SUBSTELLAR

A living project

The ground shipped.
The work continues.

Completed iterations are part of the history. Terrain, materials, the launcher and the experience continue to evolve.

Gameplay next: 11.1 SmeltEarth foundation shipped · visual refinement plannedVerification is tracked separately from work status.

game / foundation

8 records · 8 completed iterations
sprint-1.1The toolchainshippedHistorical evidence

Minecraft 26.2, NeoForge 26.2.0.88, ModDevGradle 2.0.148, Gradle 9.2.1, and Java 25.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-1.1
sprint-1.2The menushippedHistorical evidence

The client reaches the main menu.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-1.2
sprint-1.3The dedicated servershippedHistorical evidence

It loads SUBSTELLAR. It does not load Iris or Sodium.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-1.3
sprint-1.4The probeshippedHistorical evidence

Two seeds, a reload, and a recorded chunk time.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-1.4
sprint-2.1The columnshippedHistorical evidence

Y=-352 through Y=319, sea level 63.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-2.1
sprint-2.2The familiar surfaceshippedHistorical evidence

Seed 1 stays ocean at Y=63. Seed 2 keeps grass or dirt.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-2.2
sprint-2.3Saved groundshippedHistorical evidence

Historical sampled seed-1 worlds matched and survived reload. Fresh same-seed variation is accepted; saved generated states must persist.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-2.3
sprint-2.4The other presetsshippedHistorical evidence

large_biomes and amplified keep the taller column and vanilla biomes. Only the normal preset selects the depth biomes.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-2.4

game / earth

38 records · 35 completed iterations
sprint-3.1Three stonesshippedHistorical evidence

Tuff, then dripstone block, then polished deepslate.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-3.1
sprint-3.2The light bandshippedHistorical evidence

Calcite, diorite, and andesite, 4 to 8 blocks.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-3.2
sprint-3.3The dark bandshippedHistorical evidence

Obsidian and crying obsidian, 4 to 8 blocks.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-3.3
sprint-3.4A warped ceilingshippedHistorical evidence

A biome can cross a band.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-3.4
sprint-3.5Empty bandsshippedHistorical evidence

The light band, the dark band, and the magma band have none of the chart.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-3.5
sprint-4.1TunnelsshippedHistorical evidence

Cracks and tunnels run through every deep band.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-4.1
sprint-4.2RoomsshippedHistorical evidence

Shafts, caverns, and one rare large chamber sit on those tunnels.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-4.2
sprint-4.3Tighter with depthshippedHistorical evidence

Deepwilds is the most open. The Abyss is the tightest of the three.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-4.3
sprint-4.4No lava seashippedHistorical evidence

Lava is the thin band under Y=-208 and the vent pockets.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-4.4
sprint-4.5Solid bandsshippedHistorical evidence

The crust shelves are not carved through.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-4.5
sprint-4.6The surface staysshippedHistorical evidence

The extra caves start under the strata ceiling.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-4.6
sprint-5.1Fifteen biomesshippedHistorical evidence

Three in the Deepwilds, three in the Underreach, three in the Abyss.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-5.1
sprint-5.2The one groveshippedHistorical evidence

Vanilla moss, azalea, rooted dirt, spore blossoms, and glow lichen, only there.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-5.2
sprint-5.3Rivers and lakesshippedHistorical evidence

Water, and only in those masks.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-5.3
sprint-5.4Vent pocketsshippedHistorical evidence

Magma vents are pockets, not a layer.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-5.4
sprint-5.5Two rooms a depthshippedHistorical evidence

Each of the three depths has two small loot rooms.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-5.5
sprint-5.6One vanilla accentshippedHistorical evidence

Each biome keeps one vanilla ore accent.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-5.6
sprint-6.1Rare, in that stoneshippedHistorical evidence

One place can generate in any of the five depths, in that depth's stone.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-6.1
sprint-6.2Rooms, a path, a light, one chestshippedHistorical evidence

The chest is substellar:chests/settlement.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-6.2
sprint-6.3No new creaturesshippedHistorical evidence

No spawners and no new mobs.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-6.3
sprint-6.4The small rooms stayshippedHistorical evidence

The loot rooms are not the settlement.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-6.4
sprint-7.1Mantle biomesshippedHistorical evidence

Basalt seams, cinder pockets, and the closed foundry.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-7.1
sprint-7.2Core biomesshippedHistorical evidence

Pale galleries, bright cracks, and the still heart.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-7.2
sprint-7.3The magma bandshippedHistorical evidence

Four to eight blocks around Y=-300.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-7.3
sprint-7.4Tighter cracksshippedHistorical evidence

The Mantle is tighter than the Abyss. The Core is tighter than the Mantle.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-7.4
sprint-7.5Rooms there tooshippedHistorical evidence

Two small rooms each, and the settlement can stand in that stone.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-7.5
sprint-7.6Draconium in the quartzshippedHistorical evidence

Only in the Core. The Mantle has none.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-7.6
sprint-10.1Ledges in uncut groundshippedHistorical evidence

A rare horizontal shelf in ordinary stone. Bands and the surface stay. The excavate pit is only the window.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.1
sprint-10.2Vertical routesshippedHistorical evidence

Sparse wandering routes beside ledges in the three upper depths; bounded collision and native checks passed. Aligned approaches preserve solid bands for mining. No lava sea. Expanded QA is deferred.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.2
sprint-10.3Chambers, arches, and pillarsshippedHistorical evidence

Supported forms in each upper depth, narrow basalt fault ledges/ribs in the Mantle, and rare compact quartz galleries/buttresses in the Core. A Core contour repair passed local fresh functional and native checks; Final automated package gates are tracked separately.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.3
sprint-10.4Springs and basinsshippedHistorical evidence

Shared upper-depth source/channel/fall/basin masks passed the fresh check and user inspection with accepted limitations. First-bank walkability, steep basin walls and broad water sheets are follow-up work in PHASE10_BACKLOG.md.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.4
sprint-10.5Wet stoneshippedHistorical evidence

Automated fresh check passed; manual inspection deferred. Bounded existing ore-compatible materials beside intended rivers, lakes and springs.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.5
sprint-10.6A change of placeshippedHistorical evidence

Regional/detail patches passed the automated fresh check; manual appearance inspection deferred. Strata that read as geology across a band, not a recolor.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.6
sprint-10.7Mineral clusteringshippedHistorical evidence

Smaller attempt counts and larger configured deposits passed the automated check; wider balance/appearance QA deferred. A picture of the chart. The chart and the depths stay.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.7
sprint-10.8The look on that groundshippedHistorical evidence

Existing mineral colors are embedded in stone-faced cube models; static checks passed, runtime visual inspection deferred. Shader-off terrain/readability and targeted custom-ore appearance. Shader tuning, Complementary-based ambient cave visibility and dedicated oil sprites are backlogged. No shader-on/profile comparison or new custom lighting is required. Quartz and draconium do not emit light.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.8
backlog-spring-bank-walkabilitySpring bank walkabilitydeferredUnverified

User manual inspection of Springs at 181.5,-142,56.5 could not walk along the first bank; no generally blocked movement was reported. The user explicitly deferred repair. Fresh static footing counts did not establish a connected walking route.

Project / area
game / earth
Iteration
future
Priority
3
Dependencies
None
Next action
In a disposable copy, trace an actual continuous dry walking path from source to basin; repair step heights, connections and clearance locally, then walk it in game.
Evidence
docs/PHASE10_BACKLOG.md#spring-bank-walkability
backlog-spring-basin-shapeSpring basin shapedeferredUnverified

Underreach screenshots 2026-10-05_16.43.52/.55 show a very steep, tall-sided basin with abrupt edges rather than a gently connected shore. This is a visual observation, not proof of unsupported blocks. User authorized deferring screenshot findings.

Project / area
game / earth
Iteration
future
Priority
3
Dependencies
None
Next action
Inspect side profiles and actual support blocks; retune local basin shoulders/shore access while preserving the solid bands, existing lake/oil and layer openness.
Evidence
docs/PHASE10_BACKLOG.md#spring-basin-shape
backlog-spring-water-sheet-shapeSpring water sheet shapedeferredUnverified

Deepwilds screenshots 2026-10-05_16.44.40/.51 show broad stepped water sheets and abrupt wet/dry edges. One screenshot cannot distinguish generation from later fluid spread; exact cause is unverified. Deferred with existing fluid/fidelity work.

Project / area
game / earth
Iteration
future
Priority
3
Dependencies
None
Next action
Compare initial generated masks with ordinary ticking at the same source; improve localized falls/channels and dry bypasses without flooding entire layers.
Evidence
docs/PHASE10_BACKLOG.md#spring-water-sheet-shape

game / materials

8 records · 5 completed iterations
sprint-8.1The named blocksshippedHistorical evidence

One block per mineral, generated in that depth's stone.

Project / area
game / materials
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-8.1
sprint-8.2Deepwilds and UnderreachshippedHistorical evidence

Tin, zinc, silver, sulfur, apatite, then lead, nickel, bauxite, fluorite, certus quartz, and niter.

Project / area
game / materials
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-8.2
sprint-8.3The Abyss threeshippedHistorical evidence

Osmium, uranium, and cinnabar.

Project / area
game / materials
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-8.3
sprint-8.4Salt and oilshippedHistorical evidence

Pockets beside the Underreach lakes. A bucket can pick the oil up. It does not spread.

Project / area
game / materials
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-8.4
sprint-8.5No toolsshippedHistorical evidence

No tools, armor, or machines.

Project / area
game / materials
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-8.5
backlog-mineral-balance-and-geology-coverageMineral balance and geology coveragedeferredUnverified

Geology/Clusters reuse one nine-chunk normal seed1 sample. This does not establish global palette coverage, exposure/spacing, or a representative yield envelope.

Project / area
game / materials
Iteration
future
Priority
3
Dependencies
None
Next action
Follow-up multiple regions/seeds and compare host-normalized yields, connected deposits and wall exposure without changing the ore chart.
Evidence
docs/PHASE10_BACKLOG.md#mineral-balance-and-geology-coverage
backlog-advanced-material-effectsAdvanced material effectsdeferredUnverified

Current scope is shader-off targeted custom-ore appearance. Broad relief/PBR, custom mappings and shader-dependent effects are deferred.

Project / area
game / materials
Iteration
future
Priority
3
Dependencies
None
Next action
Source-supported options and visible benefits within the user's currently authorized client scope.
Evidence
docs/PHASE10_BACKLOG.md#advanced-material-effects
backlog-oil-spritesOil spritesdeferredUnverified

The current oil fluid renderer uses tinted vanilla water sprites. On 5 October 2026 the user explicitly deferred dedicated oil sprites for this build; current appearance/mechanics remain.

Project / area
game / materials
Iteration
future
Priority
3
Dependencies
None
Next action
Add dedicated still/flow sprites through the existing NeoForge fluid-model registration, then inspect sides, underwater views, reload and shader-off readability without changing fluid behavior.
Evidence
docs/PHASE10_BACKLOG.md#oil-sprites

game / visual

6 records · 4 completed iterations
sprint-9.1A separate clientshippedHistorical evidence

Iris 1.11.4 and Sodium 0.9.2 live in run-look.

Project / area
game / visual
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-9.1
sprint-9.2The picture stays upshippedHistorical evidence

Complementary Reimagined r5.9.3 stays in a world. The dev draw check is off.

Project / area
game / visual
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-9.2
sprint-9.3Two profilesshippedHistorical evidence

A playable profile and a heavier reference profile, on the same world.

Project / area
game / visual
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-9.3
sprint-9.4The server stays plainshippedHistorical evidence

The dedicated server does not load Iris or Sodium. The picture is accepted for now.

Project / area
game / visual
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-9.4
backlog-shader-tuningShader tuningdeferredUnverified

The user disabled Iris and active shader packs entirely in development, releases and future builds until an explicit request reenables them. Shader-on C and playable/reference comparisons, Complementary tuning and shader-based ambient cave visibility are deferred. Sodium may remain.

Project / area
game / visual
Iteration
future
Priority
3
Dependencies
None
Next action
Only after an explicit user request to enable the shader mod: review source-supported compatibility and visual tuning. No automatic reenable or alternate custom lighting is authorized.
Evidence
docs/PHASE10_BACKLOG.md#shader-tuning
backlog-illustration-fidelityIllustration fidelitydeferredUnverified

All 27 scenes guide biome forms and mood, rather than exact terrain reconstruction. Cyan subjects and inherited pale clusters establish no new mechanics.

Project / area
game / visual
Iteration
future
Priority
3
Dependencies
None
Next action
Recorded gameplay comparisons; separate geometry, materials and light, then propose specific worthwhile additions.
Evidence
docs/PHASE10_BACKLOG.md#illustration-fidelity

game / progression

10 records · 0 completed iterations
sprint-11.1SmeltnextUnverified

Turn the chart into metal.

Project / area
game / progression
Iteration
future
Priority
3
Dependencies
None
Next action
Implement Smelt only after a separately approved gameplay plan.
Evidence
docs/ROADMAP.md#sprint-11.1
sprint-11.2AlloyplannedUnverified

Combine what the depths give. No alloy list until this sprint is the work.

Project / area
game / progression
Iteration
future
Priority
3
Dependencies
None
Next action
Plan when this gameplay slice becomes current.
Evidence
docs/ROADMAP.md#sprint-11.2
sprint-11.3PackplannedUnverified

Carry what you smelted.

Project / area
game / progression
Iteration
future
Priority
3
Dependencies
None
Next action
Plan when this gameplay slice becomes current.
Evidence
docs/ROADMAP.md#sprint-11.3
sprint-11.4EngineeringplannedUnverified

Machines after the pack.

Project / area
game / progression
Iteration
future
Priority
3
Dependencies
None
Next action
Plan when this gameplay slice becomes current.
Evidence
docs/ROADMAP.md#sprint-11.4
sprint-11.5One shipplannedUnverified

A single ship after the engineering.

Project / area
game / progression
Iteration
future
Priority
3
Dependencies
None
Next action
Plan when this gameplay slice becomes current.
Evidence
docs/ROADMAP.md#sprint-11.5
sprint-12.1The MoonplannedUnverified

No design doc until this sprint is the work.

Project / area
game / progression
Iteration
future
Priority
3
Dependencies
None
Next action
Plan when this gameplay slice becomes current.
Evidence
docs/ROADMAP.md#sprint-12.1
sprint-12.2MarsplannedUnverified

No design doc until this sprint is the work.

Project / area
game / progression
Iteration
future
Priority
3
Dependencies
None
Next action
Plan when this gameplay slice becomes current.
Evidence
docs/ROADMAP.md#sprint-12.2
sprint-12.3The Jupiter systemplannedUnverified

No design doc until this sprint is the work.

Project / area
game / progression
Iteration
future
Priority
3
Dependencies
None
Next action
Plan when this gameplay slice becomes current.
Evidence
docs/ROADMAP.md#sprint-12.3
sprint-12.4PlutoplannedUnverified

No design doc until this sprint is the work.

Project / area
game / progression
Iteration
future
Priority
3
Dependencies
None
Next action
Plan when this gameplay slice becomes current.
Evidence
docs/ROADMAP.md#sprint-12.4
sprint-12.5An unrevealed starplannedUnverified

No design doc until this sprint is the work.

Project / area
game / progression
Iteration
future
Priority
3
Dependencies
None
Next action
Plan when this gameplay slice becomes current.
Evidence
docs/ROADMAP.md#sprint-12.5

game / verification

12 records · 0 completed iterations
backlog-manual-game-inspectionsManual game inspectionsdeferredUnverified

User deferred all remaining hands-on game checks: checkpoint/custom-ore views, client menu/gameplay, teleports/screenshots and dedicated join/rejoin. Final-source outcomes are NOT_RUN.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Follow-up: inspect exact shipped client and representative terrain/material scenes, perform actual join/disconnect/rejoin, record images/logs. Do not request this for v0.5.0.
Evidence
docs/PHASE10_BACKLOG.md#manual-game-inspections
backlog-expanded-worldgen-qaExpanded worldgen qadeferredUnverified

The user capped each remaining generator checkpoint at one fresh functional check and one short native inspection. The final expanded matrix is NOT_RUN; earlier results retain their original scope/outcome.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
After release, run seeds 1/2, alternate order, negative coordinates, all presets, natural structures/chests and saved FULL chunks before ticking on an explicitly selected source.
Evidence
docs/PHASE10_BACKLOG.md#expanded-worldgen-qa
backlog-extended-native-qaExtended native qadeferredUnverified

Final owner/ordinary-admin and dedicated non-op/op repetitions, saved-player-state and wider reload scenarios are deferred. Earlier owner/bedrock and player-data repairs have local evidence. Minimum final gameplay and join/rejoin remain.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
After release, exercise the complete permission/save matrix in disposable copies, including bottom bedrock after radius 32.
Evidence
docs/PHASE10_BACKLOG.md#extended-native-qa
backlog-visual-matrixVisual matrixdeferredUnverified

Seven-scene and fifteen-biome final capture matrices and broad V01-V31 QA are deferred. Short native checkpoint observations and targeted custom-ore inspection remain, without claiming full visual acceptance.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Record final-source representative scenes and actual biomes with fixed settings; reconcile V01-V31. Shader work still requires explicit reenable authorization.
Evidence
docs/PHASE10_BACKLOG.md#visual-matrix
backlog-website-browser-matrixWebsite browser matrixdeferredUnverified

Three engines by four widths, broad keyboard/reduced-motion/no-JS/accessibility QA are deferred. Existing browser results are historical; final build/basic navigation/assets and publication identity remain.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Run all five routes across Chromium, Firefox and WebKit at 360/768/1440/2560, then keyboard, no-JS, reduced-motion and accessibility checks.
Evidence
docs/PHASE10_BACKLOG.md#website-browser-matrix
backlog-fluid-containmentFluid containmentdeferredUnverified

Historical ordinary-fluid runs leaked water/lava; stone banks retained 297 off-mask water and displaced three oil blocks. The later clay-bank/oil run preserved seed-1 sampled fluids.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Multiple seeds/regions, natural dripstone pools, existing/new masks and player water/lava, with before/after whole-column counts.
Evidence
docs/PHASE10_BACKLOG.md#fluid-containment
backlog-fluid-settlingFluid settlingdeferredUnverified

Bounded seed-1 windows reached 175/200 quiet ticks; wider coverage remains unmeasured.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Ticking readiness, actual elapsed game ticks, queue drainage and reload observations.
Evidence
docs/PHASE10_BACKLOG.md#fluid-settling
backlog-fluid-boundary-supportFluid boundary supportdeferredUnverified

Stone-bank diagnostics found 193 unsupported edges; later bounded clay observation had zero. Structure-reference coverage was incomplete.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Wider FULL-chunk halos, complete structure references, unsupported falling banks and partial-chunk save/reload.
Evidence
docs/PHASE10_BACKLOG.md#fluid-boundary-support
backlog-fluid-bucket-regressionsFluid bucket regressionsdeferredUnverified

Oil direct no-spread fixtures passed; broader incoming fluid and deliberate bucket/block edge cases remain incomplete.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Source/flowing pickup, placement, displacement and neighboring water/lava tests in disposable saves.
Evidence
docs/PHASE10_BACKLOG.md#fluid-bucket-regressions
backlog-generation-performanceGeneration performancedeferredUnverified

Historical later chunks exceeded two seconds; later optimized runs improved measured costs. Cold setup stays separate. Remaining benchmarks, chunk-cost profiling and performance-only optimization are skipped for this release.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Follow-up comparable source/seed/preset/order/hardware measurements and practical bottleneck profiling, after this release.
Evidence
docs/PHASE10_BACKLOG.md#generation-performance
backlog-rendering-performanceRendering performancedeferredUnverified

New terrain has no current settled frame-time acceptance. Remaining FPS/frame-time benchmarks and performance-only graphics refinement are skipped; V28 is deferred.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Follow-up seven recorded shader-off scenes at unchanged resolution/view distance after this release. Shader-profile benchmarks additionally require an explicit user request to enable the shader mod.
Evidence
docs/PHASE10_BACKLOG.md#rendering-performance
backlog-website-performanceWebsite performancedeferredUnverified

Remaining Lighthouse performance reruns and performance-only asset/byte-budget tuning are skipped. Existing performance results stay historical; responsive image loading, content and accessibility remain required.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Follow-up controlled mobile/desktop performance measurements and asset tuning, after this release.
Evidence
docs/PHASE10_BACKLOG.md#website-performance

game / website

2 records · 0 completed iterations
website-v060Flagship websitein progressUnverified

Approved v0.6.0 scope. No generator changes; shaders remain disabled. User narrowed the current delivery to the flagship website; startup and launcher/client integration are deferred.

Project / area
game / website
Iteration
v0.6.0
Priority
1
Dependencies
None
Next action
Finish website content, commit the production snapshot, publish to Cloudflare Pages and verify production routes/assets.
Evidence
No completed verification claim.
publisher-v060Serialized planning publisherdeferredUnverified

Structured records and disabled serialized publisher implemented. Ten local contract checks passed. User explicitly chose to keep synchronization disabled for now; activation, launcher credential setup and authenticated synchronization checks are deferred and are not v0.6.0 release blockers.

Project / area
game / website
Iteration
v0.6.0
Priority
1
Dependencies
None
Next action
Only after a future explicit activation request, configure a read-only launcher credential and verify authenticated two-repository publication. The lead publishes v0.6.0 manually.
Evidence
docs/planning/PUBLISHER.md · scripts/test_planning.py

game / startup

1 records · 0 completed iterations
startup-v060Native Strata Spindle startupdeferredUnverified

Approved v0.6.0 scope. No generator changes; shaders remain disabled. Current delivery is website only; this integration is deferred by the user.

Project / area
game / startup
Iteration
v0.6.0
Priority
1
Dependencies
None
Next action
Resume only after a future explicit request; current delivery is website only.
Evidence
No completed verification claim.

game / release

2 records · 0 completed iterations
package-v060Pinned launcher client assemblydeferredUnverified

Approved v0.6.0 scope. No generator changes; shaders remain disabled. Current delivery is website only; this integration is deferred by the user.

Project / area
game / release
Iteration
v0.6.0
Priority
1
Dependencies
None
Next action
Resume only after a future explicit request; current delivery is website only.
Evidence
No completed verification claim.
release-v060v0.6.0 release qualification and promotiondeferredUnverified

Approved v0.6.0 scope. No generator changes; shaders remain disabled. Current delivery is website only; this integration is deferred by the user.

Project / area
game / release
Iteration
v0.6.0
Priority
1
Dependencies
website-v060 · startup-v060 · package-v060
Next action
Resume only after a future explicit request; current delivery is website only.
Evidence
No completed verification claim.

launcher / launcher

8 records · 1 completed iterations
portable-010Launcher 0.1.0 draft kitshippedHistorical evidence

Exact source 2ed79f12913fc79e2d4f0fd539ead4bca90f1a2b and kit hash are recorded in RELEASE-0.1.0.md. Draft delivery is not full combined-game qualification.

Project / area
launcher / launcher
Iteration
0.1.0
Priority
1
Dependencies
None
Next action
Preserve pinned draft bytes and historical evidence.
Evidence
docs/RELEASE-0.1.0.md
combined-v060Combined game v0.6.0 package qualificationdeferredUnverified

Game-owned native startup/client assembly; executable remains unchanged. Current delivery is website only; this integration is deferred by the user.

Project / area
launcher / launcher
Iteration
v0.6.0
Priority
1
Dependencies
None
Next action
Resume only after a future explicit request; current delivery is website only.
Evidence
No completed verification claim.
launcher-followup-9Game download/update/repair with authenticated metadata, resumable delivery and save preservationdeferredUnverified

Game download/update/repair with authenticated metadata, resumable delivery and save preservation.

Project / area
launcher / launcher
Iteration
future
Priority
3
Dependencies
None
Next action
Plan and verify this follow-up against the selected exact launcher/game package.
Evidence
docs/ROADMAP.md
launcher-followup-10Launcher self-update/recovery with a separate replacement process and rollbackdeferredUnverified

Launcher self-update/recovery with a separate replacement process and rollback.

Project / area
launcher / launcher
Iteration
future
Priority
3
Dependencies
None
Next action
Plan and verify this follow-up against the selected exact launcher/game package.
Evidence
docs/ROADMAP.md
launcher-followup-11Release channels and multiple game instancesdeferredUnverified

Release channels and multiple game instances.

Project / area
launcher / launcher
Iteration
future
Priority
3
Dependencies
None
Next action
Plan and verify this follow-up against the selected exact launcher/game package.
Evidence
docs/ROADMAP.md
launcher-followup-12True 3D flat moon, dynamic lighting and fallbackdeferredUnverified

True 3D flat moon, dynamic lighting and fallback.

Project / area
launcher / launcher
Iteration
future
Priority
3
Dependencies
None
Next action
Plan and verify this follow-up against the selected exact launcher/game package.
Evidence
docs/ROADMAP.md
launcher-followup-13macOS/Linux native runtime packaging and acceptancedeferredUnverified

macOS/Linux native runtime packaging and acceptance.

Project / area
launcher / launcher
Iteration
future
Priority
3
Dependencies
None
Next action
Plan and verify this follow-up against the selected exact launcher/game package.
Evidence
docs/ROADMAP.md
launcher-followup-14Optional installers, signing/notarization and public onboardingdeferredUnverified

Optional installers, signing/notarization and public onboarding.

Project / area
launcher / launcher
Iteration
future
Priority
3
Dependencies
None
Next action
Plan and verify this follow-up against the selected exact launcher/game package.
Evidence
docs/ROADMAP.md

launcher / verification

5 records · 0 completed iterations
launcher-followup-8Clean Windows 11 operation without developer tools or global JavadeferredUnverified

Clean Windows 11 operation without developer tools or global Java. User deferred this acceptance check on 5 October 2026 and accepted current-PC operation as the immediate target. Retain the portability requirement and make no clean-machine claim until tested.

Project / area
launcher / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Plan and verify this follow-up against the selected exact launcher/game package.
Evidence
docs/ROADMAP.md
launcher-followup-20Clean Windows 11 without tools/global Java (explicitly deferred)deferredUnverified

Clean Windows 11 without tools/global Java (explicitly deferred).

Project / area
launcher / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Plan and verify this follow-up against the selected exact launcher/game package.
Evidence
docs/ROADMAP.md
launcher-followup-21Full Explorer/taskbar/tray/shortcut and shortcut-recreation matrix; native clipboard/export failures, sizes/scaling and reduced-motion/pause observations not already covered by the current-PC manual reportdeferredUnverified

Full Explorer/taskbar/tray/shortcut and shortcut-recreation matrix; native clipboard/export failures, sizes/scaling and reduced-motion/pause observations not already covered by the current-PC manual report.

Project / area
launcher / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Plan and verify this follow-up against the selected exact launcher/game package.
Evidence
docs/ROADMAP.md
launcher-followup-22Gameplay acceptance against the exact 0deferredUnverified

Gameplay acceptance against the exact 0.1.0 binary and the final game source/artifact, owned by combined-package integration. Preserve the development-build user PASS separately.

Project / area
launcher / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Plan and verify this follow-up against the selected exact launcher/game package.
Evidence
docs/ROADMAP.md
launcher-followup-23Review these pending gates before publishing the draft launcher release or official full-client releasedeferredUnverified

Review these pending gates before publishing the draft launcher release or official full-client release. No deferred PASS.

Project / area
launcher / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Plan and verify this follow-up against the selected exact launcher/game package.
Evidence
docs/ROADMAP.md

v0.5.0

52 records · 52 completed iterations
sprint-1.1The toolchainshippedHistorical evidence

Minecraft 26.2, NeoForge 26.2.0.88, ModDevGradle 2.0.148, Gradle 9.2.1, and Java 25.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-1.1
sprint-1.2The menushippedHistorical evidence

The client reaches the main menu.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-1.2
sprint-1.3The dedicated servershippedHistorical evidence

It loads SUBSTELLAR. It does not load Iris or Sodium.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-1.3
sprint-1.4The probeshippedHistorical evidence

Two seeds, a reload, and a recorded chunk time.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-1.4
sprint-2.1The columnshippedHistorical evidence

Y=-352 through Y=319, sea level 63.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-2.1
sprint-2.2The familiar surfaceshippedHistorical evidence

Seed 1 stays ocean at Y=63. Seed 2 keeps grass or dirt.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-2.2
sprint-2.3Saved groundshippedHistorical evidence

Historical sampled seed-1 worlds matched and survived reload. Fresh same-seed variation is accepted; saved generated states must persist.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-2.3
sprint-2.4The other presetsshippedHistorical evidence

large_biomes and amplified keep the taller column and vanilla biomes. Only the normal preset selects the depth biomes.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-2.4
sprint-3.1Three stonesshippedHistorical evidence

Tuff, then dripstone block, then polished deepslate.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-3.1
sprint-3.2The light bandshippedHistorical evidence

Calcite, diorite, and andesite, 4 to 8 blocks.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-3.2
sprint-3.3The dark bandshippedHistorical evidence

Obsidian and crying obsidian, 4 to 8 blocks.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-3.3
sprint-3.4A warped ceilingshippedHistorical evidence

A biome can cross a band.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-3.4
sprint-3.5Empty bandsshippedHistorical evidence

The light band, the dark band, and the magma band have none of the chart.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-3.5
sprint-4.1TunnelsshippedHistorical evidence

Cracks and tunnels run through every deep band.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-4.1
sprint-4.2RoomsshippedHistorical evidence

Shafts, caverns, and one rare large chamber sit on those tunnels.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-4.2
sprint-4.3Tighter with depthshippedHistorical evidence

Deepwilds is the most open. The Abyss is the tightest of the three.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-4.3
sprint-4.4No lava seashippedHistorical evidence

Lava is the thin band under Y=-208 and the vent pockets.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-4.4
sprint-4.5Solid bandsshippedHistorical evidence

The crust shelves are not carved through.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-4.5
sprint-4.6The surface staysshippedHistorical evidence

The extra caves start under the strata ceiling.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-4.6
sprint-5.1Fifteen biomesshippedHistorical evidence

Three in the Deepwilds, three in the Underreach, three in the Abyss.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-5.1
sprint-5.2The one groveshippedHistorical evidence

Vanilla moss, azalea, rooted dirt, spore blossoms, and glow lichen, only there.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-5.2
sprint-5.3Rivers and lakesshippedHistorical evidence

Water, and only in those masks.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-5.3
sprint-5.4Vent pocketsshippedHistorical evidence

Magma vents are pockets, not a layer.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-5.4
sprint-5.5Two rooms a depthshippedHistorical evidence

Each of the three depths has two small loot rooms.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-5.5
sprint-5.6One vanilla accentshippedHistorical evidence

Each biome keeps one vanilla ore accent.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-5.6
sprint-6.1Rare, in that stoneshippedHistorical evidence

One place can generate in any of the five depths, in that depth's stone.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-6.1
sprint-6.2Rooms, a path, a light, one chestshippedHistorical evidence

The chest is substellar:chests/settlement.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-6.2
sprint-6.3No new creaturesshippedHistorical evidence

No spawners and no new mobs.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-6.3
sprint-6.4The small rooms stayshippedHistorical evidence

The loot rooms are not the settlement.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-6.4
sprint-7.1Mantle biomesshippedHistorical evidence

Basalt seams, cinder pockets, and the closed foundry.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-7.1
sprint-7.2Core biomesshippedHistorical evidence

Pale galleries, bright cracks, and the still heart.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-7.2
sprint-7.3The magma bandshippedHistorical evidence

Four to eight blocks around Y=-300.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-7.3
sprint-7.4Tighter cracksshippedHistorical evidence

The Mantle is tighter than the Abyss. The Core is tighter than the Mantle.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-7.4
sprint-7.5Rooms there tooshippedHistorical evidence

Two small rooms each, and the settlement can stand in that stone.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-7.5
sprint-7.6Draconium in the quartzshippedHistorical evidence

Only in the Core. The Mantle has none.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-7.6
sprint-8.1The named blocksshippedHistorical evidence

One block per mineral, generated in that depth's stone.

Project / area
game / materials
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-8.1
sprint-8.2Deepwilds and UnderreachshippedHistorical evidence

Tin, zinc, silver, sulfur, apatite, then lead, nickel, bauxite, fluorite, certus quartz, and niter.

Project / area
game / materials
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-8.2
sprint-8.3The Abyss threeshippedHistorical evidence

Osmium, uranium, and cinnabar.

Project / area
game / materials
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-8.3
sprint-8.4Salt and oilshippedHistorical evidence

Pockets beside the Underreach lakes. A bucket can pick the oil up. It does not spread.

Project / area
game / materials
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-8.4
sprint-8.5No toolsshippedHistorical evidence

No tools, armor, or machines.

Project / area
game / materials
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-8.5
sprint-9.1A separate clientshippedHistorical evidence

Iris 1.11.4 and Sodium 0.9.2 live in run-look.

Project / area
game / visual
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-9.1
sprint-9.2The picture stays upshippedHistorical evidence

Complementary Reimagined r5.9.3 stays in a world. The dev draw check is off.

Project / area
game / visual
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-9.2
sprint-9.3Two profilesshippedHistorical evidence

A playable profile and a heavier reference profile, on the same world.

Project / area
game / visual
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-9.3
sprint-9.4The server stays plainshippedHistorical evidence

The dedicated server does not load Iris or Sodium. The picture is accepted for now.

Project / area
game / visual
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-9.4
sprint-10.1Ledges in uncut groundshippedHistorical evidence

A rare horizontal shelf in ordinary stone. Bands and the surface stay. The excavate pit is only the window.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.1
sprint-10.2Vertical routesshippedHistorical evidence

Sparse wandering routes beside ledges in the three upper depths; bounded collision and native checks passed. Aligned approaches preserve solid bands for mining. No lava sea. Expanded QA is deferred.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.2
sprint-10.3Chambers, arches, and pillarsshippedHistorical evidence

Supported forms in each upper depth, narrow basalt fault ledges/ribs in the Mantle, and rare compact quartz galleries/buttresses in the Core. A Core contour repair passed local fresh functional and native checks; Final automated package gates are tracked separately.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.3
sprint-10.4Springs and basinsshippedHistorical evidence

Shared upper-depth source/channel/fall/basin masks passed the fresh check and user inspection with accepted limitations. First-bank walkability, steep basin walls and broad water sheets are follow-up work in PHASE10_BACKLOG.md.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.4
sprint-10.5Wet stoneshippedHistorical evidence

Automated fresh check passed; manual inspection deferred. Bounded existing ore-compatible materials beside intended rivers, lakes and springs.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.5
sprint-10.6A change of placeshippedHistorical evidence

Regional/detail patches passed the automated fresh check; manual appearance inspection deferred. Strata that read as geology across a band, not a recolor.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.6
sprint-10.7Mineral clusteringshippedHistorical evidence

Smaller attempt counts and larger configured deposits passed the automated check; wider balance/appearance QA deferred. A picture of the chart. The chart and the depths stay.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.7
sprint-10.8The look on that groundshippedHistorical evidence

Existing mineral colors are embedded in stone-faced cube models; static checks passed, runtime visual inspection deferred. Shader-off terrain/readability and targeted custom-ore appearance. Shader tuning, Complementary-based ambient cave visibility and dedicated oil sprites are backlogged. No shader-on/profile comparison or new custom lighting is required. Quartz and draconium do not emit light.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.8

future

41 records · 0 completed iterations
sprint-11.1SmeltnextUnverified

Turn the chart into metal.

Project / area
game / progression
Iteration
future
Priority
3
Dependencies
None
Next action
Implement Smelt only after a separately approved gameplay plan.
Evidence
docs/ROADMAP.md#sprint-11.1
sprint-11.2AlloyplannedUnverified

Combine what the depths give. No alloy list until this sprint is the work.

Project / area
game / progression
Iteration
future
Priority
3
Dependencies
None
Next action
Plan when this gameplay slice becomes current.
Evidence
docs/ROADMAP.md#sprint-11.2
sprint-11.3PackplannedUnverified

Carry what you smelted.

Project / area
game / progression
Iteration
future
Priority
3
Dependencies
None
Next action
Plan when this gameplay slice becomes current.
Evidence
docs/ROADMAP.md#sprint-11.3
sprint-11.4EngineeringplannedUnverified

Machines after the pack.

Project / area
game / progression
Iteration
future
Priority
3
Dependencies
None
Next action
Plan when this gameplay slice becomes current.
Evidence
docs/ROADMAP.md#sprint-11.4
sprint-11.5One shipplannedUnverified

A single ship after the engineering.

Project / area
game / progression
Iteration
future
Priority
3
Dependencies
None
Next action
Plan when this gameplay slice becomes current.
Evidence
docs/ROADMAP.md#sprint-11.5
sprint-12.1The MoonplannedUnverified

No design doc until this sprint is the work.

Project / area
game / progression
Iteration
future
Priority
3
Dependencies
None
Next action
Plan when this gameplay slice becomes current.
Evidence
docs/ROADMAP.md#sprint-12.1
sprint-12.2MarsplannedUnverified

No design doc until this sprint is the work.

Project / area
game / progression
Iteration
future
Priority
3
Dependencies
None
Next action
Plan when this gameplay slice becomes current.
Evidence
docs/ROADMAP.md#sprint-12.2
sprint-12.3The Jupiter systemplannedUnverified

No design doc until this sprint is the work.

Project / area
game / progression
Iteration
future
Priority
3
Dependencies
None
Next action
Plan when this gameplay slice becomes current.
Evidence
docs/ROADMAP.md#sprint-12.3
sprint-12.4PlutoplannedUnverified

No design doc until this sprint is the work.

Project / area
game / progression
Iteration
future
Priority
3
Dependencies
None
Next action
Plan when this gameplay slice becomes current.
Evidence
docs/ROADMAP.md#sprint-12.4
sprint-12.5An unrevealed starplannedUnverified

No design doc until this sprint is the work.

Project / area
game / progression
Iteration
future
Priority
3
Dependencies
None
Next action
Plan when this gameplay slice becomes current.
Evidence
docs/ROADMAP.md#sprint-12.5
backlog-mineral-balance-and-geology-coverageMineral balance and geology coveragedeferredUnverified

Geology/Clusters reuse one nine-chunk normal seed1 sample. This does not establish global palette coverage, exposure/spacing, or a representative yield envelope.

Project / area
game / materials
Iteration
future
Priority
3
Dependencies
None
Next action
Follow-up multiple regions/seeds and compare host-normalized yields, connected deposits and wall exposure without changing the ore chart.
Evidence
docs/PHASE10_BACKLOG.md#mineral-balance-and-geology-coverage
backlog-manual-game-inspectionsManual game inspectionsdeferredUnverified

User deferred all remaining hands-on game checks: checkpoint/custom-ore views, client menu/gameplay, teleports/screenshots and dedicated join/rejoin. Final-source outcomes are NOT_RUN.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Follow-up: inspect exact shipped client and representative terrain/material scenes, perform actual join/disconnect/rejoin, record images/logs. Do not request this for v0.5.0.
Evidence
docs/PHASE10_BACKLOG.md#manual-game-inspections
backlog-spring-bank-walkabilitySpring bank walkabilitydeferredUnverified

User manual inspection of Springs at 181.5,-142,56.5 could not walk along the first bank; no generally blocked movement was reported. The user explicitly deferred repair. Fresh static footing counts did not establish a connected walking route.

Project / area
game / earth
Iteration
future
Priority
3
Dependencies
None
Next action
In a disposable copy, trace an actual continuous dry walking path from source to basin; repair step heights, connections and clearance locally, then walk it in game.
Evidence
docs/PHASE10_BACKLOG.md#spring-bank-walkability
backlog-spring-basin-shapeSpring basin shapedeferredUnverified

Underreach screenshots 2026-10-05_16.43.52/.55 show a very steep, tall-sided basin with abrupt edges rather than a gently connected shore. This is a visual observation, not proof of unsupported blocks. User authorized deferring screenshot findings.

Project / area
game / earth
Iteration
future
Priority
3
Dependencies
None
Next action
Inspect side profiles and actual support blocks; retune local basin shoulders/shore access while preserving the solid bands, existing lake/oil and layer openness.
Evidence
docs/PHASE10_BACKLOG.md#spring-basin-shape
backlog-spring-water-sheet-shapeSpring water sheet shapedeferredUnverified

Deepwilds screenshots 2026-10-05_16.44.40/.51 show broad stepped water sheets and abrupt wet/dry edges. One screenshot cannot distinguish generation from later fluid spread; exact cause is unverified. Deferred with existing fluid/fidelity work.

Project / area
game / earth
Iteration
future
Priority
3
Dependencies
None
Next action
Compare initial generated masks with ordinary ticking at the same source; improve localized falls/channels and dry bypasses without flooding entire layers.
Evidence
docs/PHASE10_BACKLOG.md#spring-water-sheet-shape
backlog-expanded-worldgen-qaExpanded worldgen qadeferredUnverified

The user capped each remaining generator checkpoint at one fresh functional check and one short native inspection. The final expanded matrix is NOT_RUN; earlier results retain their original scope/outcome.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
After release, run seeds 1/2, alternate order, negative coordinates, all presets, natural structures/chests and saved FULL chunks before ticking on an explicitly selected source.
Evidence
docs/PHASE10_BACKLOG.md#expanded-worldgen-qa
backlog-extended-native-qaExtended native qadeferredUnverified

Final owner/ordinary-admin and dedicated non-op/op repetitions, saved-player-state and wider reload scenarios are deferred. Earlier owner/bedrock and player-data repairs have local evidence. Minimum final gameplay and join/rejoin remain.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
After release, exercise the complete permission/save matrix in disposable copies, including bottom bedrock after radius 32.
Evidence
docs/PHASE10_BACKLOG.md#extended-native-qa
backlog-visual-matrixVisual matrixdeferredUnverified

Seven-scene and fifteen-biome final capture matrices and broad V01-V31 QA are deferred. Short native checkpoint observations and targeted custom-ore inspection remain, without claiming full visual acceptance.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Record final-source representative scenes and actual biomes with fixed settings; reconcile V01-V31. Shader work still requires explicit reenable authorization.
Evidence
docs/PHASE10_BACKLOG.md#visual-matrix
backlog-website-browser-matrixWebsite browser matrixdeferredUnverified

Three engines by four widths, broad keyboard/reduced-motion/no-JS/accessibility QA are deferred. Existing browser results are historical; final build/basic navigation/assets and publication identity remain.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Run all five routes across Chromium, Firefox and WebKit at 360/768/1440/2560, then keyboard, no-JS, reduced-motion and accessibility checks.
Evidence
docs/PHASE10_BACKLOG.md#website-browser-matrix
backlog-fluid-containmentFluid containmentdeferredUnverified

Historical ordinary-fluid runs leaked water/lava; stone banks retained 297 off-mask water and displaced three oil blocks. The later clay-bank/oil run preserved seed-1 sampled fluids.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Multiple seeds/regions, natural dripstone pools, existing/new masks and player water/lava, with before/after whole-column counts.
Evidence
docs/PHASE10_BACKLOG.md#fluid-containment
backlog-fluid-settlingFluid settlingdeferredUnverified

Bounded seed-1 windows reached 175/200 quiet ticks; wider coverage remains unmeasured.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Ticking readiness, actual elapsed game ticks, queue drainage and reload observations.
Evidence
docs/PHASE10_BACKLOG.md#fluid-settling
backlog-fluid-boundary-supportFluid boundary supportdeferredUnverified

Stone-bank diagnostics found 193 unsupported edges; later bounded clay observation had zero. Structure-reference coverage was incomplete.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Wider FULL-chunk halos, complete structure references, unsupported falling banks and partial-chunk save/reload.
Evidence
docs/PHASE10_BACKLOG.md#fluid-boundary-support
backlog-fluid-bucket-regressionsFluid bucket regressionsdeferredUnverified

Oil direct no-spread fixtures passed; broader incoming fluid and deliberate bucket/block edge cases remain incomplete.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Source/flowing pickup, placement, displacement and neighboring water/lava tests in disposable saves.
Evidence
docs/PHASE10_BACKLOG.md#fluid-bucket-regressions
backlog-generation-performanceGeneration performancedeferredUnverified

Historical later chunks exceeded two seconds; later optimized runs improved measured costs. Cold setup stays separate. Remaining benchmarks, chunk-cost profiling and performance-only optimization are skipped for this release.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Follow-up comparable source/seed/preset/order/hardware measurements and practical bottleneck profiling, after this release.
Evidence
docs/PHASE10_BACKLOG.md#generation-performance
backlog-rendering-performanceRendering performancedeferredUnverified

New terrain has no current settled frame-time acceptance. Remaining FPS/frame-time benchmarks and performance-only graphics refinement are skipped; V28 is deferred.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Follow-up seven recorded shader-off scenes at unchanged resolution/view distance after this release. Shader-profile benchmarks additionally require an explicit user request to enable the shader mod.
Evidence
docs/PHASE10_BACKLOG.md#rendering-performance
backlog-website-performanceWebsite performancedeferredUnverified

Remaining Lighthouse performance reruns and performance-only asset/byte-budget tuning are skipped. Existing performance results stay historical; responsive image loading, content and accessibility remain required.

Project / area
game / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Follow-up controlled mobile/desktop performance measurements and asset tuning, after this release.
Evidence
docs/PHASE10_BACKLOG.md#website-performance
backlog-advanced-material-effectsAdvanced material effectsdeferredUnverified

Current scope is shader-off targeted custom-ore appearance. Broad relief/PBR, custom mappings and shader-dependent effects are deferred.

Project / area
game / materials
Iteration
future
Priority
3
Dependencies
None
Next action
Source-supported options and visible benefits within the user's currently authorized client scope.
Evidence
docs/PHASE10_BACKLOG.md#advanced-material-effects
backlog-shader-tuningShader tuningdeferredUnverified

The user disabled Iris and active shader packs entirely in development, releases and future builds until an explicit request reenables them. Shader-on C and playable/reference comparisons, Complementary tuning and shader-based ambient cave visibility are deferred. Sodium may remain.

Project / area
game / visual
Iteration
future
Priority
3
Dependencies
None
Next action
Only after an explicit user request to enable the shader mod: review source-supported compatibility and visual tuning. No automatic reenable or alternate custom lighting is authorized.
Evidence
docs/PHASE10_BACKLOG.md#shader-tuning
backlog-oil-spritesOil spritesdeferredUnverified

The current oil fluid renderer uses tinted vanilla water sprites. On 5 October 2026 the user explicitly deferred dedicated oil sprites for this build; current appearance/mechanics remain.

Project / area
game / materials
Iteration
future
Priority
3
Dependencies
None
Next action
Add dedicated still/flow sprites through the existing NeoForge fluid-model registration, then inspect sides, underwater views, reload and shader-off readability without changing fluid behavior.
Evidence
docs/PHASE10_BACKLOG.md#oil-sprites
backlog-illustration-fidelityIllustration fidelitydeferredUnverified

All 27 scenes guide biome forms and mood, rather than exact terrain reconstruction. Cyan subjects and inherited pale clusters establish no new mechanics.

Project / area
game / visual
Iteration
future
Priority
3
Dependencies
None
Next action
Recorded gameplay comparisons; separate geometry, materials and light, then propose specific worthwhile additions.
Evidence
docs/PHASE10_BACKLOG.md#illustration-fidelity
launcher-followup-8Clean Windows 11 operation without developer tools or global JavadeferredUnverified

Clean Windows 11 operation without developer tools or global Java. User deferred this acceptance check on 5 October 2026 and accepted current-PC operation as the immediate target. Retain the portability requirement and make no clean-machine claim until tested.

Project / area
launcher / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Plan and verify this follow-up against the selected exact launcher/game package.
Evidence
docs/ROADMAP.md
launcher-followup-9Game download/update/repair with authenticated metadata, resumable delivery and save preservationdeferredUnverified

Game download/update/repair with authenticated metadata, resumable delivery and save preservation.

Project / area
launcher / launcher
Iteration
future
Priority
3
Dependencies
None
Next action
Plan and verify this follow-up against the selected exact launcher/game package.
Evidence
docs/ROADMAP.md
launcher-followup-10Launcher self-update/recovery with a separate replacement process and rollbackdeferredUnverified

Launcher self-update/recovery with a separate replacement process and rollback.

Project / area
launcher / launcher
Iteration
future
Priority
3
Dependencies
None
Next action
Plan and verify this follow-up against the selected exact launcher/game package.
Evidence
docs/ROADMAP.md
launcher-followup-11Release channels and multiple game instancesdeferredUnverified

Release channels and multiple game instances.

Project / area
launcher / launcher
Iteration
future
Priority
3
Dependencies
None
Next action
Plan and verify this follow-up against the selected exact launcher/game package.
Evidence
docs/ROADMAP.md
launcher-followup-12True 3D flat moon, dynamic lighting and fallbackdeferredUnverified

True 3D flat moon, dynamic lighting and fallback.

Project / area
launcher / launcher
Iteration
future
Priority
3
Dependencies
None
Next action
Plan and verify this follow-up against the selected exact launcher/game package.
Evidence
docs/ROADMAP.md
launcher-followup-13macOS/Linux native runtime packaging and acceptancedeferredUnverified

macOS/Linux native runtime packaging and acceptance.

Project / area
launcher / launcher
Iteration
future
Priority
3
Dependencies
None
Next action
Plan and verify this follow-up against the selected exact launcher/game package.
Evidence
docs/ROADMAP.md
launcher-followup-14Optional installers, signing/notarization and public onboardingdeferredUnverified

Optional installers, signing/notarization and public onboarding.

Project / area
launcher / launcher
Iteration
future
Priority
3
Dependencies
None
Next action
Plan and verify this follow-up against the selected exact launcher/game package.
Evidence
docs/ROADMAP.md
launcher-followup-20Clean Windows 11 without tools/global Java (explicitly deferred)deferredUnverified

Clean Windows 11 without tools/global Java (explicitly deferred).

Project / area
launcher / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Plan and verify this follow-up against the selected exact launcher/game package.
Evidence
docs/ROADMAP.md
launcher-followup-21Full Explorer/taskbar/tray/shortcut and shortcut-recreation matrix; native clipboard/export failures, sizes/scaling and reduced-motion/pause observations not already covered by the current-PC manual reportdeferredUnverified

Full Explorer/taskbar/tray/shortcut and shortcut-recreation matrix; native clipboard/export failures, sizes/scaling and reduced-motion/pause observations not already covered by the current-PC manual report.

Project / area
launcher / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Plan and verify this follow-up against the selected exact launcher/game package.
Evidence
docs/ROADMAP.md
launcher-followup-22Gameplay acceptance against the exact 0deferredUnverified

Gameplay acceptance against the exact 0.1.0 binary and the final game source/artifact, owned by combined-package integration. Preserve the development-build user PASS separately.

Project / area
launcher / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Plan and verify this follow-up against the selected exact launcher/game package.
Evidence
docs/ROADMAP.md
launcher-followup-23Review these pending gates before publishing the draft launcher release or official full-client releasedeferredUnverified

Review these pending gates before publishing the draft launcher release or official full-client release. No deferred PASS.

Project / area
launcher / verification
Iteration
future
Priority
3
Dependencies
None
Next action
Plan and verify this follow-up against the selected exact launcher/game package.
Evidence
docs/ROADMAP.md

v0.6.0

6 records · 0 completed iterations
website-v060Flagship websitein progressUnverified

Approved v0.6.0 scope. No generator changes; shaders remain disabled. User narrowed the current delivery to the flagship website; startup and launcher/client integration are deferred.

Project / area
game / website
Iteration
v0.6.0
Priority
1
Dependencies
None
Next action
Finish website content, commit the production snapshot, publish to Cloudflare Pages and verify production routes/assets.
Evidence
No completed verification claim.
startup-v060Native Strata Spindle startupdeferredUnverified

Approved v0.6.0 scope. No generator changes; shaders remain disabled. Current delivery is website only; this integration is deferred by the user.

Project / area
game / startup
Iteration
v0.6.0
Priority
1
Dependencies
None
Next action
Resume only after a future explicit request; current delivery is website only.
Evidence
No completed verification claim.
package-v060Pinned launcher client assemblydeferredUnverified

Approved v0.6.0 scope. No generator changes; shaders remain disabled. Current delivery is website only; this integration is deferred by the user.

Project / area
game / release
Iteration
v0.6.0
Priority
1
Dependencies
None
Next action
Resume only after a future explicit request; current delivery is website only.
Evidence
No completed verification claim.
publisher-v060Serialized planning publisherdeferredUnverified

Structured records and disabled serialized publisher implemented. Ten local contract checks passed. User explicitly chose to keep synchronization disabled for now; activation, launcher credential setup and authenticated synchronization checks are deferred and are not v0.6.0 release blockers.

Project / area
game / website
Iteration
v0.6.0
Priority
1
Dependencies
None
Next action
Only after a future explicit activation request, configure a read-only launcher credential and verify authenticated two-repository publication. The lead publishes v0.6.0 manually.
Evidence
docs/planning/PUBLISHER.md · scripts/test_planning.py
release-v060v0.6.0 release qualification and promotiondeferredUnverified

Approved v0.6.0 scope. No generator changes; shaders remain disabled. Current delivery is website only; this integration is deferred by the user.

Project / area
game / release
Iteration
v0.6.0
Priority
1
Dependencies
website-v060 · startup-v060 · package-v060
Next action
Resume only after a future explicit request; current delivery is website only.
Evidence
No completed verification claim.
combined-v060Combined game v0.6.0 package qualificationdeferredUnverified

Game-owned native startup/client assembly; executable remains unchanged. Current delivery is website only; this integration is deferred by the user.

Project / area
launcher / launcher
Iteration
v0.6.0
Priority
1
Dependencies
None
Next action
Resume only after a future explicit request; current delivery is website only.
Evidence
No completed verification claim.

0.1.0

1 records · 1 completed iterations
portable-010Launcher 0.1.0 draft kitshippedHistorical evidence

Exact source 2ed79f12913fc79e2d4f0fd539ead4bca90f1a2b and kit hash are recorded in RELEASE-0.1.0.md. Draft delivery is not full combined-game qualification.

Project / area
launcher / launcher
Iteration
0.1.0
Priority
1
Dependencies
None
Next action
Preserve pinned draft bytes and historical evidence.
Evidence
docs/RELEASE-0.1.0.md

Connected project records

Each project is read at one committed revision. Failed synchronization preserves the last valid publication. Automatic synchronization is disabled; this page uses a manually prepared snapshot.

Source revisions and update times ↗