, and supplying companions are all useful contributions. The standalone-first direction preserves a coherent game without mandatory gameplay-mod integrations. Guided chapters supply reliable invitations and satisfying changes while free building, independent exploration, and quiet domestic play remain valid uses of an evening. The long vision is larger than an initial release, and the generation-first foundation still precedes claims that its later systems work. Full-source details: approved — The creative foundation; The complete player journey; Source records and terminology. Planning authority: first-playable — First Playable — Old Valley, the Quarry, and the First Workshop / FP-PLAN-01 and FP-PLAN-22; tier1-models — Tier 1 — Model and Implementation Specifications / T1-SPEC-01. Preservation and counts: edition-manifest.json. ## CD05-T02 — The player journey and the precise opening endpoint The five journey families remain First Descent, Pale Horizon, Red Frontier, Outer Worlds, and Beyond Sol. They describe the widening adventure. Industrial bands describe workshop capabilities; rocket tiers describe the supplied spacecraft design families; spacecraft classes describe travel capabilities. These systems relate to one another, but their numbers are not interchangeable. A player does not need to finish every machine in an earlier industrial band before taking a supported expedition. First Descent contains Old Valley and the extended Earth adventure. Pale Horizon develops orbital and lunar travel. Red Frontier makes longer planetary work practical. Outer Worlds separates the demands of pressure, cold, weather, isolation, and specialist equipment. Beyond Sol opens the proposed Afterlight continuation. The recommended principal destination route remains Earth, Moon, Mars, Europa, Titan, and Pluto. Ceres and Io offer substantial optional branches. Pluto supplies a satisfying Solar System conclusion; Cairn and Morrow form a further proposed journey. The most consequential progression clarification is the early Tier 1 branch. A practical Explorer mission can become possible before the player exhausts Earth's seven realms. Core completion, Heartglass, titanium-grade industry, nuclear power, lunar materials, and rare creature drops are not first-flight requirements. Earth remains the source of the workshop, preparation, people, and supplies behind the first mission. Its deeper routes continue alongside lunar exploration and gain useful improvements from it. The broad Earth-to-space narrative never overrides a mission's actual accessible prerequisites. Old Valley retains its complete five-chapter spine. Its inhabitants are recorded through established roles where names are unavailable, preserving rather than replacing any cast found in the actual project. | Old Valley chapter | Essential change in the world | Relationship to First Playable | | --- | --- | --- | | A place to stay | Restore the guesthouse's essential entrance, sleeping place, storage arrangement, and common-space access. | Complete essential Chapter 1 outcome. Optional rooms remain optional. | | The old crossing | Repair the supported crossing and its transport fittings so the route genuinely works. | Complete essential Chapter 2 outcome. A personal bridge can help travel without awarding this authored chapter. | | The quarry | Restore access, the work bay, baseline cargo handling, and a finite ordinary stone service. | Complete essential Chapter 3 outcome, achievable before the bronze upgrade. | | A working settlement | Develop the grain mill, fuller workshop, market preparations, and their useful relationships. | Only a limited workshop service is introduced. The chapter remains incomplete. | | The first market | Open an occupied public gathering with visitors, useful exchanges, and a lead toward another adventure. | A distinct later payoff, neither triggered nor awarded by First Playable. | The bounded First Playable includes the first three essential chapter outcomes, one Copperwash Channels expedition, and a returned-find improvement to the existing quarry hoist. Its three canonical machine functions are IND-M01 Carpenter and repair bench, IND-M07 Alloy hearth, and IND-M53 Hoist and lift installation. The hoist is cargo-only, between fixed landings. The quarry's ordinary stone recipe service is not the ore crusher, and the grain mill remains a food-processing service in the later chapter. The proposed bronze demonstration makes four fittings from three copper ingots, one tin ingot, and one hearth fuel item. With four planks, those fittings improve the existing cradle from one occupied cargo slot to two while preserving its route and cycle time. A four-iron-and-four-plank alternative produces the same basic cargo improvement without demonstrating the alloy method. These remain planning recipes. Their value is clear in play: the returned discovery lets the player move two real occupied stacks in one trip. The baseline quarry already works before this upgrade. The opening's shared restoration budget is separately recorded from personal tools, lighting, fuel, food, and the stone-service demonstration. That accounting prevents the same material from being charged twice. Its 90–150-minute directed-play target is a proposed observation range, not a deadline or evidence of measured gameplay. No new user decision is required to finish this planning. Its ending is a usable valley, a known underground route, and a workshop improvement with a natural next invitation. New worked examples begin beyond that boundary and do not retroactively claim the whole settlement is complete. Full-source details: approved — The complete player journey; Old Valley; Space exploration. Current progression clarification: industry — Industry and progression / Three kinds of progression, IP03 and IP06. Exact opening plans, costs, alternatives, and acceptance: first-playable — First Playable — Old Valley, the Quarry, and the First Workshop / FP-PLAN-02 through FP-PLAN-20; first_playable_register.json. ## CD05-T03 — Earth's second geography and world-generation contract The documented working envelope is 512 total block levels, with valid Y values from -192 through 319 and an exclusive upper boundary at 320. From a reference surface around Y 63, that is about 255 blocks down to the floor. It is not 512 blocks of underground depth. The earlier three prototype design bands are experiments in generation, not approved final allocations for seven finished realms. The creative atlas assigns no permanent universal Y range to a realm. Depth is a strong tendency combined with lateral geography. Regions overlap through shelves, basins, cliffs, watersheds, root systems, and thermal margins. Deepwilds and Underreach can occupy comparable local elevations while differing in moisture, life, structure, and routes. The Abyss can form large basins and exposed spaces within a connected network. Mantle and Core are fictional progression environments; the Core's Heart region is a deep-crustal adventure destination, not the literal center of Earth. | Realm | Five named experiences, retained in atlas order | Anchor and characteristic purpose | | --- | --- | --- | | Overworld / EAR01 | Bluewater Quarry Coast; Rooted Uplands; Rivergate Country; Windscar Heights; Rainwood Hollows | Familiar homes, farming, travel, and entrances. Old Valley's guesthouse is the opening home; the optional Surface Expedition House is a regional depot after the first market. | | Shallows / EAR02 | Rootlace Galleries; Chalkstep Terraces; Copperwash Channels; Glasswell Pools; Drybell Vaults | Shallows Waystation. Read water, rock, roots, light, and a dependable route before committing to deeper travel. | | Deepwilds / EAR03 | Lanternroot Forests; Sporemeadow Basins; Hanging Gardens; Bluefen Groves; Quietwood Hollows | Deepwilds Conservatory. Learn living habitats, cultivation, canopy routes, and productive underground home life. | | Underreach / EAR04 | Ironfold Ridges; Saltmirror Halls; Blackriver Galleries; Echoquartz Fields; Dustroad Expanse | Underreach Junction. Connect substantial mineral country, freight landings, workshops, and regional movement. | | Abyss / EAR05 | Pillarfall Reaches; Stillsea Basin; Moonmilk Shelves; Whisper Chasms; Drowned Stair Country | Abyss Beacon Refuge. Turn distance, exposed shelves, and dark water into an understood chain of safe places. | | Mantle / EAR06 | Basalt Steps; Ember Gardens; Ashen Hollows; Redglass Margins; Steamvaults | Mantle Works. Read local heat, use protected routes, and establish purposeful industry in cooler pockets. | | Core / EAR07 | Heartglass Groves; Pale Resonance Fields; Stillwater Sanctuaries; Blackroot Islands; The Heart Chamber | Heart Observatory. Combine learned expedition skills, quiet research, unusual materials, and a reliable return from the deepest Earth destination. | Generation works at several scales. Broad districts create reasons to travel horizontally. Chambers and landforms provide terraces, pillars, river trenches, roof openings, ledges, and meaningful empty space. Routes supply local choices: a dry rim or a shorter wet crossing, a long safe climb or an exposed ledge, a resource detour or a return before reserves become tight. Detail then reinforces those choices through host rock, runoff, roots, deposits, and habitat. A large smooth room with no internal geography does not meet the creative aim simply by being large. Required expedition routes need an intelligible outward and return path using the capability available when they first matter. Optional isolated pockets and demanding branches can exist, but the main route cannot require a single invisible crack, an untelegraphed lethal jump, or equipment found only beyond its own barrier. Player tunneling, bridges, stairs, boats, and personal markers remain useful. Authored routes earn attention through comfortable staging points, landmarks, services, and discoveries. They rarely rely on an unexplained indestructible door to make a buildable world obey a story flag. Natural terrain supplies variation; authored places supply dependable relationships and services. Supported foundations, limited rotations, short paths, and a small family of suitable layouts connect the two. Generation reserves critical anchors before dressing their surroundings and verifies reachability with the relevant equipment. Old Valley and the intended Heart destination must have a supported reachable campaign placement. An optional site may be omitted when it cannot fit. A required one cannot disappear from an unlucky seed or be forced into place by erasing a large unrelated landscape. Water, heat, air effects, and ecology follow local readable rules. Stable generated water gives a region identity; special floods and pumping problems occupy finite declared areas. Heat comes from a signaled vent, channel, or apparatus with a response and a usable safe interval. Mist, dust, spores, and living light have recognizable sources. A dark cave should retain sufficient form for navigation without relying on a shader. Ordinary mining leaves persistent excavation; an ore body does not secretly refill after a chunk unloads. Renewable supplies come from explicitly renewable cultivation or processing. Every realm retains a lateral life beyond its first route. A Shallows mine can become a convenient supply stop, a Conservatory can export useful cultivation stock, a Junction can connect working districts, and an Abyss refuge can become a quiet personal home. Later mobility or equipment opens side routes while established transport reduces repetition. The world becomes more familiar through the player's work without becoming entirely solved. Fitting this atlas into a durable world envelope remains a future engineering gate. Representative cross-sections and actual routes must demonstrate sufficient room, transition quality, structure access, and a familiar surface before permanent save expectations are fixed. A larger continuous envelope or another deliberate arrangement may be evaluated if needed. Separate deep dimensions have not been silently selected. This current consolidation preserves the working specification and the full creative ambition while keeping that untested fit visible. Full-source details: approved — The vertical world specification; World generation and the Earth atlas; Overworld; Shallows; Deepwilds; Underreach; Abyss; Mantle; Core. First local placement graph: first-playable / FP-PLAN-11 and FP-PLAN-12. Overview explanation: illustrated / ILL-S04. ## CD05-T04 — Settlements, authored adventures, and living regional activity A settlement is a place whose usefulness the player can see. Its buildings have accessible interiors, recognizable silhouettes, working services, material storage, and room for ordinary movement. Residents occupy a few understandable roles and respond to actual milestones. The innkeeper has guests because the crossing and lodging work; a workshop specialist has useful work because the player returned with a discovery. Bounded routines and forgiving interactions supply continuity without requiring an uncontrolled simulation of every character's life. Each managed project has an in-world controller suited to its setting: a board, marker, workshop control, or outpost terminal. Its ordinary view explains purpose, next stage, materials, current condition, and the next useful action. A preview exposes the occupied footprint, access, intended terrain changes, and conflicts before the player commits. The material-fed authored build preserves the local aesthetic while giving the player the satisfaction of contributing to its visible construction. Discovered, Preview, Claimed or assigned, Awaiting requirements, Ready, Building, Paused, Blocked, Complete, and Upgrade available remain the canonical product states. They do not require ten separate screens. A finished service continues working while an optional extension waits. A chest placed inside a proposed deck produces a marked obstruction and preserved stock. A person standing in the next placement volume stops the action. Neither situation authorizes the project to delete belongings, push through an occupant, or tunnel arbitrarily to find another solution. Construction has real custody. A contribution leaves an authorized inventory once. Uncommitted supplies remain distinguishable from material committed to a stage and material already built into the world. Cancellation returns recoverable stock according to its stated stage; it cannot produce both a completed wall and a refund for that wall. A stopped batch retains its ingredients or product in a coherent owned state. An interrupted hoist or freight order preserves the same cargo and delivers it once. This trust is central to the experience because players build long-lived places from those quantities. Managed regional activity depends on eligible participants within the region's dimension, horizontal boundary, and explicit vertical bounds. The last eligible participant leaving pauses authored construction, production, visits, consumption, and encounters coherently. Return resumes the saved situation without absence debt or a catch-up stockpile. A passerby does not secretly activate a private project. One participating friend can keep an occupied refuge working while its owner travels. Ordinary Minecraft systems outside these managed services retain their own behavior; the pause promise does not freeze the whole world. Freight moves already-produced, authorized, reserved goods between established endpoints. Its receiving process can advance when the destination is active while the source remains parked. Both endpoints need not be occupied together. This permission does not restart the remote factory or consume an absent habitat's reserve. Remote inspection can show recorded stock and status without granting remote production. These rules let several settlements become useful homes rather than a growing collection of obligations demanding simultaneous attendance. Free building remains a complete form of participation. Personal homes and added paths can coexist with supported projects, using the same material families. A later bounded commissioning system may recognize generic shelter, cultivation, or a supported workshop in a player's building. Physical usefulness, civic-service recognition, and completion of a particular authored chapter remain separate facts. A homemade cottage is useful without completing the guesthouse. An alternate crossing can satisfy a particular optional encounter only when that encounter explicitly supports it. The connected episodes develop existing anchors. The sheltered water belongs to the Deepwilds Conservatory and Canopy-to-River Circuit. Freight through the dark develops Underreach Junction's Three-Landing Supply Route. A light across the gap develops the Abyss Beacon Refuge and Far-Shelf Survey. Their titles do not add three new mandatory towns. Earth and planetary episodes share an expedition rhythm while giving each refuge a different meaning: a productive garden, a handling hub, a beacon across exposed water, a sealed room under a new sky, or a remote return-support installation. Full-source details: approved — Settlements and authored adventures; Old Valley; Residents and settlement systems; Connected adventures and player experience; Production transport and settlement technology; Power fuel and the cost of travel. Detailed opening behavior: first-playable / FP-PLAN-13 through FP-PLAN-17. Regional industry and freight: industry — Production chains, balance, and machine progression / Regional pause and coherent custody. ## CD05-T05 — Industry, materials, and progression through useful work The industrial ambition combines substantial machinery with a broad set of useful functions. A player should understand a plant by walking through it: receiving area, preparation, recognizable processing, finishing, storage, and dispatch. Timber, masonry, iron, copper, ceramic insulation, glass, marked housings, and accessible service paths connect early machinery to later sealed planetary installations. Size earns its place when it creates a meaningful material path, service aisle, loading position, or vehicle berth. Compact benches and field machines retain value beside large plants. TEC01–TEC14 remain installation families, from the carpenter's bench to the launch and recovery complex. IND-M01–IND-M66 describe functions within them, rather than 66 compulsory separate machine blocks. Related functions can share a clear host. Distinct processes keep distinct working identities: a mill makes food, a crusher prepares material, a fabricator makes components, and an assembly station controls a vehicle build. Industrial breadth is the set of useful possibilities a player can select from, not a requirement to install the whole catalogue before an expedition. | Industrial bands | Current meaning | | --- | --- | | IP00–IP01 | Ordinary preparation, repairs, useful motion, ceramics, accessible fittings, water handling, and a workshop with a visible first result. | | IP02–IP03 | Modest electricity, field charging, repeatable components, and the complete accessible Tier 1 preparation branch. | | IP04–IP05 | Regional steel, handling, selected ore recovery, bounded orders, thermal work, advanced alloys, and useful chemical specialization. | | IP06–IP07 | Lunar service, ceramics and optics; then Mars field repair, compact processing, mobile work, and regional outpost logistics. | | IP08–IP09 | Destination-specific outer-world systems, mature independent services, precision observation, and bounded Interstellar preparation. | These bands are an explanatory order. IP06 does not demand completion of every IP04 or IP05 system. A mission's capability record identifies its own required products and services. Optional fission, fusion, advanced field apparatus, route terminals, and powered equipment preserve a substantial engineering horizon. Their full resource paths, local limits, and environmental roles need later detailed work; they do not quietly enter the early rocket recipe. Materials are organized by useful properties and first reachable sources. Familiar iron, copper, fuel, redstone, glass, quartz, and ordinary construction resources remain important. MAT01–MAT19 cover nineteen Earth resource families, including metals, clay, salts, crystals, resin, fiber, soil, and living culture. They are not nineteen mining permissions. The ten processed families—bronze fittings, steel, sealed cloth, technical ceramics, lightweight plates, reinforced alloy, titanium frame stock, optical assemblies, resonant components, and Heartglass assemblies—provide a reusable manufacturing vocabulary. The first version of a capability uses earlier accessible inputs. A copper-and-redstone power supply can run the first electrical material process before that process produces aluminum. Ordinary clay and fuel can establish the early kiln. Accessible cloth and supported seals make the first filters before the player needs to enter a dangerous spore patch. Ceramics, metalwork, cloth, and an available cooling supply support the first thermal-margin visit before thermal salt improves it. Later recipes can reward richer deposits, better equipment, or selected local materials without erasing the shorter first route. An upgrade should improve a specific measure. More yield per deposit, faster throughput, lower energy use, smaller footprint, easier service, greater cargo capacity, and a stronger environmental envelope are different advantages. A larger line pays for its extra equipment and services. A chemical recovery loop reduces a real recurring cost within a finite material budget. Repacking stock, reclaiming scrap, filling a tank, or changing storage phase cannot grant repeated bonuses to the same material. Shared intermediate families avoid a separate mandatory inventory item for every screw. Electrical power uses a common understandable accounting language: available supply, stored reserve, demand, supported delivery rate, and priority. A small cell can run a field device without becoming an adapter for a whole refinery. Heat, fluids, gases, items, and control retain distinct roles and connections. A plant can use simple supported duties and process categories without simulating every real voltage, temperature, or pressure. Shape, direction, symbols, and labels complement color, so a connection remains understandable under ordinary lighting and accessibility settings. Automation removes repeated work the player already understands. An order names its source, recipe, quantity or reserve target, destination, permission scope, and stop condition. It pauses safely for missing input, full output, a blocked route, or insufficient discretionary power. Essential occupied-habitat and mission reserves have priority over optional manufacturing. Service follows meaningful use, such as dust exposure, filter work, or excavation; frequent unexplained random failure does not make a workshop richer. The successful industrial loop ends with a useful object, a changed route, a prepared expedition, or a more capable home. Full-source details: approved — Materials and the crafting economy; Production transport and settlement technology; Power fuel and the cost of travel; Planetary materials and reference catalogue. Detailed functions and chain directions: industry — Industry and progression; Machinery and industrial systems; Production chains, balance, and machine progression. Stable catalogue: industry_progression_register.json. Visual context: ILL03-02 through ILL03-06. ## CD05-T06 — The Explorer and the complete Tier 1 expedition The current Tier 1 vehicle is the Explorer Rocket, with Tier 1 Rocket as its compact item label. One prepared Explorer supports the first orbital and lunar missions and a dependable return. The earlier Keel and Pilgrim remain preserved proposed hull concepts; they are not two additional compulsory spacecraft. Their useful intentions—readable launch body, real cabin, accessible equipment, and a homeward refuge—inform the current Explorer experience. Orbital and Lunar remain capability classes that one vehicle can span. Mars access is not inferred from that overlap. The confirmed visual family is pale white and gray casing, restrained orange bands, dark machinery, navy glass, focused blue screens, a stepped nose, square forward window, low hatch, four fins, and a four-nozzle underside. REF11 anchors the detailed vehicle; REF12 anchors the suit; REF09 and REF10 distinguish manufacturing roles; REF15 gathers the named system. REF03 gives the first lunar foothold its visual context. Original sheet brands and approximate figures remain visible as source evidence without becoming production branding or final measurements. | Stable role | Current responsibility | | --- | --- | | T1-M01 Part Fabrication Table | Make recognizable component families from accessible Earth stock. Show inputs, work, a named missing requirement, and real output. | | T1-M02 Rocket Assembly Station | Control authored construction of one Explorer in a linked berth. Rocket Assembly Table remains a reference alias and possible visual variant. | | T1-M03 Fuel Refinery and T1-M04 Fuel Pipe | Prepare and transfer SUPPLY01 standard spacecraft propellant through compatible bounded connections. | | T1-M05 Oxygen Generator | Prepare SUPPLY02 breathing supply through a defined supported Earth input route; filling a tank moves real stored supply. | | T1-M06 Launch Pad and T1-M07 Control Console | Provide the registered berth, ground services, access, mission selection, cargo preparation, reserve visibility, and departure checks. | | T1-M08 Storage Crate | Carry real components, equipment, shelter stock, and returned samples with explicit reservations and permissions. | | T1-S01–T1-S03 | Group refill, dust service, and charging; establish the starter lunar refuge; provide the existing EQ26 recovery-beacon mode. | The named component family contains Rocket Part, Rocket Engine or Engine Module, Fuel Tank, Navigation Chip or Guidance Chip, and Launch Key. The two chip names refer to one current role. The key and navigation hardware are reusable and recoverable through authorized services. The suit, helmet, and Oxygen Tank implement EQ23 and EQ24 with actual SUPPLY02. A four-nozzle appearance can use one managed engine-cluster responsibility. A labelled drawing part is not automatically a new mandatory item or independently simulated subsystem. Vehicle assembly and expedition preparation run together. The player makes components and erects a recognizable craft while preparing Earth-produced propellant, breathing supplies, charged field cells, protection, tools, navigation, repair stock, and a complete return allocation. For the default lunar mission, EQ25 starter shelter and its commissioning supplies accompany the working airlocked cabin. The conservative arrival and first committed descent must be supportable by that complete manifest. An optional orbital rehearsal has its own valid smaller manifest and does not require the lunar shelter. The edition 05 worked example recommends candidate starter supply routes: prepared renewable carbon feedstock, process water, and electricity for propellant; a powered Earth atmosphere-processing mode for breathing supply. These are proposed game recipe families, not confirmed chemistry or completed bills. Coefficients, service demand, and byproduct handling remain explicit unresolved recipe work. Its numerical supply examples demonstrate custody and arithmetic, not measured balance. The first lunar mission assumes no local manufacture of either supply. The first lunar landing uses surveyed natural ground. It does not require a prebuilt lunar Launch Pad, an external local console, or a lunar refinery. The Explorer's cabin is the immediate retreat while the player deploys and commissions the separate starter refuge. The refuge must work before the first committed underground descent. Later permanent rooms, observatory work, gallery enclosures, and local production expand a foothold that was independently viable from the beginning. The model specification proposes a nine-block total vehicle height, three-by-three main body, and five-by-five fin envelope. It proposes separate vestibule and upper cabin spaces with two pressure boundaries, one pilot position, real access, and declared supply housings. Those dimensions are not approved production geometry. The six-, nine-, and twelve-block source treatments disagree. T1-DEC01 requires a measured fit review before final model production. The correct response to a failed fit is a deliberate revision, not an impossible hidden interior or the removal of required refuge capability. T1-DEC02 concerns the station forms: the recommended two-by-two smaller fabricator and three-by-three broader assembly station remain proposed. The assembly station is a controller and jig whose linked berth holds the full vehicle; its small work surface does not contain a nine-block rocket. Pad, hatch, fin, coupler, player, and service clearances must be measured together. The reference's example six-slot cargo display indicates compactness but cannot exclude the full safe starter loadout. Additional crew require designed seats and supplies rather than treating another player as cargo. The completed Tier 1 experience includes a first meaningful lunar walk and descent, useful samples home, and an improvement to an existing service. One authoritative vehicle identity persists through assembly, travel, landing, refit, recovery, and return. Protected reserves remain actual stock. A blocked home pad, lost key, or interrupted flight has a supported recoverable outcome. A rendered launch or a rocket on a pad is progress toward that experience, not evidence that the complete expedition is implemented. Full-source details: tier1 — Tier 1 space systems — complete first expedition / T1-OV01 through T1-A02. Proposed fit, ports, stages, and acceptance: tier1-models — Tier 1 — Model and Implementation Specifications / T1-SPEC-02 through T1-SPEC-20; tier1_model_register.json. Confirmed appearance: REF01–REF15, especially REF03, REF09–REF12, and REF15. Edition 05 candidate supply routes and illustrative accounting: progression_worked_example_05.txt / WP05-PLAN-05 through WP05-PLAN-07. ## CD05-T07 — The Moon as a sustained campaign The Moon's initial power comes from absence. The cabin is warm, the terrain is spare, Earth is visible, and ordinary fieldwork suddenly depends on supplies the expedition brought. Sound emphasizes suit breathing, transmitted contact, radio, and connected machinery. The intended landscape is predominantly lifeless. Route preparation, dust service, geological observation, construction, and restraint already provide meaningful activity without adding a routine population of lunar enemies. Its five regional experiences retain their distinct jobs. MO-S1 Earthrise Rim offers long silhouettes, safe construction shelves, arrival inspection, and the first homeward view. MO-S2 Shadow Basin turns darkness into a choice of marker chains, anchors, sheltered margins, and longer conservative routes. MO-L1 Regolith Hollows uses cramped fractured spaces, dust shelves, bounded unstable features, and careful braced sampling. MO-L2 Basalt Galleries opens into sweeping tubes, choke points, roof light, alternate exits, and attractive sites for deliberately enclosed habitats. MO-L3 Glassfall Vaults adds impact-glass seams, reflective fractures, ledges, and careful instrument movement. The first campaign region guarantees an attainable landing, walking loop, shallow descent, Basalt Gallery reveal, common regolith, an obtainable initial glass sample, and a viable return using pre-lunar equipment. These are opportunity guarantees, not one fixed map. Critical access avoids precision-jump-only solutions. A roofed gallery remains exposed unless a supported sealed habitat actually operates inside it. A visually sheltered alcove does not manufacture air or charge a cell. The Lunar Shelter Controller grows through stable support, a protected sleeping cell and powered airlock, dust porch and stores, workshop, and optional expanded rooms or gallery enclosure. Each commissioned service works while later extensions remain unfinished. The Rim Observatory Controller is a separate purposeful landmark. Its observations improve known local survey information rather than exposing every underground chamber. Original plans remain the authority for the working boundary of each room and service. A Light Across the Basin gives repeat visits a visible purpose. The player identifies two natural viewpoints, surveys candidate relay positions, prepares a working route, carries instruments, corrects readable connection or alignment problems, and deliberately completes the observation. The project uses bounded alignment and participant-present viewing conditions. Its reward is a maintained route, better local knowledge, and an observatory worth visiting. A failed alignment explains its cause without consuming the whole instrument or erasing earlier success. PM01 Regolith Ceramic and PM02 Lunar Glass Filament first reward a survivable expedition. Regolith becomes useful panels, insulating pieces, and building forms; glass-bearing feedstock becomes light guides and instrument parts. A first batch can be processed at home. Local machinery later reduces bulky transport and improves outpost convenience, using imported equipment and explicit inputs. A powered lunar workshop is not automatically a breathing-refill or propellant service. Each capability names the supply route it actually supports. The three existing expeditions progress from the first tube and view home, to the basin relay route, to a deeper glass route and optional gallery workshop. They retain shorter successful stopping points, clear return allocations, and reasons to revisit after Mars opens. New interior art illustrates the occupied refuge and its service threshold; it does not certify exact fit or silently pressurize the surrounding cave. Full-source details: approved — Moon; moon-mars — Moon — complete destination planning expansion / MO-PLAN-01 through MO-PLAN-11 and MO-EXP-01 through MO-EXP-03. Current Tier 1 relation: tier1 / T1-X02 through T1-X04 and T1-S02. Visual context: OV-MOON, REF03, and the existing Moon layer and expedition diagrams. ## CD05-T08 — Mars, field competence, and the regional home Mars extends an expedition from a radius around one refuge into a connected regional journey. Distant escarpments, old drainage, weather, rover routes, and sheltered camps turn the horizon into a practical question. The arriving expedition brings protection, filtration, insulation, supplies, repairs, sample handling, a weather reader, refuge capability, and a rover or its supported assembly materials from previously available production. Nearby useful surveying remains possible while rover assembly is postponed. MA-S1 Windcut Tablelands provides terraces, saddles, gullies, service shelves, and viewpoints from which a route can be judged. MA-S2 Buried Delta supplies branching dry channels, cross-sections, concealed continuations, and decisions about where to leave the rover. MA-L1 Ochre Galleries offers sheltered layered passages and supported sealed camp sites. MA-L2 Brine Scarps concentrates isolated fictional brine pockets, protected sampling positions, and equipment handling. MA-L3 Rootstone Chambers changes the exploration language to tracing connected geological ribs through several spaces. Walking access and vehicle access are different surveyed facts. A narrow slot may connect two rooms without carrying a rover or bulky instrument. A useful cargo route needs clearance, turning and stopping places, and a workable connection to shelter. The player can choose a longer drivable channel, a foot route with a cache, or a later constructed crossing. Required progression must retain a viable solution without insisting that an unsuitable generated route somehow accommodates the vehicle. Weather changes a known landscape without destroying its continuity. Dust fronts have visible approach, forecast information, and sufficient response time. Shelter, postponement, and protected channels are useful answers. The first weather change is observable from safety. A camp can support service, sample work, or another modest activity while exposure is unattractive. Parked destinations do not secretly ruin filters, bury every doorway, or consume the greenhouse during real-world absence. The Frontier Yard grows incrementally: service pad and shelter; rover bay and repair gantry; weather mast and map station; materials workshop; greenhouse; regional supply depot. Clear cargo lanes, pedestrian access, protected stock, sample work, and repair positions give the yard a readable shape. The player can stop with a modest useful refuge and bay, specialize in field industry, or develop a comfortable second home. Not every route needs an identical full settlement. The River That Isn't There connects surface pattern, candidate continuations, field camp, protected brine evidence, and a Rootstone instrument site. Each outing narrows the explanation and opens a usable route. Bad readings have identifiable local causes and alternative measurement positions. Partial observations survive weather interruptions and returns. A solo player can stage the same tasks that a group divides among driving, surveying, carrying, sampling, and construction. PM03 Ferric Lattice improves repairable frames, rover components, and field machinery after arrival. It cannot be necessary to build the first rover that reaches its source. PM04 Brine Catalyst supports selected compact processes and habitat improvements, with imported sampling protection available first. CEC01 optional brine mats remain conditional: their absence must leave survival, recipes, clues, and progression intact. Rootstone remains predominantly geological. Current new scenes should omit unselected mats rather than accidentally deciding the unresolved life proposal through attractive scenery. Full-source details: approved — Mars; moon-mars — Mars — complete destination planning expansion / MA-PLAN-01 through MA-PLAN-11 and MA-EXP-01 through MA-EXP-03. Conditional ecology: CEC01 in the approved visual register and illustrated_03_scope_data.json. Visual context: OV-MARS and the existing Mars layer and expedition diagrams. ## CD05-T09 — Outer Worlds, Afterlight, and spacecraft breadth Each farther destination changes the work of exploration and gives the player's earlier network another use. The nine documented celestial destinations contain 38 named regional experiences and eighteen planetary material entries. Those entries include processed products and research media; they are not eighteen new conventional ores. The full source catalogue preserves every named region, controller, mission, and material. The comparison below keeps the relationship between place, expedition, and reward visible without substituting a row for its complete chapter. | Destination | Characteristic expedition and retained project | Useful contribution and route status | | --- | --- | --- | | Ceres | Broken Crown, Rubble Mazes, Ice Pockets, and Anchorstone Spine support the Tetherworks and Holdfast anchored-cargo mission. | Optional Interplanetary branch. Dark-Ice Concentrate and Porous Nickel Matrix improve selected storage, handling, and manufacturing choices. | | Europa | Fracture Plains and Blue Pressure Halls open into Lantern Ocean and Vent Gardens through the Ice Descent project and Where the Ceiling Glows. | Principal Deep-Space destination. Cryoseal Gel improves cold sealing; Resonant Silica supports acoustic sensing and stays distinct from Earth's resonant quartz. | | Io | Sulfur Terraces, Cooling Galleries, Pressure Orchards, and Furnace Wells support Heatworks and Borrowed Fire. | Optional Deep-Space engineering branch. Thermal Spine Crystal and Sulfur Ceramic improve bounded heat-transfer and enclosure duties. Pressure Orchards are mineral chimneys, not plants. | | Titan | Amber Littoral, Waxstone Canyons, Hollow Weather, and Slow Gardens connect Harbor Lantern with A Route Through the Haze. | Principal Deep-Space destination. Amber Polymer and Liftweave Membrane support particular housings, lightweight structures, and bounded local atmospheric craft. | | Pluto | Long Shadow Plain, Frost Fold, Nightglass Rifts, and Quiet Lens support the Far Observatory and The Last Familiar Sky. | Solar System conclusion. Nightglass improves low-light optics; Memory Frost preserves a research record; observation supports a further route hypothesis. | | Cairn | Shard March, Inverted Terraces, Palimpsest Halls, and Witness Engine support Witness Camp and What Remains in the Gaps. | Proposed Interstellar continuation in Afterlight. Palimpsest Plate and Phase Tine support bounded local precision and archival work after arrival. | | Morrow | Dawn Canopy, Rooted Vaults, Tide Orchards, and Hearthsea support Hearthsea Conservatory and A Place for Tomorrow. | Proposed Afterlight capstone. Living Ceramic and Tidelace Fiber connect controlled cultivation, construction, sensing, and optional restoration. | All first-arrival equipment and an independent return come from already reachable sources. Europa's imported pressure-rated equipment reaches its initial useful sampling zone; improved local products extend later work. Io's high-energy branch remains optional for the principal outward route. Titan supports a useful first landing without a locally built aircraft. Pluto's expedition arrives with known long-duration services rather than depending on a mysterious new material to stay alive. Pluto completes a real campaign, with a constructed observatory, interpreted observations, and a return worth celebrating. Its route evidence does not conjure an Interstellar vessel. The first Afterlight voyage combines previously reachable components, conventional independent survival, calibrated navigation, and a bounded fictional transit assembly. Cairn products improve subsequent local investigation and are not prerequisites for reaching Cairn. Cairn's observations chart the safe local approach to Morrow while preserving an independent route back to the Solar System. Afterlight remains a proposed working system name. Cairn's memory and interpretation lead to Morrow's living frontier, where a capstone can involve observation, a chosen restoration plan, and a useful community rather than one final stronger ore. Conventional shelter still makes first contact manageable. Bounded extraordinary mechanisms have limited jobs; they do not supply infinite energy, arbitrary terrain rewriting, or universal solutions to every system. Completing the story leaves the world inhabited and available for continued play. The six spacecraft capability classes remain Atmospheric, Orbital, Lunar, Interplanetary, Deep-Space, and Interstellar. Lark, Keel, Pilgrim, Peregrine, Hearth, and Far Lantern are preserved representative hull proposals. The current Explorer supersedes the assumption of separate mandatory Keel and Pilgrim vehicles for Tier 1. REF06 and REF07 preserve the supplied later-tier appearance references, but size and printed concept labels alone do not assign their final destination capability. Detailed Tier 2 and Tier 3 systems remain to be developed deliberately. Ships and stations use recognizable authored configurations with cockpit, cabin, cargo, service, laboratory, and workshop choices appropriate to their actual size. Parked vessels are useful explorable places. The recommended travel model combines authored launches and landings, supported local movement, bounded docking, and destination travel with an optional shorter presentation for familiar journeys. Home Orbit Anchorage, Transfer Yard, and their shared modules support already established routes. Survey Rover, Cargo Crawler, Ice Submersible, and Atmospheric Survey Skiff are support-vehicle families, not four more spacecraft classes. The illustrated atlas also represents bodies without full landing campaigns. Mercury, Venus, Uranus, and Neptune retain further-design status. Jupiter and Saturn supply orbital and sky context for the documented moons. Their presence in a solar-system view does not claim finished surface content. A new destination would need its own distinctive experience, arrival and return chain, regional geography, and lasting home benefit before being treated as another documented campaign. Full-source details: approved — Space exploration; Ceres; Europa; Io; Titan; Pluto; Afterlight; Cairn; Morrow; Spacecraft and orbital places; Planetary materials and reference catalogue. Current scope: illustrated / ILL-S06 and ILL-S10; illustrated_03_scope_data.json. Current Explorer reconciliation: tier1 / T1-OV01. Visual context: OV-OUTER, OV-FRONTIERS, REF06, and REF07. ## CD05-T10 — Equipment, ecology, encounters, and sensory identity Equipment follows tasks rather than a universal gear score. The 32 EQ families cover hand tools, controlled excavation, traversal, carrying, lighting, navigation, samples, cultivation, pumping, field power, protection, shelter, communication, repair, aquatic work, shielding, and specialist sensing. A useful first version teaches an action; an improvement extends duration, range, cargo comfort, precision, or a supported environmental duty. One late suit should not erase every meaningful route problem or make all familiar equipment obsolete. Prepared loadouts remain legible. The player chooses a destination or known route and sees relevant equipment, supplies, cargo, reserves, and any essential omission. Serious exposure belongs to suitable protection and actual operating supply. Ordinary food can support travel while regional cooking supplies variety and convenience. The design avoids independent nutrition or service meters for every local ingredient. Saved preparation orders eventually make familiar trips easier without silently borrowing private storage or consuming protected reserves. The twelve Earth creature families are Pebbleback, Wickmoth, Tunneltuft, Mossback, Canopy Skimmer, Fenpaddle, Slateback, Rillfin, Veilray, Shelfstalker, Emberback, and Stillhorn. Their identities connect habitat, posture, movement, readable warning, and player response. Watching an animal can reveal a shallow margin, an existing material exposure, a crossing, or a vent cycle. Territorial behavior can invite a detour, a barrier, patience, distraction, or combat. No unique progression ingredient requires repeated killing of a rare specimen. The ten plant and fungal families are Tideleaf, Springfern, Lanternroot, Breadcap, Threadmoss, Ironbark, Loamweave, Glowcup, Emberreed, and Glassleaf. They connect habitat to food, resin, fiber, soil, cultivation, light, and optional display. Their source, harvestable growth, carried sample, and managed cultivated form need consistent visual relationships. A giant natural root column can have a modest cultivable form. A bounded bed uses one or two understandable conditions, retains a renewable base where appropriate, and does not spread indefinitely into unrelated blocks. Living content supplies quiet activity as well as danger. Familiar surface farming remains dependable. Fishing rewards reading shore shape, depth, and visible activity. Cultivation gives a returned sample a place in a home. A natural refuge, a garden, or a peaceful Stillhorn encounter can complete a worthwhile outing without combat. Moon, Ceres, Io, Pluto, and Cairn retain environmental encounters without invented indigenous creature populations. Europa, Titan, and Morrow contain specific fictional family proposals; conditional CEC01 is treated separately. The four Earth encounter proposals remain The Canopy Crossing, Slateback at the Landing, The Far Beacon Recovery, and The Thermal Relay. Each resolves a local situation through learned capabilities. The canopy route can support an explicitly commissioned optional alternate crossing. The Slateback encounter can end with a bypass, redirection, or combat. The beacon expedition combines navigation and bounded water work with a dry alternative. The thermal relay uses signaled phases, shielding, service, and safe staging. These choices preserve the wider construction and recovery rules rather than inventing encounter-only exceptions. Sound and visual treatment preserve each realm's emotional range. Familiar weather and open air give way to nearby water, living activity, working spaces, distance, thermal movement, and deep stillness. Music accompanies discoveries and returns while leaving useful environmental listening possible. Warnings depend on actual events and have clear endings. Essential information uses more than one channel: text, shape, placement, motion, contrast, and optional sound. Reduced particles, motion, bloom, or stereo hearing must leave a route and its dangers understandable. Full-source details: approved — Tools equipment and preparation; Life ecology and encounters; Materials and the crafting economy; Connected adventures and player experience; Visual direction and the illustrated edition. Stable families: EQ01–EQ32, BIO01–BIO12, FL01–FL10, ENC01–ENC04, CEC01–CEC11. Representative visual context: ILL03-06 through ILL03-08. ## CD05-T11 — Visual direction, reference evidence, and honest coverage The accepted quarry and shoreline direction remains the surface visual target: rich blue water, visible underwater growth, expressive trees, warm sunlight, shaded rock, and depth that makes the landscape inviting to explore. It must be translated into two kinds of work. New ledges, cave entrances, plant forms, tree silhouettes, materials, and structures require actual content. Soft shadows, reflections, atmospheric haze, bloom, and grading are presentation. A shader can enrich existing shape; it cannot be credited with generating the extra geography invented by a concept image. Minecraft-compatible forms, material boundaries, human-scale access, and modifiable space are the base. Dark regions use readable foregrounds and selected landmarks. Living light comes from recognizable growth rather than universal colored illumination. Mantle heat has visible sources and cooler usable pockets. Core scenes use restraint around unusual formations. Warm maintained interiors give the player a reason to value shelter in all of those places. The same copper fitting, suit, crate, or processed panel should remain identifiable under a new world's light. The preserved baseline contains fifteen confirmed reference sheets, sixteen raster concepts, and nineteen editable diagrams or interface sheets: fifty distinct visuals. The original and display raster copies produce more files without creating more distinct designs. The ten illustrated guides complete the agreed overview coverage. Their representative family boards do not complete every regional activity image, machine turnaround, creature pose, growth state, or production asset requested by the much larger commissioning register. The current visual-status overlay resolves specific historical wording. UX01–UX12 are supplied as illustrative editable layouts across four interface sheets. FP-ART01 and FP-ART02 are supplied by ILL03-01 Old Valley and ILL03-02 First workshop. Earlier source sentences saying that those images are planned, or that a historical planning slice generated no images, remain accurate records of their time. The overlay supplies current delivery state without changing those originals. A record with no matching delivered view retains its existing status. New occupied-space concepts should answer the next concrete questions: where a person enters, stands, rests, stores equipment, passes a service threshold, and sees the change produced by restoration or commissioning. The guesthouse and starter lunar refuge are selected because their exterior role is already established while their use benefits from a closer look. A selected machine or expedition scene can extend that explanation. Each actual new asset receives its own ID, source references, purpose, status, and limits in the new delivery record. Precise information belongs in editable diagrams: dimensions, room relationships, typed ports, material flows, chapter links, route alternatives, and state transitions. Generated scenes illustrate atmosphere, occupation, and material character. They do not certify a cabin fit, count an inventory, or decide the disputed station form. The current edition should label the documented proposed dimensions beside an exact layout, while the source reference remains accessible for comparison. Text and diagrams govern when an attractive generated detail conflicts with the plan. A complete object study eventually needs a silhouette, attachment or grip, access, and the states that affect use. A material needs source, sample, processed appearance where relevant, and an application. A creature needs a normal pose, relevant warning or response, scale, and habitat. A structure needs prior condition, meaningful construction stage, working result, and a connected interior. These are useful production questions. They remain individual work items until corresponding views exist, and a new broad board cannot close them by implication. Full-source details: approved — Visual direction and the illustrated edition; illustrated — Illustrated overview — ten reading guides. Current specific completions: current_visual_coverage.json, illustrated_coverage.json, illustrated_visual_catalogue.json. Preserved source references: reference_catalogue.json. Complete historical commission register: artwork_backlog.json. New delivery counts belong to the edition 05 asset manifest. ## CD05-T12 — The short decision review and editorial reconciliations Only three material creative choices belong in the present decision review. T1-DEC01 is the Explorer scale and usable cabin. The recommendation is to test the nine-block, three-by-three body and five-by-five fin arrangement with real access, two pressure boundaries, suit clearance, pilot position, cargo, and service volumes. A larger shell remains a legitimate alternative if the actual fit fails. Approval to illustrate this proposal does not approve its dimensions for final production. T1-DEC02 is the manufacturing-station form. The recommendation is a visibly smaller Part Fabrication Table based on REF10 and a broader Rocket Assembly Station based on REF09 controlling construction in its linked berth. The lower bench variants remain preserved alternatives. Selecting a form changes footprint and presentation; it does not introduce a third mandatory manufacturing role. Final station models should follow the specific reviewed distinction. CEC01 is optional Mars brine-mat life. The current recommendation is to retain it as a conditional future option and omit it from unselected current scenes. If enabled later, sparse colonies add observation and local response without becoming survival, recipe, or mission dependencies. If declined, Brine Scarps remains a complete geological and protected-sampling experience. Nothing else in the current documentation waits on this choice. Other issues are resolved editorially or left with their existing evidence gate. Early Tier 1 does not require Core. Explorer consolidates the current orbital/lunar vehicle. Navigation and Guidance Chip remain one role; Rocket Assembly Table is an assembly-station alias; the recovery beacon is EQ26's mode. A grain mill, ordinary quarry stone service, and ore crusher have different functions. Surface Expedition House is a later optional depot rather than the opening guesthouse. Proposed values remain proposed, and reference brands do not rename SUBSTELLAR. The reconciliation ledger records the source passages and the current resolution for these relationships. It also distinguishes historical “next image” language from delivered views and the bounded First Playable from later Chapter 4 and market work. World-envelope feasibility, native recipes, engine integration, performance, detailed balance, and measured fit remain future investigation or validation tasks. Their existence is not a request to answer a long questionnaire before this documentation can be complete. Full-source details: decisions_05.json and direction_map_05.json / reconciliations; tier1_model_register.json / decisions; first_playable_register.json / user_decisions_required_to_finish_planning; moon-mars / MA-PLAN-03, MA-PLAN-10, and MA-PLAN-11. ## CD05-T13 — Further detail with a concrete stopping point The remaining expansion register turns the larger vision into defined content work without calling every illustrative or implementation task complete. Each entry names an existing family, the useful further detail, its source references, a completion criterion, and the evidence still required. A complete scene-level example can be delivered for one expedition while other expeditions retain their existing overview. New writing broadens the plan; only matching delivered art closes a visual requirement. The next useful level for Earth's regions is a full route through one selected experience: arrival, landmarks, choices, useful work, shelter, interruption, return, and a lasting change. That pattern applies to all thirty-five named experiences while preserving their different purposes. Old Valley's remaining chapter work needs the grain mill, connected workshop and market preparations, then an occupied first market with arrivals and a durable result. The guesthouse interior study enriches the first chapter without completing those later events. Moon and Mars already have detailed campaigns and three expeditions each. Further work should make selected rooms, service actions, route segments, weather interruptions, vehicle uses, and regional variants concrete. Their documents do not need another introductory rewrite. Farther destinations need the same scene-level depth: a complete arrival-to-return expedition, a locally distinctive working refuge, a first useful product, and an optional continuation. A new regional view should show an activity and a way home as clearly as its distant atmosphere. Machine work proceeds by related function or production chain. A finished detail slice identifies first accessible inputs, useful output, physical flow, connection types, working and service access, blocked and parked states, and the property an upgrade improves. Material work connects a natural source or collection process to its handled form and installed use. Equipment work adds grip, attachment, carrying, warnings, and field operation. Life work adds behavior, posture, propagation, habitat, and encounter response. These related treatments keep objects consistent when they appear in an expedition scene. Spacecraft expansion retains the same discipline. A later hull needs an explicit capability, configuration, interior, cargo plan, service chain, boarding relationship, independent first-arrival survival, and return before its larger silhouette means a complete feature. The supplied Tier 2 and Tier 3 concepts remain the appearance starting point. Orbital hubs and support vehicles need their own occupied working scenes and docking or terrain relationships. New planet concepts beyond the documented campaigns must first earn a distinctive gameplay purpose. The authorized four-slice update brings together the current-direction account, worked industry and expedition chains, selected occupied-space imagery and exact diagrams, and a complete scene-level experience. Its concrete deliverables can be handed to the Website agent through a bounded content update with source IDs and clear asset metadata. Existing website implementation and the preserved source history remain available to that agent. This is a finished documentation increment, with the full remaining families visible and future mod implementation still governed by an explicit BUILD scope. The selected scene-level experience is MO-EXP-01, The first tube and the view home, expanded through LE05-PLAN-01–15. The selected concepts are the guesthouse restoration, starter lunar refuge, and IND-M04 forming press. Six exact diagrams accompany their source, workflow, reserve, room, decision, and route relationships. Shadow Basin, Glassfall Vaults, and other dedicated views keep their separate remaining scope. Full-source details: remaining_expansion_05.json; approved — Turning the creative direction into a future roadmap; source-specific artwork sections; illustrated_coverage.json / dedicated_views_remaining. Exact edition 05 delivery scope and newly supplied image IDs are recorded in the package manifest rather than inferred from this family register.