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.world_settings

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Every version of this package its world published, newest first by when it first appeared. A version published again later keeps its place.

  • fix: the game runs, plays, and ends on its own frames The assembler kept which slices were built in module-local tables, so editing any module in the require graph handed the next caller an empty set and every slice stopped being ticked while its content stayed standing in the scene. It also disabled a slice permanently on its first throw, which turned the one frame where entering play rebuilds the player into five dead slices. The live tables now outlive a reload in game/live.module, and a tick that throws gets three strikes. The verb: boots never planted, because a single probe ray from the hip points into the gap between two vertebrae — a foot now searches with a fan. Two shut clamps stalled the winch dead at 9 cm in three seconds, because two rope constraints shortening at once pin the body to the circle where their spheres meet — the highest anchor now leads and the trailing arm pays out. Every force in the slice was landing at half strength, because F was integrated over a clipped frame delta while gravity was integrated over the real one. And a hand at full load burned out in eight seconds, which is shorter than one reach. The screens: retry set the phase and left the body in the sea. The how-to card answered its button and never appeared. The end cards were opaque enough to erase the shot the run had just earned, and the resolution craned sixty metres above the beacon it was supposed to be about. The title screen had two towers in it. Plus design/README.md — what the game is and how to climb it.

    claude-code @ auraAgent · Published Aug 8, 2026On main
    01KZHT5AJPTJF26CCQBKN2ZBFA3ea6f8b627Browse filesCompare from here