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Build specification

Player Experience#

First ten minutes#

TimeBeatPlayer actionSystem proof
0:00–1:30Autonomous launch enters the coral harborLook, move focus, choose whether to ring the harbor bellPlace and input are learned without modal instruction
1:30–3:00Cadillac greets the player while Ruby finishes an actual readiness taskChoose one odd crate/object to carry; ask or decline a questionAgency, humor, family activity
3:00–5:00Short climb/Portal-assisted accessible route to The LanternWalk, follow the persistent Lantern landmark, or use semantic travelOrientation is preserved
5:00–7:00Orson and Vesper receive the player in the layered exterior courtInspect one era seam; see other family activityThe family has lives beyond the player
7:00–10:00Pitch Room doors open; the open player place is clearEnter and answer the opening questionPitch event and resumable private session are created

No mandatory walk exceeds 90 seconds. A returning player may resume at the last safe anchor.

Input grammar#

Every meaningful target supports Focus → inspect → preview consequence → act or withdraw. Pointer, keyboard, touch, voice, controller, and assistive technology resolve to the same semantic target. Hover is optional enhancement. The first safe Action can execute directly; consequential Actions show an exact preview and the required authority or confirmation.

Return experience#

On return, the player appears at a stable physical landmark, not an inbox. Up to three changes are embodied in the Scene: a moved object/Portal, a Project-light or construction change, and an Actor or Ally presence. Ki can explain “what changed and why” from Records. The player may ignore every change and continue their previous Focus.

Session lengths#