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Owner playtest #8 verdict: rooms look PoE2-class but paint-truth and engine-truth diverge — invented painted props with no cells, extent mismatch (painted room bigger than the grid), no reciprocal-door arrival contract, legacy crypt drift, greybox flash at transitions, no walk-behind mask. Bar: every canonical room ≥95% CLEAN on the visual journey; playability-first gate priority ratified.
No due date•9/13 issues closedAct I GA per PRODUCT-ROADMAP §Acts: S-series complete, v1.0.x demo era closed, docs GA-ready (#1346). Collects S10 + GA-blocking items previously scattered in Post-1.0/vNext.
No due date•0/6 issues closedArtifact evals → extract → promote → reuse → flywheel ops. The library grows from scored play; 'less AI dependence' becomes a measured trend. Roadmap §4c.
No due date•2/5 issues closedScene-at-rest → walk → talk → living stage → the Unity player tier. Exit = the T3 gate: a blind AI playtester completes a quest loop IN the rendered surface. Roadmap §4b.
No due date•6/10 issues closed3D modular base (Synty kit) rendered at the contract camera + staging-law light rig (66-80% near-black, 2-4% lit pools) + clean-LoRA albedo-only paint-over + tile-detail finisher. Verdict of the 2026-07-02 strategy deep-dive; supersedes single-image img2img chasing (measured ceiling ~6.0-6.5).
No due date•1/5 issues closedWhat playtests actually hit: playtest-sourced UX/functional bugs, responsive layout, icon registry, viewer polish, actor/albedo polish (later).
No due date•3/13 issues closedSelf-driving roadmap: the repeatable AI system that generates a painterly PoE2-style game world — backdrop (binding >=8) -> pathing -> 3D placeholder actors -> playable combat in-app -> scale. Map: ~/.claude/plans/continue-lets-update-the-wild-lecun.md + docs/roadmap/WORLDOS-GRAPHICS-ROADMAP.md (F3). Tag lane: gfx-* (distinct from the v1.0.x/v1.1 app train). Auto-score every frame to qa/scores_db.py (surface=visual). Baseline 2026-06-30: first combat frame OVERALL 4.08.
No due date•11/17 issues closedPost-Beta experience milestone: the features that turn a correct game into one people can't stop playing. Theme: we built the Dungeon Master and the engine; this builds the TABLE around them — the living wait (live composition streaming), visible consequence, companion agendas, session rhythm, fail-forward, map+audio. Specs are implementation-ready for any agent. #1 (Live Composition) is the critical keystone — probe-verified 2026-06-10.
No due date•0/29 issues closedEngine-hardening wave from the 2026-06-11 full-engine audit + post-Beta defects. Pull items into v1.0.4 deliberately, not by default.
No due date•89/119 issues closed- No due date•0/4 issues closed
- No due date•0/6 issues closed
Make dist/WorldOS.app observable and driveable by agents without replacing the real release gate: deterministic smoke provider, app-status v1, stable UI hooks, evidence export, and split gates. Engine remains sole writer; full RRI remains the release verdict.
No due date•16/16 issues closedParked someday/roadmap work: universes (#330-332), multiplayer (#31), distribution (#32), optional renderers, and the strategy epics (#643-645). Not in an active sprint.
No due date•1/16 issues closed