ShipGames
By Kraig Adams · Build 26 · Oct 16, 2026 Self-reported Founding maker

Factory and automationClaude CodePlain HTML/canvas

Computer

Jumpgate

A tiny probe, its drones, and a factory that has to grow in empty space until it can build a gate.

Build 26 · Best on a computer: keyboard and mouse
Jumpgate
Latest: build 26 Open in a tab
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Builds

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  1. B26
    Build 26Latest9e47b6d

    Versions 8.23 to 8.25: the drone is the thruster for short hops, no first-burn cutscene, and ore caps that grow with the core

    4 commits in this build
    • 5e8cf3a V8.23: the drone is the thruster for short hops (to the stern, pulses, round to the bow, pulses to brake; the ship never turns); idle drones rest in the middle of the core
    • a8cec11 V8.24: no first-burn cutscene (no letterbox, no camera move); the music change and the sound stay
    • dd07776 V8.25: your core's level raises every ore's cap (20 / 30 / 40); a storage module adds on top
    • 9e47b6d Design: research needs items (science packs), Kraig's words
    0 sessions0 players0 s median0 comments
  2. B25
    Build 25e80fd8f

    Versions 8.21 and 8.22: mining lasers on the drones, tried and taken back

    2 commits in this build
    • c71d83d V8.21: mining lasers on the drones (no hub laser, no reach ring, no Autofire step; the drone mines any rock in its range on its own, a chunk per trip, 0.5 compute); burner Auto burns within a chunk of full; research Stop / Resume keeps progress; a damaged core's levels add compute; decode costs cut; upgrades the stores can't hold are hidden
    • e80fd8f V8.22: back to the hub's laser (Kraig went back on drone mining); kept research Stop / Resume, compute per core level while damaged, cheaper decodes, hidden upgrades the stores can't hold, Auto's burn line, light compute for chunk collection; v8.21 saves load with Autofire done
    0 sessions0 players0 s median0 comments
  3. B24
    Build 2454b09c8

    Versions 8.19 and 8.20: a simpler start, from nothing

    2 commits in this build
    • cb1e09a V8.19: a simple start: the core's panel grows with Chapter One's steps (battery alone, then compute, laser, hold...); early saves the v8.1 ore change filled get the clean start back (no ore, no stuck chunks)
    • 54b09c8 V8.20: start with nothing; Chapter One reordered (smelter from ore, burner and constructor from iron, then the scanner repair that pings the copper field); drone fetches with any room before the burner; laser ore buttons only for mined ores; ore counts 18/20 with a faint cap; compute deficit shows red
    0 sessions0 players0 s median0 comments
  4. B23
    Build 232c35e1e

    Versions 8.17 and 8.18: side finds, the signal's pulse, being watched, and longer modules

    2 commits in this build
    • 398d01f V8.17: side finds (5 lone derelicts with data shards and small perks), the signal as a 9.1 s pulse in the music, a quiet being-tracked eye after the dead fleet
    • 2c35e1e V8.18: art polish: longer modules (lattice stretched 1.25x along the station's long axis, engine suggested at the stern), edges lit from the faint star, inner frames and details, joint pulses, working glow, damage flicker; the engine is never destroyed; softer debris bands
    0 sessions0 players0 s median0 comments
  5. B22
    Build 22a450c7d

    Versions 8.15 and 8.16: a twist, a payoff and a choice in every chapter

    2 commits in this build
    • 3ae4bfd V8.15: a twist per chapter (2-10) and a payoff at every chapter end (battery and memory topped up); bot rebuilds lost modules and chases drifting cores
    • a450c7d V8.16: either/or choices, one per chapter from Three (two cards under the objective, lasting); Engine II's ore drifts in before it's queued
    0 sessions0 players0 s median0 comments
  6. B21
    Build 2198cb610

    Versions 8.13 and 8.14: a chapter select for testing, a trip planner and a visible escort

    2 commits in this build
    • 393e989 V8.13: chapter-select test starts (own save key, main game kept), research shown in minutes, trip planner before burns
    • 98cb610 V8.14: escort and drone visibility (brighter escort, tracers, bursts, drone numbers), build bar in tabs, destroyed modules no longer trigger the scrap reaction
    0 sessions0 players0 s median0 comments
  7. B20
    Build 208bb55cd

    Version 8.12: Chapter Ten, The Graveyard

    0 sessions0 players0 s median0 comments
  8. B19
    Build 192a75294

    Versions 8.7 to 8.11: Chapters Five to Nine. The Long Scan, Light, Point Defense, Cold Mind and Training Run

    5 commits in this build
    • 940bbe8 V8.7: Chapter Five · The Long Scan: scanner L2 research and fit, a hidden silicon field (Glass Reach, 6 km) it finds, the player's own course, the long crossing; saves at 'coming soon' resume into the new chapter
    • 71532ef V8.8: Chapter Six · Light: silicon refining, solar arrays (light grows toward the star), a battery module; rocks of any ore the objective needs drift in; the patch objective never stalls; bot no longer chases drifting rocks
    • cbdae61 V8.9: Chapter Seven · Point Defense: iron rounds (constructor), the escort built by the assembler flies ahead and shoots debris down (80%, a round each, 0.4 compute/s), magazine kept full by the queue; crossing to the ice field
    • 859a800 V8.10: Chapter Eight · Cold Mind: ice melting, the data center (compute and memory while cooled with water and powered), research held at 3/s; refined claims count in demand
    • 2a75294 V8.11: Chapter Nine · Training Run: stage a training set, train AI-7 into AI-8 (two drones), the drone bay, the assembler builds the second drone, both dock before burns, crossing to the signal; queued drones claim their whole cost
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  9. B18
    Build 18e2c645a

    Versions 8.4 to 8.6: Chapters Two to Four. Salvage, Assembly and Overclock

    3 commits in this build
    • e36b128 V8.4: Chapter Two · Salvage: the ruins, wreck cut into mixed ore, data cores decoded into logs and rewards, the cache, core repair; chapters flow with a fading title; Storage moves to Chapter Four
    • 9b7b405 V8.5: Chapter Three · Assembly: the assembler and repair kits, Auto repair toggle, the debris shower, modules can be destroyed into salvageable wrecks, rebuild from ore (no softlock)
    • e2c645a V8.6: Chapter Four · Overclock: storage first (caps 100), L2 upgrades (smelter 2x, constructor 1.5x, assembler 1.2x), Engine II as the big build, core 3 decoded reveals the far signal; Chapter Five coming soon
    0 sessions0 players0 s median0 comments
  10. B17
    Build 17afdfa40

    Versions 8.2 and 8.3: Chapter One twice as long and short on compute, and the dust cloud is gone

    2 commits in this build
    • 0b1bf49 V8.2: Chapter One twice as long and compute-starved (research x2-2.4, builds and processing x2, damaged core 1.7/s, compute memory 6 until the core is repaired)
    • afdfa40 V8.3: the dust cloud is gone; debris on the move at a flat rate (similar hit counts)
    0 sessions0 players0 s median0 comments
  11. B16
    Build 16cb47ad2

    Version 8.1: demand-driven production. Only ore is stored, and every spend is a queued request

    0 sessions0 players0 s median0 comments
  12. B15
    Build 1553ec28d

    Versions 7.20 to 7.23: drifting after a cancelled burn, and a drone that's never left behind

    4 commits in this build
    • 83563c6 V7.20: the drone repairs while under way (riding the hull; never the engine or anything in the plume)
    • d1ece1c V7.21: a cancelled flip and burn leaves you drifting (Cancel burn; engine lost); Move or Stop gets you out
    • 4d3a4f4 V7.22: the drone docks before every burn (the course waits for it); never stranded; repairs still leave the hull in transit
    • 53ec28d V7.23: the opening says 'press to skip' after a first press (a second skips the typed lines); no inventory on the top bar until the opening ends
    0 sessions0 players0 s median0 comments
  13. B14
    Build 146a448b1

    Versions 7.16 to 7.19: readable research, thruster hops and a Move toggle (always processing everything was tried and rolled back)

    5 commits in this build
    • 4b769db V7.16: research strip is a taller block in rows (label and time, full name, what it unlocks, bar, next)
    • e69b37f V7.17: short hops on thrusters inside the drone radius; selecting the core just selects; a Move toggle (tools bar, M, core card)
    • 1dfc9ca V7.18: research choices show what each unlocks and labelled numbers (compute, time at your rate); the list grows and scrolls
    • accc4f3 V7.19: Auto names what's stocked instead of 'no ore'; the module card lists each Auto recipe's state
    • 6a448b1 V7.19.1: back to the v7.19 build (v8.0 parked on branch v8.0-always-process); saves made by v8.0 load
    0 sessions0 players0 s median0 comments
  14. B13
    Build 136461007

    Version 7.11: the first burn, with a flip-and-burn readout

    4 commits in this build
    • 66f2893 V7.11: first-burn cutscene (letterbox, camera in on the ship, ignition flare and sound, star streaks); once a game, skippable
    • 1e0ed51 V7.12-7.13: flip-and-burn readout by the ship (phase, speed, acceleration, trip bar with midpoint), RCS puffs and hiss on the flip; no dust streaks by the ship, stars streak with speed
    • 5fdadb0 V7.14: module details stay upright as the station turns; the engine icon points along its plume
    • 6461007 V7.15: debris hits are tiny ice ticks on a windscreen, far quieter, rate-limited
    0 sessions0 players0 s median0 comments
  15. B12
    Build 12c68bf59

    Version 7.10: one look for power and compute, showing the true net rate

    3 commits in this build
    • f3705f4 V7.8: module upgrades move out of Chapter One (Upgrades step removed; Upgrades I gated to after the chapter); old saves step on
    • a9cbcf0 V7.9: energy and compute rates show the true net (generation less demand), with empty/full tags
    • c68bf59 V7.10: power and compute readouts unified (icon, same-size bar, coloured true-net rate); power gets a bolt and a green/yellow/red bar
    0 sessions0 players0 s median0 comments
  16. B11
    Build 118435d5f

    Version 7: bigger module shapes tried and taken back, a cleaner top bar, and any module can move

    7 commits in this build
    • 90b8869 V7.1: scrap and rebuild (a drone job, half the cost back), no moving or detaching docked modules, placement preview shows what touches
    • 0d9e9ef V7.2: module shapes and sizes, any flush edge connects, turning while placing, shaped placement preview
    • 67304a3 V7.3: back to single-size modules (Kraig); v7.2 saves convert to one cell each
    • 36b03cf V7.4: top bar shows every resource again; cargo status only when it needs you; drone moves to the core card; logo opens a menu (sound, new game, help)
    • 0551b9b V7.5: drone and warning chips sit right of the resources; fixed-width tabular numbers so the bar never jitters
    • 5536543 V7.6: the whole hold as one chip (used / room) after the resources; opens the inventory
    • 8435d5f V7.7: move any module (to an empty flush face or swap), a drone job; station stays docked
    0 sessions0 players0 s median0 comments
  17. B10
    Build 1051fcd86

    Version 6.1: touching modules pass items, one drone does the rest, and debris brings damage and repairs

    0 sessions0 players0 s median0 comments
  18. B9
    Build 94270880

    Version 6: one ship inventory, and the laser switches to Auto once it's researched

    3 commits in this build
    • 5561b99 Laser switches to Auto as soon as Laser autofire is researched (Kraig's playtest)
    • a501692 V6: one ship inventory (core holds it, storage habs add room, tiny module buffers), a cargo chip and inventory panel with one status and a one-tap fix, priority claims instead of the safety stock (builds, then processors, then the burner), queued blueprints built in order with cancel returning everything, Chapter One iron and copper only
    • 4270880 Scene hook: #inv opens the inventory panel for screenshots
    0 sessions0 players0 s median0 comments
  19. B8
    Build 88b15fd4

    Version 5.5: a design pass on the look, and a dust cloud across the first trip

    5 commits in this build
    • 41aa055 Rings only when they matter: the drone range fades in (brighter) when a drone or chunk is out near it or the hub is selected; the laser reach shows only with a minable rock near, firing by hand, or the hub selected
    • a190351 Research strip: one tidy line (name ellipsis, time and 'all' never wrap) (Kraig: "messy")
    • 227dcda Sound: research chime and objective bell at half volume (Kraig, Oct 15 2026)
    • 6fd73be V5.4 design pass: one palette and type scale, tidier HUD and phone layout, distinct hab icons with working/idle/damaged states, rocks with tint and facets, tumbling shards, crisper drones, a sparser starfield; scene hook and test/shots.sh for before/after screenshots
    • 8b15fd4 V5.5: a dust cloud across the first trip (debris thickens inside, the sensor sphere shrinks, a faint haze, hiss and chatter, relief on the way out); the camera starts closer and pulls out for the first rock's approach
    0 sessions0 players0 s median0 comments
  20. B7
    Build 73a08691

    Version 5.2: just getting by, short on power and compute

    0 sessions0 players0 s median0 comments
  21. B6
    Build 6884d64d

    Version 5: the hub wakes alone with a crude pulse laser, and a reboot brings compute and the first drone online

    5 commits in this build
    • 53cdfa3 Opening rework (checkpoint): the hub alone with a crude pulse laser (aim, charge, pulse; hover or hold to fire by hand), a slow typed boot with the hull drawing itself, the sensor sphere revealing the first rock and the laser reach extending, the first rock drifting through as a race, a free System reboot for laser Auto, UI pieces fading in when first needed; music silent until the hull lights
    • 8956389 Chapter One rework: no lock-on, no moving before the engine; only the story's rocks, one at a time, drifting through your reach (copper when the engine needs it; the crude engine takes copper wire); collapsed research panel; item cards that always close; the Chapter One card reveals slowly
    • 392270c Always processing with an automatic safety stock and stock limits; the burner burns or recycles (Clear overflow); quieter, softer mining sounds (auto quieter than by hand); laser Auto fires whenever its chunks have somewhere to go and says why it waits
    • e2c1c95 Compute as a stock with a flow like the battery (generation, store, consumers, signed net rate; empty slows drones and the laser gracefully; compute ledger); signed net rates in the top bar; the research strip under the objective card with a Research button
    • 884d64d V5.1: no drone or compute at the start; the free System reboot (while the first rock drifts in, ~90 s) brings compute online and the first drone unfolds from the hub; chunks float until then; Laser autofire is its own early research; the hub drifts dark and lights up instead of being drawn
    0 sessions0 players0 s median0 comments
  22. B5
    Build 5404f227

    Version 4.1: never stuck. The burner vents at a full battery and you can jettison what you don't need

    2 commits in this build
    • e2f1bdd Jumpgate v4.1: making room (the burner vents at a full battery, jettison above the reserve from you and the storage hab, every full status says what to do, a no-deadlock invariant), coasting costs a trickle so the range circle is honest (copper trip ~80% of a full battery), a short hub panel on phones; 121 invariants
    • 404f227 Build: dist from the clean v4.1 tree
    0 sessions0 players0 s median0 comments
  23. B4
    Build 45e30c9a

    Version 4, the awakening: a dying battery between stars, the first rock drifts in, you mine it by hand, then automate

    2 commits in this build
    • d69ab2e Jumpgate v4, Chapter One the awakening: the dying battery between stars, the first rock drifts in, mining by hand then Automation, smelter refines and constructor makes parts (all idle until a recipe is picked), chunks drones collect, drift and lock-on, research for every mechanic, idle and working power draws, compute readout and detail cards, crude engine with flip and burn, momentum, range circle, charge to 100%, unannounced debris with per-hab integrity, drones in formation out of the plume, swarm chatter, continuous zoom to an abstract map with the faint star, generative music; PLAN.md Built (v4); bot 20.5-22.2 game min; 111 invariants
    • 5e30c9a Build: dist from the clean v4 tree
    0 sessions0 players0 s median0 comments
  24. B3
    Build 3bf47868

    Version 3: Chapter One, with lattice habs, an objective card, research and burning salvage for power

    2 commits in this build
    • 2b547f4 Jumpgate v3 front end: lattice habs with + faces and joints/flow ticks, objective card and research line, energy top bar, burner salvage panel, scrap, drone panel, mystery pings, signal and derelict, red-orange plume, phone fixes; PLAN.md Built (v3)
    • bf47868 Build: dist from the clean v3 tree
    0 sessions0 players0 s median0 comments
  25. B2
    Build 28e463f3

    Version 2: a geometric AI ship in an Asteroids-style vector look, with modules docked on it like habs

    2 commits in this build
    • 9175356 Jumpgate v2 front end: Asteroids-style vector render (AI hexagon with docked habs, mining beam, drones, rotating rocks, scanner, edge markers, dust streaks while drifting), UI with the AI's reserve panel, Move flow, phone layout and touch targets; PLAN.md rewritten with Built
    • 8e463f3 Build: dist from the clean v2 tree
    0 sessions0 players0 s median0 comments
  26. B1
    Build 1596eceb

    Version 1: the first five minutes. A drone base on an asteroid, with free placement and no tiles

    4 commits in this build
    • 7efeb2a Jumpgate front end: renderer (space, asteroid, deposits, machines, drones with cargo), UI (panels, hint ring, goal, item cards), recorder, build to dist/jumpgate.html
    • 3639cca Phone layout fixes, snap placement beside deposits, note box Esc, goal labels
    • 458e088 No tiles (Kraig: "i don't want a tile based game"): continuous metres, free placement with circle collision, organic asteroid, ore rock clusters; PLAN.md
    • 596eceb Build: dist for the first publish
    0 sessions0 players0 s median0 comments

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    Devlog

    Behind the scenes, build by build.
    B26Drafted from the build history

    Builds 21 to 26: morning fixes, then Solhex

    The next morning brought a chapter select for testing, a twist and a choice in every chapter, side finds and longer modules. That afternoon Kraig rethought the moving factory as one home that stays put and a frigate that flies out. That became its own game, Solhex.

    B20Drafted from the build history

    Builds 11 to 20: ten chapters overnight

    A late evening of playtest notes, each built within minutes, then the biggest rethink: only ore is stored, and every spend is a queued request. Kraig went to sleep and asked for the game built through Chapter Ten. Chapters Two to Ten each brought one new mechanic, from salvage to a graveyard of dead ships.

    B10Drafted from the build history

    Builds 4 to 10: the awakening

    Chapter One was rebuilt around a dying battery: the first rock drifts in, you mine it by hand, and research unlocks every mechanic. Then the hub woke alone with a crude pulse laser, power and compute ran short on purpose, and one drone and one shared hold replaced a store in every module.

    B3Drafted from the build history

    Builds 1 to 3: a probe, a drone and a gate

    Kraig described the idea in one breath on Oct 15: a probe sent out with the most basic building blocks, drones as the whole logistics system, and a base that has to grow until it can build a jump gate. The first build was the first five minutes. After playing it he asked for no tiles, then for something slower, sparser and more distant: a geometric AI ship and a guided Chapter One.

    Build clock

    23 h 47 min from the first commit to build 26Self-reported

    From the game's own git history: 265 commits, 26 builds. Self-reported. Not verified: GitHub has no record of these commits being pushed. Checked Nov 4, 2026 by tools/verify.mjs (gh CLI).

    Oct 15, 2026, 10:39 AMOct 16, 2026, 10:26 AM
    Every commit
    • B26 Design: research needs items (science packs), Kraig's words
    • V8.25: your core's level raises every ore's cap (20 / 30 / 40); a storage module adds on top
    • V8.24: no first-burn cutscene (no letterbox, no camera move); the music change and the sound stay
    • V8.23: the drone is the thruster for short hops (to the stern, pulses, round to the bow, pulses to brake; the ship never turns); idle drones rest in the middle of the core
    • B25 V8.22: back to the hub's laser (Kraig went back on drone mining); kept research Stop / Resume, compute per core level while damaged, cheaper decodes, hidden upgrades the stores can't hold, Auto's burn line, light compute for chunk collection; v8.21 saves load with Autofire done
    • V8.21: mining lasers on the drones (no hub laser, no reach ring, no Autofire step; the drone mines any rock in its range on its own, a chunk per trip, 0.5 compute); burner Auto burns within a chunk of full; research Stop / Resume keeps progress; a damaged core's levels add compute; decode costs cut; upgrades the stores can't hold are hidden
    • B24 V8.20: start with nothing; Chapter One reordered (smelter from ore, burner and constructor from iron, then the scanner repair that pings the copper field); drone fetches with any room before the burner; laser ore buttons only for mined ores; ore counts 18/20 with a faint cap; compute deficit shows red
    • V8.19: a simple start: the core's panel grows with Chapter One's steps (battery alone, then compute, laser, hold...); early saves the v8.1 ore change filled get the clean start back (no ore, no stuck chunks)
    • Jumpgate devlog: v8.13-v8.18, the morning round (5 entries, 4 screenshots from the v8.18 build); current is v8.18
    • Design: log builder's calls for v8.18 art polish
    • Test: choice check starts at Chapter Five's first objective
    • B23 V8.18: art polish: longer modules (lattice stretched 1.25x along the station's long axis, engine suggested at the stern), edges lit from the faint star, inner frames and details, joint pulses, working glow, damage flicker; the engine is never destroyed; softer debris bands
    • Design: log builder's calls for v8.17
    • V8.17: side finds (5 lone derelicts with data shards and small perks), the signal as a 9.1 s pulse in the music, a quiet being-tracked eye after the dead fleet
    • Design: log builder's calls for v8.16
    • B22 V8.16: either/or choices, one per chapter from Three (two cards under the objective, lasting); Engine II's ore drifts in before it's queued
    • Design: log builder's calls for v8.15
    • V8.15: a twist per chapter (2-10) and a payoff at every chapter end (battery and memory topped up); bot rebuilds lost modules and chases drifting cores
    • Design: outline polish and slightly longer modules (Kraig, Oct 16 2026)
    • Design: keep the current outline look (Kraig, Oct 16 2026)
    • Design: log builder's calls for v8.14
    • B21 V8.14: escort and drone visibility (brighter escort, tracers, bursts, drone numbers), build bar in tabs, destroyed modules no longer trigger the scrap reaction
    • Design: log builder's calls for v8.13
    • V8.13: chapter-select test starts (own save key, main game kept), research shown in minutes, trip planner before burns
    • Design: improvements round (yes to all); art direction mock-ups requested (Kraig, Oct 16 2026)
    • Jumpgate devlog: v8.7-v8.12, Chapters Five to Ten (6 entries, 5 screenshots from the v8.12 build); current is v8.12
    • Design: log builder's calls for v8.12 Chapter Ten
    • B20 V8.12: Chapter Ten · The Graveyard: the dead fleet in a line at the signal, cores 4 and 5, the manufacturer (first three-input recipe: circuit boards), the last log, a course toward the star, a hull's sensor blinks; Chapter Eleven coming soon; toolbar wraps
    • Design: log builder's calls for v8.11 Chapter Nine
    • B19 V8.11: Chapter Nine · Training Run: stage a training set, train AI-7 into AI-8 (two drones), the drone bay, the assembler builds the second drone, both dock before burns, crossing to the signal; queued drones claim their whole cost
    • Design: log builder's calls for v8.10 Chapter Eight
    • V8.10: Chapter Eight · Cold Mind: ice melting, the data center (compute and memory while cooled with water and powered), research held at 3/s; refined claims count in demand
    • Design: log builder's calls for v8.9 Chapter Seven
    • V8.9: Chapter Seven · Point Defense: iron rounds (constructor), the escort built by the assembler flies ahead and shoots debris down (80%, a round each, 0.4 compute/s), magazine kept full by the queue; crossing to the ice field
    • Design: log builder's calls for v8.8 Chapter Six
    • V8.8: Chapter Six · Light: silicon refining, solar arrays (light grows toward the star), a battery module; rocks of any ore the objective needs drift in; the patch objective never stalls; bot no longer chases drifting rocks
    • Design: log builder's calls for v8.7 Chapter Five
    • V8.7: Chapter Five · The Long Scan: scanner L2 research and fit, a hidden silicon field (Glass Reach, 6 km) it finds, the player's own course, the long crossing; saves at 'coming soon' resume into the new chapter
    • Design: build through Chapter Ten; Chapter Ten drafted (Kraig, Oct 16 2026)
    • Jumpgate devlog: v8.4-v8.6, Chapters Two to Four (3 entries, 5 screenshots from the v8.6 build); current is v8.6
    • Design: log builder's calls for v8.6 Chapter Four
    • B18 V8.6: Chapter Four · Overclock: storage first (caps 100), L2 upgrades (smelter 2x, constructor 1.5x, assembler 1.2x), Engine II as the big build, core 3 decoded reveals the far signal; Chapter Five coming soon
    • Design: log builder's calls for v8.5 Chapter Three
    • V8.5: Chapter Three · Assembly: the assembler and repair kits, Auto repair toggle, the debris shower, modules can be destroyed into salvageable wrecks, rebuild from ore (no softlock)
    • Design: log builder's calls for v8.4 Chapter Two
    • V8.4: Chapter Two · Salvage: the ruins, wreck cut into mixed ore, data cores decoded into logs and rewards, the cache, core repair; chapters flow with a fading title; Storage moves to Chapter Four
    • Jumpgate devlog: v4 to v8.3 (24 entries, 6 chapters, 6 screenshots from the v8.3 build); chapters plan and tonight's Chapters Two to Four as next
    • Design: ten answers steering Chapters Two to Four (Kraig, Oct 16 2026)
    • Design: log builder's calls for v8.3 (no dust cloud)
    • B17 V8.3: the dust cloud is gone; debris on the move at a flat rate (similar hit counts)
    • Chapters: simpler battery line
    • Design: drop the dust/storm cloud for now (Kraig, Oct 16 2026)
    • Chapters: no acts, one new mechanic per chapter (Kraig, Oct 16 2026)
    • Design: log builder's calls for v8.2 rebalance
    • V8.2: Chapter One twice as long and compute-starved (research x2-2.4, builds and processing x2, damaged core 1.7/s, compute memory 6 until the core is repaired)
    • Design: Chapter Two's acts become Chapters Two to Five (Kraig, Oct 16 2026)
    • Design: Chapter One twice as long and straining, compute short (Kraig, Oct 16 2026)
    • Design: log builder's calls for v8.1 demand-driven production
    • B16 V8.1: demand-driven production: only ore stored (20/100/250/500 per ore), every spend a queued request that reserves its ore chain, modules make on demand, burner Off/Auto/On on raw ore
    • Chapter Two plan draft; log builder's calls for v7.23
    • B15 V7.23: the opening says 'press to skip' after a first press (a second skips the typed lines); no inventory on the top bar until the opening ends
    • Design: opening skip prompt and hidden inventory (Kraig, Oct 15 2026)
    • Design: short on ore, nothing greyed out, nothing queued (Kraig, Oct 15 2026)
    • Design: queue only with the ore, colour-coded total cost, reorderable queue (Kraig, Oct 15 2026)
    • Design: log builder's calls for v7.22 drone docks before a burn
    • V7.22: the drone docks before every burn (the course waits for it); never stranded; repairs still leave the hull in transit
    • Design: storage steps 20/100/250/500 per ore (Kraig, Oct 15 2026)
    • Design: each ore its own cap, 20 to start (Kraig, Oct 15 2026)
    • Design: ship-wide bulk store for base resources only; drone docks before a burn (Kraig, Oct 15 2026)
    • Design: log builder's calls for v7.21 drift
    • V7.21: a cancelled flip and burn leaves you drifting (Cancel burn; engine lost); Move or Stop gets you out
    • Design: full ore store, mining keeps going and the extra floats (Kraig, Oct 15 2026)
    • Design: a cancelled flip and burn leaves you drifting (Kraig, Oct 15 2026)
    • Design: log builder's calls for v7.20 in-transit repairs
    • V7.20: the drone repairs while under way (riding the hull; never the engine or anything in the plume)
    • Design: the drone repairs while under way (Kraig, Oct 15 2026)
    • Design: burner Off/Auto/On; Auto burns overflow only (Kraig, Oct 15 2026)
    • Design: mining always runs, per-ore bulk stores (~1000), burner Auto eats ore overflow (Kraig, Oct 15 2026)
    • Design: spends queue automatically into one production queue (Kraig, Oct 15 2026)
    • Design: burner burns bulk ore (Kraig, Oct 15 2026)
    • Design: demand-driven production, bulk ore, small buffers, queued spends pull the chain (Kraig, Oct 15 2026)
    • B14 V7.19.1: back to the v7.19 build (v8.0 parked on branch v8.0-always-process); saves made by v8.0 load
    • Design: always process all the way up; burner on/off burns most processed first (Kraig, Oct 15 2026)
    • Design: record the v7.19 stocked-label fix
    • V7.19: Auto names what's stocked instead of 'no ore'; the module card lists each Auto recipe's state
    • Design: record v7.18 builder calls
    • V7.18: research choices show what each unlocks and labelled numbers (compute, time at your rate); the list grows and scrolls
    • Design: research choices show descriptions and labelled cost/time (Kraig, Oct 15 2026)
    • Design: record v7.17 builder calls
    • V7.17: short hops on thrusters inside the drone radius; selecting the core just selects; a Move toggle (tools bar, M, core card)
    • Design: record v7.16 builder calls
    • V7.16: research strip is a taller block in rows (label and time, full name, what it unlocks, bar, next)
    • Design: thruster hops in drone radius, core select without move, Move toggle (Kraig, Oct 15 2026)
    • Design: taller research block with rows (Kraig, Oct 15 2026)
    • Design: record v7.14-v7.15 builder calls
    • B13 V7.15: debris hits are tiny ice ticks on a windscreen, far quieter, rate-limited
    • Design: subtle ice-tick debris sound (Kraig, Oct 15 2026)
    • V7.14: module details stay upright as the station turns; the engine icon points along its plume
    • Design: record v7.11-v7.13 builder calls
    • Design: module details stay upright, engine icon follows its plume (Kraig, Oct 15 2026)
    • V7.12-7.13: flip-and-burn readout by the ship (phase, speed, acceleration, trip bar with midpoint), RCS puffs and hiss on the flip; no dust streaks by the ship, stars streak with speed
    • Design: remove dust streaks by the ship, keep star parallax (Kraig, Oct 15 2026)
    • V7.11: first-burn cutscene (letterbox, camera in on the ship, ignition flare and sound, star streaks); once a game, skippable
    • Design: flip-and-burn speed and phase readout by the ship (Kraig, Oct 15 2026)
    • Design: first burn cutscene (Kraig, Oct 15 2026)
    • Design: record v7.10 builder calls
    • B12 V7.10: power and compute readouts unified (icon, same-size bar, coloured true-net rate); power gets a bolt and a green/yellow/red bar
    • Design: unified power and compute readouts (Kraig, Oct 15 2026)
    • Design: record v7.9 builder calls (true net rates)
    • V7.9: energy and compute rates show the true net (generation less demand), with empty/full tags
    • Design: record v7.8 (upgrades out of Chapter One)
    • Design: compute and energy rates show the true net even when empty or full (Kraig, Oct 15 2026)
    • V7.8: module upgrades move out of Chapter One (Upgrades step removed; Upgrades I gated to after the chapter); old saves step on
    • Design: record v7.7 builder calls (moving modules)
    • B11 V7.7: move any module (to an empty flush face or swap), a drone job; station stays docked
    • Design: module upgrades move to Chapter Two (Kraig, Oct 15 2026)
    • Design: any module can be moved or swapped (Kraig, Oct 15 2026)
    • V7.6: the whole hold as one chip (used / room) after the resources; opens the inventory
    • Design: hold total chip in the top bar (Claude's default after Kraig's 'not sure')
    • V7.5: drone and warning chips sit right of the resources; fixed-width tabular numbers so the bar never jitters
    • Design: top bar must not jump, drone info on the right (Kraig, Oct 15 2026)
    • Design: record v7.4 builder calls
    • V7.4: top bar shows every resource again; cargo status only when it needs you; drone moves to the core card; logo opens a menu (sound, new game, help)
    • Design: top bar shows resources again, drones into the core, logo opens the menu (Kraig, Oct 15 2026)
    • Design: record v7.3 builder calls (single cells, mass per module, save conversion)
    • V7.3: back to single-size modules (Kraig); v7.2 saves convert to one cell each
    • Design: back to single-size modules (Kraig, Oct 15 2026)
    • Design: record v7.2 builder calls (shapes, turning, flush edges, mass per cell)
    • V7.2: module shapes and sizes, any flush edge connects, turning while placing, shaped placement preview
    • Design: record v7.1 builder calls (scrap refund floats out, preview colours)
    • V7.1: scrap and rebuild (a drone job, half the cost back), no moving or detaching docked modules, placement preview shows what touches
    • Design: record the builder's v6.1 calls (repair threshold, mass numbers, stranded drone, burn warning)
    • B10 V6.1: touching habs pass at once, one drone with a fixed job order, repairs, mass, the drone chases a departing station, old saves load
    • Design: repairs cost iron plates plus drone time (Kraig, Oct 15 2026)
    • Design: damaged modules slow in proportion to integrity (Kraig, Oct 15 2026)
    • Design: after the flip the engine end takes debris hits (Kraig, Oct 15 2026)
    • Design: debris hits the bow, layout is protection (Kraig, Oct 15 2026)
    • Design: drone chases a departing station, can be stranded (Kraig, Oct 15 2026)
    • Design: cargo counts toward mass (Kraig, Oct 15 2026)
    • Design: station mass limits size and slows travel (Kraig, Oct 15 2026)
    • Design: any flush edges connect, no ports (Kraig, Oct 15 2026)
    • Design: modules in different shapes and sizes (Kraig, Oct 15 2026)
    • Design: placement preview shows touching modules and instant transfers (Kraig, Oct 15 2026)
    • Design: no moving modules, scrap returns part of the cost (Kraig, Oct 15 2026)
    • Design: no drone upgrades in Chapter One (Kraig, Oct 15 2026)
    • Design: Chapter One is one drone throughout (Kraig, Oct 15 2026)
    • Design: drone capacity comes from AI training runs, AI-7 -> AI-8 (Kraig, Oct 15 2026)
    • Design: fixed drone job order, repair > build > haul > collect (Kraig, Oct 15 2026)
    • Design: drones also build and repair (Kraig, Oct 15 2026)
    • Design: revised: adjacent modules transfer instantly, everything else by drone (Kraig, Oct 15 2026)
    • Design: joints add time only, no capacity limit (Kraig, Oct 15 2026)
    • Design: items flow through docked modules like pipes; hops add time; drones work outside (Kraig, Oct 15 2026)
    • B9 Scene hook: #inv opens the inventory panel for screenshots
    • V6: one ship inventory (core holds it, storage habs add room, tiny module buffers), a cargo chip and inventory panel with one status and a one-tap fix, priority claims instead of the safety stock (builds, then processors, then the burner), queued blueprints built in order with cancel returning everything, Chapter One iron and copper only
    • Design: queued blueprints (Kraig, Oct 15 2026)
    • Design: fixed priority order for now (Kraig, Oct 15 2026)
    • Design: one ship inventory, priority claims instead of safety stock, Chapter One iron+copper only (Kraig, Oct 15 2026)
    • Laser switches to Auto as soon as Laser autofire is researched (Kraig's playtest)
    • B8 V5.5: a dust cloud across the first trip (debris thickens inside, the sensor sphere shrinks, a faint haze, hiss and chatter, relief on the way out); the camera starts closer and pulls out for the first rock's approach
    • Design: the first trip passes through a dust cloud (Kraig, Oct 15 2026)
    • V5.4 design pass: one palette and type scale, tidier HUD and phone layout, distinct hab icons with working/idle/damaged states, rocks with tint and facets, tumbling shards, crisper drones, a sparser starfield; scene hook and test/shots.sh for before/after screenshots
    • Sound: research chime and objective bell at half volume (Kraig, Oct 15 2026)
    • Research strip: one tidy line (name ellipsis, time and 'all' never wrap) (Kraig: "messy")
    • Rings only when they matter: the drone range fades in (brighter) when a drone or chunk is out near it or the hub is selected; the laser reach shows only with a minable rock near, firing by hand, or the hub selected
    • B7 V5.2: early scarcity (working drones cost compute, pricier research, a small power deficit; hints say you can't run everything at once); progress traced on hab borders; the core redesigned as a mind (node, compute ring, orbiting drones, battery arc); the laser never waits (chunks pile up; cap and drift losses in the ledger); drone range ring at twice the laser reach
    • Design: progress traced on hab borders; redesign the AI core (Kraig, Oct 15 2026)
    • Design: early deficit of power and compute; working drones cost compute (Kraig, Oct 15 2026)
    • B6 V5.1: no drone or compute at the start; the free System reboot (while the first rock drifts in, ~90 s) brings compute online and the first drone unfolds from the hub; chunks float until then; Laser autofire is its own early research; the hub drifts dark and lights up instead of being drawn
    • Design: the first drone comes online with the free reboot, done while the rock approaches (Kraig, Oct 15 2026)
    • PLAN.md: Chapter One as built in v4.2
    • Compute as a stock with a flow like the battery (generation, store, consumers, signed net rate; empty slows drones and the laser gracefully; compute ledger); signed net rates in the top bar; the research strip under the objective card with a Research button
    • Always processing with an automatic safety stock and stock limits; the burner burns or recycles (Clear overflow); quieter, softer mining sounds (auto quieter than by hand); laser Auto fires whenever its chunks have somewhere to go and says why it waits
    • Chapter One rework: no lock-on, no moving before the engine; only the story's rocks, one at a time, drifting through your reach (copper when the engine needs it; the crude engine takes copper wire); collapsed research panel; item cards that always close; the Chapter One card reveals slowly
    • Opening rework (checkpoint): the hub alone with a crude pulse laser (aim, charge, pulse; hover or hold to fire by hand), a slow typed boot with the hull drawing itself, the sensor sphere revealing the first rock and the laser reach extending, the first rock drifting through as a race, a free System reboot for laser Auto, UI pieces fading in when first needed; music silent until the hull lights
    • Sound overhaul: the generative score plays (parked drone, the trip lift with motif and pulse, arrival resolve, Chapter One triumph), a cohesive synthesized effect set, master glue/limiter/soft clip, Music and Effects sliders, mute remembered, sleeps when hidden or muted; mock test and offline render harness
    • Design: first rock is a hand-mining race; first research is a free reboot that unlocks auto-mining (Kraig, Oct 15 2026)
    • PLAN.md: Built (v4.1), rules and controls for venting, jettison, coasting cost and the short phone panel
    • B5 Build: dist from the clean v4.1 tree
    • Jumpgate v4.1: making room (the burner vents at a full battery, jettison above the reserve from you and the storage hab, every full status says what to do, a no-deadlock invariant), coasting costs a trickle so the range circle is honest (copper trip ~80% of a full battery), a short hub panel on phones; 121 invariants
    • Design: making room, vent and jettison (playtest note, Oct 15 2026)
    • B4 Build: dist from the clean v4 tree
    • Jumpgate v4, Chapter One the awakening: the dying battery between stars, the first rock drifts in, mining by hand then Automation, smelter refines and constructor makes parts (all idle until a recipe is picked), chunks drones collect, drift and lock-on, research for every mechanic, idle and working power draws, compute readout and detail cards, crude engine with flip and burn, momentum, range circle, charge to 100%, unannounced debris with per-hab integrity, drones in formation out of the plume, swarm chatter, continuous zoom to an abstract map with the faint star, generative music; PLAN.md Built (v4); bot 20.5-22.2 game min; 111 invariants
    • Design: drones never fly in the plume (Kraig, Oct 15 2026)
    • V4 (WIP): the smelter refines (ore -> iron, silicon), the Constructor makes parts (iron -> plates, silicon -> wafers); idle and working draws, drones draw while flying, the miner on Auto reserves compute; the range circle; battery card by consumer
    • Design: a range circle around the station (Kraig, Oct 15 2026)
    • Design: work uses power, autonomy uses compute (Kraig, Oct 15 2026)
    • V4 (WIP): phone toolbar in two rows, markers above the phone panel, course labels clamped, far-zoom labels never pile up
    • Design: refining and constructing are separate steps; the Constructor hab (Kraig, Oct 15 2026)
    • V4 (WIP): compute readout and detail cards, transfer dots, plain-words statuses, chips hidden in flight, bolder plume, harder debris; played the opening and the trip by hand on desktop
    • Design: materials visibly flow between modules (Kraig, Oct 15 2026)
    • Design: a compute readout; every stat explains itself (Kraig, Oct 15 2026)
    • V4 (WIP): invariants rewritten for v4 (99 checks: ledger with chunks in space, chunk claims, drift, lock-on, flip and burn, momentum, debris floor and leading row, idle modules, research, map, layout, save/load mid-trip), rocks drift during the wake
    • V4 (WIP): flip and burn travel (the station turns as one body, burns, flips at the midpoint, brakes), momentum (a new course or a stop kills the speed first), course plans with extra cost; RTS movement in the UI
    • Design: flip and burn; momentum, straight runs are efficient (Kraig, Oct 15 2026)
    • Design: normal RTS movement, select the hub then tap where to go (Kraig, Oct 15 2026)
    • Design: why it waits; burn-now may spend the reserve (playtest note, Oct 15 2026)
    • V4 (WIP): charge to 100% before the trip, the trip costs ~80% of a full battery (cap 60, 10.8/km), burn-now may spend the reserve, UI for hand firing, recipes, integrity bars, hints for 14 objectives; bot 17.9-21.8 game min
    • Design: the first trip takes 80% of a full battery (Kraig, Oct 15 2026)
    • Design: charge to 100% before the first trip (Kraig, Oct 15 2026)
    • V4 (WIP): research for smelter, burner, direct transfer, core repair and the drone bay; 14 objectives; bot 16.8-20 game min
    • Design: almost every new mechanic is a research unlock (Kraig, Oct 15 2026)
    • Design: the smelter is researched (Kraig, Oct 15 2026)
    • V4 (WIP): manual mining first (tap a rock), every module starts idle (pick a recipe; burner all Never), Automation research, the first rock drifts in, laser reach 60 m beyond the hull, generative music and sound (sound.js), new renderer (chunks, tether, plume, hits, cracks, abstract zoom, faint star); bot 16-20.5 game min
    • Design: the mining reach starts small (Kraig, Oct 15 2026)
    • Design: music, the first rock drifts in, mining by hand first; every module starts idle (Kraig, Oct 15 2026)
    • Design: per-hab integrity, destroyed at zero (Chapter One floors above zero) (Kraig, Oct 15 2026)
    • Design: compute is the master budget for drones, ships and research (Kraig, Oct 15 2026)
    • Design: assembler's first recipe is repair kits, unlocked by compute (Kraig, Oct 15 2026)
    • V4 sim (WIP, UI not yet updated): the awakening between stars with a dying battery, burner first, laser cracks chunks that drones collect, everything drifts, lock-on, crude engine hab, debris hits that damage but never destroy, swarm voice lines; bot plays Chapter One to the copper field in 16.8-18.5 game min
    • Design: the space elevator docks the station at the planet for good (Kraig, Oct 15 2026)
    • Jumpgate devlog: devlog.json (24 entries, 5 chapters), 8 screenshots, add_image.py
    • Tech tree: basic draft worked backwards from the gate (for Kraig to reshape)
    • Design: Chapter Two copper + assembler; tech tree worked backwards; distance as the fence (Kraig, Oct 15 2026)
    • Design: story marks the way but is optional; side quests for advantages; derelict lore (Kraig, Oct 15 2026)
    • Design: Chapter One debris is an unannounced, unstoppable hit that damages but never destroys (Kraig, Oct 15 2026)
    • Design: Chapter One revised: dying battery, burner for power, crude engine, debris on the way to copper (Kraig, Oct 15 2026)
    • Design: Chapter One is the awakening; jettisoned matter is the first propulsion (Kraig, Oct 15 2026)
    • Design: the game's arc; the planet is the enemy-held endgame (Kraig, Oct 15 2026)
    • Design: start between systems, solar rises toward a sun, debris damage and point-defense escort (Kraig, Oct 15 2026)
    • Design: never quite enough; strategy and creativity are what speed things up (Kraig, Oct 15 2026)
    • Design: early game limited to the home system (Kraig, Oct 15 2026)
    • Design: continuous zoom to an abstract galaxy view, minimal quiet UI (Kraig, Oct 15 2026)
    • Design: the AI's placeholder voice, swarm chatter in terminal code (Kraig, Oct 15 2026)
    • Design: everything drifts slowly; lock on to match a target's drift (Kraig, Oct 15 2026)
    • Design: mining laser breaks rock into pieces drones collect (Kraig, Oct 15 2026)
    • B3 Build: dist from the clean v3 tree
    • Jumpgate v3 front end: lattice habs with + faces and joints/flow ticks, objective card and research line, energy top bar, burner salvage panel, scrap, drone panel, mystery pings, signal and derelict, red-orange plume, phone fixes; PLAN.md Built (v3)
    • Station layout: habs dock face to face on a hex lattice (core ports limited), touching habs pass items directly, move habs while parked, nothing cut off; invariants for it
    • Design: dust storms cut solar, batteries ride them out (Kraig, Oct 15 2026)
    • Design: the station layout and direct passing between touching habs (Kraig, Oct 15 2026); renderer, CSS, main for v3 (WIP)
    • Design: hab capacity starts at 4 docking ports, research adds 2 (Kraig, Oct 15 2026); UI rewrite for v3 (WIP)
    • V3 invariants: item and energy ledgers every tick (burning, scrapping), burn table exact, compute cap and research timing, monotonic low-energy slowdown, water per km, map determinism, mystery pings, save/load mid-drift and after 43 km
    • Design: moving is pick the hub then a destination, one speed, red-dirty plume first (Kraig, Oct 15 2026); sim: copper, ice, water, research, core repair, drift finds, mystery scanning; bot plays Chapter One in ~21 game min
    • Design: one continuous run with autosave, New starts over (Kraig, Oct 15 2026)
    • Design: stranded is the player's puzzle; drift finds; mystery scanning; losing later (Kraig, Oct 15 2026)
    • Design: compute as a trickle that runs drones and research; the core arrives damaged (Kraig, Oct 15 2026)
    • Design: copper and ice in Chapter One; their uses (Kraig, Oct 15 2026)
    • V3 sim (WIP, UI not updated yet): energy, burner with salvage settings, scrap, damaged drive and scanner parts, Chapter One objectives, generative cells; bot plays Chapter One in 18 game min
    • Design: Chapter One takes a first-time player about 20-30 minutes (Kraig, Oct 15 2026)
    • Design: you are the AI; escort fleet and Expanse-style combat later; the end goal and sub-goals (Kraig, Oct 15 2026)
    • Design: what ends Chapter One and its arc: repair, sustain, scanner, stock up, the crossing, ruins (Kraig, Oct 15 2026)
    • Design: Chapter One as a slow guided tutorial of objectives; generative endless map (Kraig, Oct 15 2026)
    • Design: everything is salvage for the burner; low energy weakens engines; scrap the ship in an emergency (Kraig, Oct 15 2026)
    • Design: power from burning surplus early, costly solar later, no batteries (Kraig, Oct 15 2026)
    • Design: extraction and travel phases; single-resource fields (Kraig, Oct 15 2026)
    • Design: Homeworld with factory logistics; rival factory AIs later, core loop first (Kraig, Oct 15 2026)
    • B2 Build: dist from the clean v2 tree
    • Jumpgate v2 front end: Asteroids-style vector render (AI hexagon with docked habs, mining beam, drones, rotating rocks, scanner, edge markers, dust streaks while drifting), UI with the AI's reserve panel, Move flow, phone layout and touch targets; PLAN.md rewritten with Built
    • The AI keeps a reserve (Kraig: "the AI ship stores a small amount of all resources needed to build things..."): player-set reserves within its storage, only surplus provided, building paid from it; the core is 'the AI' in player text; two-pass dispatch so pushes get drones; miner rendering; UI rewrite in progress
    • Miner hab (Kraig: "we should have a mining building. stores a small amount and provides ore"): beams rocks in range into a small store and provides ore; drones are pure logistics; the probe arrives with an L1 miner
    • Jumpgate v2 core: one moving ship with docked modules (smelter, storage), upgrades, AI compute cap, sparse fields, drone range; bot and invariants
    • Design: one upgradable module per job as habs on the probe; drones capped by AI compute (Kraig, Oct 15 2026)
    • Design: vast sparse play area, bleak scarce start (Kraig, Oct 15 2026)
    • Design: geometric Asteroids look; one slow-moving factory satellite, Homeworld x Factorio (Kraig, Oct 15 2026)
    • Design: peaceful, no enemies (Kraig, Oct 15 2026)
    • B1 Build: dist for the first publish
    • Drop an unused preview config
    • No tiles (Kraig: "i don't want a tile based game"): continuous metres, free placement with circle collision, organic asteroid, ore rock clusters; PLAN.md
    • Phone layout fixes, snap placement beside deposits, note box Esc, goal labels
    • Jumpgate front end: renderer (space, asteroid, deposits, machines, drones with cargo), UI (panels, hint ring, goal, item cards), recorder, build to dist/jumpgate.html
    • Jumpgate core sim: requests/provides stores, drone dispatcher, smelters, probe drone bay; bot and invariants tests
    • Design: every building requests and provides from the start; build the first five minutes (Kraig, Oct 15 2026)
    • Design: main base and far outposts linked by a long-haul transport (Kraig, Oct 15 2026)
    • Design: drones are the logistics, idle pool, upgrades, logistic chests mid-game (Kraig, Oct 15 2026)
    • The idea (Kraig, Oct 15 2026)
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