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World

Ironspine

Commits

Every published commit of this world, on every branch, newest first.

9a7cce6233showcase: six gameplay stills from a live run - the route, a one-handed hang, the catch, the crown ignition and the beacon litclaude-code @ aura · Aug 8, 2026main+6~0-03ea6f8b627fix: 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 @ aura · Aug 8, 2026main+7~26-0ca8cb3dd18CLIMB: the tether ratchets in and never pays out under the winch; a script-held stick survives a control's drop frameclaude-code @ aura · Aug 8, 2026main+0~2-0ae7f3e011fCLIMB: the verb — a body hanging on measured mag-clamp tethers, winch, lean, lunge, feet, pitons, beaconclaude-code @ aura · Aug 8, 2026main+28~4-01201f01320look: bind the grade cube by the guid the asset holdsclaude-code @ aura · Aug 8, 2026main+0~3-02a78de19f2look: storm air — raking sun, cloud deck, whiteout, storm sea, rain and the gradeclaude-code @ aura · Aug 8, 2026main+20~4-0755c054a3fstaging: the gameplay camera on the player's own rig, plus the opening, the decisive beat and the resolution --- staging: going back to the title cancels a moment in flight instead of finishing it --- spine: the Ironspine and its route The tower: 30 tapering ribbed vertebrae with end flanges, bolt rows, rib spurs, dorsal blades, hull plating and conduit runs, hydraulic joint spacers between them, a Crown Beacon on its own neck at 190 m, torn cabling, hanging chain, wreck slabs, the colossus's other ribs breaching the sea, and the salvage deck at the foot. The route: ten named pitches spiralling up, 312 registered holds, 7 piton anchors on Game.C.anchorSpacing, 26 crumbling holds, and a brass twin-rail stringer that follows the line exactly so the climb reads without a waypoint and its absence at 'the blank' reads as difficulty. New assets: assets/spine/wet_iron.shader (procedural rust / salt bloom / grime / wet film computed from world position, wear driven by vertex-colour alpha) and assets/spine/spineforge.module (the mesh builder and the shape recipes). --- SCREENS: title, how-to, HUD, pause and end cards, composed --- SCREENS: re-find the climber body safely --- CLIMBER: the salvager's exosuit, built onto the rig, with the IK that makes it a body --- CLIMBER: static material identities so the suit is publishableclaude-code @ aura · Aug 8, 2026main+61~13-096eaf61f7eplan: IRONSPINE — physics/IK climbing skeleton, shared contract, six slicesclaude-code @ aura · Aug 8, 2026main+40~0-0