--- gsd_state_version: 1.0 milestone: v1.0 milestone_name: milestone status: in_progress stopped_at: "Phase 2 Wave 1 (Plan 02-03 harvest-journal-fragments) complete. 3 atomic commits: f192e82 (Season-1 fragments + sim/memory selector + harvest/compost commands), 572c861 (journal + reveal modal + harvest pointer wiring), 39bfcd2 (PIPE-02 structural verifier scripts/check-bundle-split.mjs). 217/217 tests green (was 163; +54 new); npm run ci exits 0 with check:bundle-split integrated. GARD-03 / GARD-04 / MEMR-01..06 / PIPE-02 requirements landed end-to-end. The full Season-1 active-play loop is operational: plant → grow → harvest (deterministic mulberry32-seeded fragment selection, gated by Season + tonal register, no-dup, sentinel fallback for Pitfall 8) → reveal modal (D-25, MEMR-05 selectable DOM) → close → journal icon appears (D-23 first-harvest gate) → opens full-screen Memory Journal grouped by Season (D-24). 17 Season-1 fragments authored in bible voice. Plant-type unlocks: rosemary @ 0 / yarrow @ 3 / winter-rose @ 6 (Pitfall 10 boundary-tested). compost-acknowledgements.ink content shipped ahead of Plan 02-04's Ink runtime. Wave 2 (02-04 lura-gate-beats + 02-05 letter-settings-e2e) is the only remaining Phase-2 work. Next: /gsd-execute-phase 2 to continue with Plan 02-04." last_updated: "2026-05-09T14:08:00.000Z" last_activity: 2026-05-09 progress: total_phases: 8 completed_phases: 1 total_plans: 8 completed_plans: 10 percent: 18 --- # Project State ## Project Reference See: .planning/PROJECT.md (updated 2026-05-08) **Core value:** Every idle mechanic must function as a metaphor that the player absorbs without being told. When economy and meaning conflict, meaning wins. **Current focus:** Phase 02 — Season 1 Vertical Slice (Soil) — Wave 0 done; Wave 1 done (02-02 + 02-03); Wave 2 (02-04 + 02-05) is the only remaining Phase-2 work ## Current Position Phase: 02 (season-1-vertical-slice-soil) — 3/5 plans complete (Wave 0 + both Wave 1 plans) Plans: 5 of 5 created (3 waves); Wave 0 (02-01) DONE; Wave 1 (02-02 + 02-03) DONE; Wave 2 (02-04 + 02-05) queued Status: Plan 02-03 harvest-journal-fragments executed in sequential mode — 3 atomic commits, 54 new tests (217/217 total green), npm run ci exits 0 with check:bundle-split integrated. GARD-03 / GARD-04 / MEMR-01..06 / PIPE-02 satisfied end-to-end. Full Season-1 active-play loop operational: plant → grow → harvest (deterministic, gated, no-dup) → reveal modal → journal. 17 Season-1 fragments authored. Pitfall 8 (sentinel fallback) + Pitfall 10 (post-commit unlock thresholds) both mitigated. Last activity: 2026-05-09 -- Plan 02-03 execute complete Progress: [██░░░░░░░░] 18% ## Verification Results **Phase 1 Overall Verdict:** PASSED | REQ-ID | Status | |--------|--------| | CORE-01 | PASS — scaffold builds; <5s measurement is Phase 2 | | CORE-04 | PASS — IDB + localStorage fallback; 4 tests green | | CORE-05 | PASS — navigator.storage.persist() all 4 scenarios | | CORE-06 | PASS — versioned envelope + CRC-32; tamper detection | | CORE-07 | PASS — forward-only migration chain; synthetic v0→v1 | | CORE-08 | PASS — last-3 snapshot retention; 5-then-3 invariant | | CORE-09 | PASS — Base64 codec + 50MB DoS cap; round-trip test | | CORE-10 | PASS — ESLint boundaries rule + Vitest proof | | PIPE-01 | PASS — Vite-native loader; schema violation fails build | | PIPE-03 | PASS — asset provenance gate; refused-sample fixture | | PIPE-05 | PASS — both doctrine docs authored + doc-lint tests | | PIPE-06 | PASS — ci.yml; 53 tests on every push | | AEST-08 | PASS — ProvenanceSchema 6 fields; CI gate in place | | AEST-09 | PASS (IOU) — curation gate exists; human decision recorded | | STRY-09 | PASS (vacuous) — /content/ convention established | | UX-13 | PASS — anti-fomo-doctrine.md; review-enforced | Gates run: lint (exit 0), test (53/53 green, 12 files), validate:assets (2 assets valid), build (exit 0), compile:ink (exit 0), ci (exit 0). ## Performance Metrics **Velocity:** - Total plans completed: 10 (1 partial — 01-05 Task 2 deferred via IOU) - Average duration: ~5 min (Wave 1 baseline 6min; Wave 2 plans 4–8min; Plan 07 ~2min; Plan 02-01 ~12min; Plan 02-02 ~18min; Plan 02-03 ~12min — Phase-2 vertical-slice plans are heaviest) - Total execution time: ~70 min across Phase 1 + Phase 2 Wave 0 + Wave 1 (both plans) **By Phase:** | Phase | Plans | Total | Avg/Plan | |-------|-------|-------|----------| | 1. Foundations & Doctrine | 7/7 (complete) | ~30 min | ~5 min | | 2. Season 1 Vertical Slice (Soil) | 3/5 (Wave 0 + Wave 1 complete) | ~42 min | ~14 min | **Recent Trend:** - Last 5 plans: [01-06 doctrine-docs · 01-07 ci-workflow · 02-01 foundations · 02-02 begin-plant-grow · 02-03 harvest-journal-fragments — all green] - Trend: → (02-03 was 12 min — sim/memory + journal UI tier without a new render layer; the architectural firewall edges 02-02 shipped carry over directly so 02-03 is "just" the second half of the active-play loop on top of established surfaces; +54 new tests for 217/217 total green) *Updated after each plan completion* ## Accumulated Context ### Decisions Decisions are logged in PROJECT.md Key Decisions table. Recent decisions affecting current work: - Phase 1 will land all retrofit-hostile foundations (versioned saves, content/asset pipelines, sim/render firewall, anti-FOMO doctrine, Season 7 end-state design) before any feature code — research from all four researchers converged on this ordering. COMPLETE. - Phase 2 will ship Season 1 as a complete vertical slice that could *plausibly* ship as a free standalone prologue ahead of Seasons 2-7, defending against the 7-Season scope risk. - Plan 02-01 (Wave 0): BLOCKER 3 lastTickAt-vs-tickCount split landed — SimState carries TWO time fields with strict ownership (lastTickAt = wall-clock, app-only writes; tickCount = sim-internal monotonic). simAdapter.applyTickCount is the canonical sim → store path. Pinned by 3 store tests + 1 migrations test. - Plan 02-01 (Wave 0): V1Payload extended in place per D-34 (no migrations[2]) — Phase-1's v1 has shipped zero production saves so adding fields with defaults in migrations[1] is cleaner. Regression-defense test asserts Object.keys(migrations).sort() === ['1']. - Plan 02-01 (Wave 0): ESLint sim-purity rule (Block 3 of eslint.config.js) is the mechanical defense for D-33 — bans Date.now() and setInterval in src/sim/** with src/sim/scheduler/clock.ts as the lone exception. Programmatic Vitest test against the date-now-violator fixture proves the rule fires; negative test on clock.ts proves the exception holds. - Plan 02-02 (Wave 1): GRID_LAYOUT origin-centering math corrected during execution — gridOriginX=296 / gridOriginY=168 (not the plan's 240/144 hedged "≈" values). True-centered in 1024×768. - Plan 02-02 (Wave 1): Phaser 4 cannot be imported under happy-dom — its boot probe `checkInverseAlpha` calls `canvas.getContext('2d')` which returns null. SeedPicker test mocks src/game/event-bus to avoid pulling Phaser into the test runtime; Phaser scene behavioral coverage is the Plan 02-05 Playwright e2e's job (RESEARCH Validation Architecture explicitly states render-tier needs a real canvas). - Plan 02-02 (Wave 1): Audio bootstrap is module-level state (not React useState) so the click handler can call it synchronously — Pitfall 5 (iOS Safari requires AudioContext construction inside the gesture, not just resume) is mitigated structurally. - Plan 02-03 (Wave 1): Pool-exhaustion behavior chosen — sentinel fallback (`season1.soil._exhaustion`), NOT repeat-most-recent. Repeat-most-recent would silently re-grow `harvestedFragmentIds` past the corpus size, breaking the no-dup invariant downstream consumers (Journal de-dup, Lura beat counters, letter slot vocabulary) depend on. Authored warm pool ≥9 makes the sentinel structurally unreachable in normal Phase-2 play; it's a defensive structural fallback only. - Plan 02-03 (Wave 1): Plant-type unlock thresholds finalized — rosemary @ 0 / yarrow @ 3 / winter-rose @ 6. Spaced before Lura's mid-beat (4th harvest) and farewell beat (8th harvest) per D-14, so unlocks land in tonal alignment with the arc's turns. Pitfall 10 mitigation: thresholds checked AFTER the harvest commit (3 explicit boundary tests). - Plan 02-03 (Wave 1): Garden scene loads fragments via the EAGER `fragments` corpus filtered to Season 1, NOT via `await loadSeasonFragments(1)`. Trade-off: simpler synchronous create() vs. INEFFECTIVE_DYNAMIC_IMPORT warnings inherited from Plan 02-02. Lazy plumbing is structurally proven by `scripts/check-bundle-split.mjs`; Phase 4+ should swap to lazy when Season transitions land. - Plan 02-03 (Wave 1): Compost beat content shipped in `content/dialogue/season1/compost-acknowledgements.ink` ahead of Plan 02-04's Ink runtime; Garden.ts compost branch carries a TODO at the wiring point. The split lets the writer iterate on voice independently of runtime work. - Plan 02-03 (Wave 1): PIPE-02 verifier `scripts/check-bundle-split.mjs` is structured as Vitest-importable Node ESM (`runCheck()` exported, CLI gated by `import.meta.url`). Pattern reusable for Phase 4 Season-2 onboarding (extend known-content list) and Phase 8 visual-regression baselines (different filename heuristics, same export shape). - Phases 4-7 deliver the remaining six Seasons in mechanic-introducing pairs (Season 2 alone with prestige, Seasons 3-4, Seasons 5-6, Season 7 alone) — at most one new mechanic per Season per the scope-defense doctrine. - Plan 01-01: scaffolded by hand (the official `npm create @phaserjs/game@latest` is interactive-only — `--template react-ts --yes` flags are silently ignored as of create-game v1.3.2); plan's documented fallback path was used. Vite 8 + TS 6 referenced-projects tsconfig layout adopted; `build` runs `tsc -b && vite build` so strict-TS gates every build. ESLint 9 installed → Plan 02 must use **flat config** (`eslint.config.js`), not legacy `.eslintrc.*`. - Plan 01-01: pre-installed `fake-indexeddb@^6` here so Plan 03 doesn't have to re-edit `package.json`. All Phase-1 dep versions match RESEARCH.md exactly within their `^` ranges. - Plan 01-07: minimum-viable CI workflow (49 lines) running `npm ci` + `npm run ci` on push/PR to main; ubuntu-latest only, Node 22 only, no matrix per CONTEXT user pushback against ceremony. The workflow's role is to refuse merges that break local `npm run ci`, nothing more. New CI gates (Phase 2 e2e, Phase 8 visual regression) are added by editing `package.json scripts.ci` (or new dedicated workflow files), not by editing `ci.yml` — the workflow stays stable across all future phases. - Plan 01-07: `npm ci` (lockfile-strict) chosen over `npm install` per RESEARCH § Security Domain; `npm audit` deferred to Phase 8. `actions/setup-node@v4` with `cache: 'npm'` per RESEARCH CI Pitfall A — never cache `node_modules/` directly. - Plan 01-05 Task 2 (north-star images): Deferred via Path C per 01-05-IOU.md. User decision: "I don't really want to deal with creating the art for this." Two placeholder PNGs committed with valid provenance sidecars. Real north-star curation deferred to Phase 5 when production-volume asset generation begins. ### Pending Todos - **Plan 01-05 Task 2 (human curation) — Phase 5 follow-up:** 10-20 hand-curated AI generations committed to `assets/north-stars/` with provenance sidecars. Non-blocking for Phase 2 (no production AI assets until Phase 5+). Recorded in `01-05-IOU.md` with resolution path. ### Blockers/Concerns Carry-forward banner concerns from research: - **7-Season scope risk** is the project's biggest risk; defended by the standalone-Season-1 escape hatch (Phase 2) and the one-mechanic-per-Season cap. - **Story ends but the loop doesn't** — Season 7 end-state design landed in Phase 1 (`.planning/season-7-end-state.md`, PIPE-05 ✓); finite Roothold ceiling enforcement deferred to Phase 4 (SEAS-04); credits/coda rest-state to Phase 7 (SEAS-10). - **AI asset style drift** — provenance schema + CI gate + refused-sample fixture landed in Phase 1 (Plan 01-05 Task 1, PIPE-03 + AEST-08 ✓); locked 10–20-image north-star reference set deferred to Phase 5 per IOU (AEST-09 IOU); production-volume asset generation begins Phase 5+; visual regression testing in Phase 8 (PIPE-04). ## Deferred Items Items acknowledged and carried forward: | Category | Item | Status | Deferred At | |----------|------|--------|-------------| | AEST-09 | 10-20 real north-star reference images for visual regression baseline | IOU — Phase 5 follow-up | Phase 1 (01-05-IOU.md) | ## Session Continuity Last session: 2026-05-09 Stopped at: Phase 2 Wave 1 second plan (Plan 02-03 harvest-journal-fragments) executed in sequential mode — 3 atomic commits (f192e82, 572c861, 39bfcd2), 54 new tests, 217/217 total green, npm run ci exits 0 (with check:bundle-split integrated). GARD-03/GARD-04/MEMR-01..06/PIPE-02 satisfied end-to-end. The full Season-1 active-play loop is operational on real authored content; sentinel fallback (Pitfall 8) and Pitfall 10 plant-unlock boundary both pinned by Vitest. SUMMARY at .planning/phases/02-season-1-vertical-slice-soil/02-03-harvest-journal-fragments-SUMMARY.md. Next action: `/gsd-execute-phase 2` to continue with Plan 02-04 (Lura's Ink dialogue + gate beats — 1st/4th/8th harvest thresholds) on top of the harvest pipeline shipped in 02-03. Plan 02-04 will swap the compost-acknowledgements TODO at src/game/scenes/Garden.ts for the inkjs runtime path. Plan 02-05 (offline catchup + letter + Settings + Playwright e2e) is the final Phase-2 plan.