A Glagstone-inspired, 1-bit isometric story-world prototype of Willow Bend — a Master Planned Community built on a buried wetland. You are the beaver. The water remembers. Sibling to beaverGame (the full-scale cozy 3D game); every sprite and ink vignette here is generated from Blender through the target-side sprite pipeline (the brassboard for a future asset-foundry output modality).
pnpm install
pnpm dev # http://localhost:5180 — WASD walk · click near you to dam- A season is 14 days. Dusk comes anyway. The flood resolves nightly (the v0-validated BFS core). Story beats fire at dawn; the season ends in one of two endings decided by what the watershed actually did.
- Click houses to meet the households. Their lines change once the water reaches the crawlspace.
?mode=lab opens the launcher: every mechanic is a composable dynamic
(title, clock, flood, dams, pump, beats, residents, heron) with parameter
knobs. Compose weird toys, share the URL, run tabs in parallel
(Wright-style prototyping — ADR-0008). With the clock off, N steps a
night.
/?mode=lab&dyn=flood,dams&ticks=6 # TOY POND: pure CA sandbox
/?mode=lab&dyn=clock,flood,dams,pump,residents&budget=9&pump=10 # PUMP WARS
Any gameplay screenshot contains exactly two RGB values (paper #000000
- the active ink — day
#e8e0d0, night#aebad0). Sprites are three-state masks (ink / paper / void); the palette is amix-blend-mode: multiplyoverlay; UI is DOM canvases quantized after drawing. CI enforces this with a real headless browser (pnpm gate:visual).
BLENDER_BIN="/Applications/Blender.app/Contents/MacOS/Blender" pnpm sprites
pnpm sprites:validate # gates: dims, 1-bit purity, coverage, anchorManifest: asset-foundry/sprites.yaml. Camera contract (frozen, Blender
5.1.x): yaw 45°, elevation 30°, ppu 64/√2, canvas-locked Bayer 8×8.
pnpm typecheck && pnpm test && pnpm build # what CI runs
pnpm snap # headless screenshot → tmp/snap.png
pnpm gate:visual # the 1-bit gate (after build)Decision history in decisions/adr/ (0001–0004 = v0 puzzle validator;
0005–0008 = the story-world reboot, sprite pipeline, palette architecture,
Mechanics Lab). Session-continuity beads in .handoff/.
