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Build specification

Level Progression#

Spine#

  1. A Bell at the Harbor — arrive; choose one object to carry; reach the Lantern.
  2. What Are You Trying to Make Happen? — state an intention; answer adaptive questions; confirm or correct the pitch receipt.
  3. A Place to Begin — inspect the four signals; accept or disagree; choose a first quest.
  4. The Empty Table — name a bounded Level 1 outcome; invite at least one needed role or accept solo fallback; claim a Project table.
  5. The False Door — find the assumption locking the door; make two alternative frames; bring one useful possibility to a Project.
  6. Contact with Reality — select one constraint; test a small build; record one failure and one repair.
  7. The Open Chair — invite without pressure; make one boundary explicit; help a Project name a legitimate decision path.
  8. One Useful Stranger — encounter another Source or consented asynchronous presence; exchange one bounded offer; decline or continue explicitly.
  9. A Companion with Boundaries — choose an Ally presence; set Stance; grant one Wisdom scope; review denied capabilities.
  10. Something Real — accept a visible outcome; create an Artifact or relationship Contribution; submit with provenance; receive acceptance or revision.
  11. What Should Move? — inspect two requests; review conflicts; cast one non-binding signal; observe a governed decision.
  12. The Table Remains — complete a role-balanced milestone; write the next durable state; open a return path.
  13. The Second Bell — ring the bell once; leave a note; recover an older version of the note; choose but do not prove an explanation; return.
  14. The Bridge Beyond Bellwether — hold an accepted Contribution; participate in a resource decision; create or use an Ally; complete the Second Bell; inspect the wider Reality Game bridge.

The spine is a dependency graph, not one enforced corridor. Social meeting, Ally creation, island exploration, and role quests can interleave. A solo fallback exists for every blocking social beat, but completing Level 1 still requires the player to make or respond to one genuine relationship offer, synchronously or asynchronously.

Progress dimensions#

No single numeric level determines competence or authority.

Completion receipt#

The completion Command verifies: Orientation receipt, created/used Ally, Project membership, accepted Contribution, resource-decision participation, and The Second Bell. The receipt names what the player did, what persists, and which wider paths opened. Bellwether remains playable; completion never removes the island or family.