ShipGames
By Kraig Adams · Build 30 · Oct 23, 2026 Verified Founding maker

Factory and automationClaude CodePlain HTML/canvas

Computer

Solhex

Build a space station factory from one hex, and fight with real space physics.

Build 30 · Made for a computer: mouse or trackpad and a keyboard
Solhex
Latest: build 30 Open in a tab
0hours played 0players 0 smedian session Live

Not enough plays yet to compare build 30 with build 29: it needs 10 sessions on each (build 30 has 0, build 29 has 0).

Builds

Every build stays playable.
  1. B30
    Build 30Latest2529752

    Versions 168 to 173: a new enemy look, a countdown before attacks, Mark II to IV, and Part One closes at Chapter 10 with an ending

    20 commits in this build
    • d26c59e V168 step 1: a steady 4/s RTG, 6000 cores, the third ring from chapter 4, big jobs wait for power, Hope's warning (PLAN-v168.md items 1-4)
    • 16bbcfd V168 step 2: the store fills the whole hex from the bottom; module names only on hover, selected or very close in (PLAN-v168.md items 5 and 20)
    • cadfeb6 V168 step 3: Delete removes at once with an Undo, build mode ends after one module, Change job any time (PLAN-v168.md items 6, 10, 11)
    • 7d05d40 V168 step 4: X on the drone's job in hand, the queue cards lose Next, "Tug iron" (PLAN-v168.md items 12 and 13)
    • 4f3054c V168 step 5: a maker keeps what a drone is on its way to fetch (PLAN-v168.md item 8)
    • 98d17ae V168 step 6: the dock holds a stock of rounds, the docked ship reloads at once and charges faster, its card says what it waits for (PLAN-v168.md items 9 and 17)
    • 6755c52 V168 step 7: one rule for tugged rocks, one held rock an ore, the label always says why (PLAN-v168.md items 14 and 15)
    • 6388e81 V168 step 8: the production panel and FULL / STARVED marks; auto-slow for big moments (PLAN-v168.md items 18 and 19)
    • fa8cca7 V168 step 9: the enemy look, Kraig's pick B: one red family, a silhouette per role at true size, white-yellow warnings (PLAN-v168.md item 16)
    • e4b1eb9 V168 step 10: an enemy shows what it carries, a power core or a relic (PLAN-v168.md E1)
    • a0aa239 V168 step 11: a countdown before every attack; Hope names each new kind of machine (PLAN-v168.md E2)
    • 446878e V168 step 12: scavengers pull back hurt and come back with a friend; raiders go for the nearest turret (PLAN-v168.md E3)
    • 8337bf5 V168 step 13: one threat at a time before chapter 6; a fight summary card after each fight (PLAN-v168.md E4)
    • 0f28cca V168 step 14: Hope's new and changed lines recorded in read b (PLAN-v168.md items 1, 3, 4 and E2)
    • d945323 V168 step 15: v168 (devlog entry, screenshots, CURRENT.md and both notes' status tables)
    • ac12823 V169: VERSION 169, devlog entry with two images, CURRENT.md, the v168 notes' status table, PLAN-v169.md as built, screenshots
    • aa45788 V170: VERSION 170, devlog entry with two images, CURRENT.md, the v169 notes' status table, PLAN-v170.md as built, screenshots
    • 635f5c5 V171: drones that keep up, Mark II/III/IV station and ship, belts across empty cells (VERSION 171; devlog, CURRENT.md, PLAN-v171.md as built, the notes' table, screenshots in mockups/v171). Not published.
    • bf6802e V173, Part One: an ending at chapter 10 and a guided first few minutes (VERSION 173; Kraig, Oct 23 2026: "Close it as Part One at chapter 10")
    • 2529752 V173: dist/driftworks.html rebuilt from 576c8e3 (build ID "v173 576c8e3 2026-10-23 23:23", no uncommitted changes)
    0 sessions0 players0 s median0 comments
  2. B29
    Build 29ed5b999

    Versions 166 and 167: a cinematic intro, power in one tank, slower belts and one pool of station drones

    17 commits in this build
    • 59698af Ship's hold keeps its colours by item when full, with a blue outline (Kraig's v165 playtest note 1); notes owed from v164 logged
    • 41d5212 V166 intro: the cinematic opening (PLAYTEST-NOTES-v164.md notes 2-3, Claude's sketch v2, approved)
    • d648eb9 V166 step 1: power in one tank, the start's few shards close by (Kraig's v165 playtest notes 3, 6's cause and 12)
    • 3649625 V166 step 2: held rocks where a turret reaches, an ore at zero mined to the last round, the label says why (Kraig's v165 playtest note 6)
    • 22d48d3 V166 step 3: slower belts, 0.4 items a second at Mark I (Kraig's v165 playtest note 2)
    • 71033b3 V166 step 4: the PDC as one line that bends like a hose, twice the hits at range, tougher targets (Kraig's v165 playtest note 4)
    • b94da54 V166 step 5: the ship's bar shows what a trip will use; the recorder counts modules plainly (Kraig's v165 playtest notes 8 and 7)
    • 07a2920 V166 step 6: the cinematic intro merged (v166-intro, 41d5212), its labels apart, Hope's new lines voiced in Kraig's picks
    • aee1a17 V166 step 7: the hex outline is the store, the icon lights as the item is made, no rings (Kraig's v164 playtest note 5, his pick 3)
    • cc38eb1 V166 step 8: v166 (devlog entry, screenshots, CURRENT.md and the v165 notes' status table)
    • a9d01a2 V167 step 9: one pool of station drones, one queue; tug runs from it; the Second drone research (Kraig's v165 playtest notes 11 and 10)
    • 4864bce V166.1 hotfix: a core signal when power runs out with no core to get, and an empty station crawls at 15% (Kraig's v166 playtest note 3)
    • 5dbfad9 V167 step 9b: belts at 0.25, 0.5, 1 and 2 items a second (Kraig's v165 playtest note 2, its follow-up)
    • 4bf55ed Merge hotfix-v166.1 (4864bce) into main for v167: the core signal and the RTG's 15% floor (Kraig's v166 playtest note 3)
    • 6e446e5 V167 step 10: the drones' queue as cards, bottom left (Kraig's v165 playtest note 9)
    • 57d5e72 V167 step 11: repair runs take packs for every hurt module nearby (Kraig's v165 playtest note 10)
    • ed5b999 V167 step 12: v167 (devlog entry, screenshots, CURRENT.md and the v165 notes' status table)
    0 sessions0 players0 s median0 comments
  3. B28
    Build 28527d28e

    Versions 164 and 165: the name Solhex, Chapter 10, The heart of the wreck, and real fonts

    6 commits in this build
    • bcd8507 Rename the game to Solhex (Kraig, Oct 21 2026: "rename the game"): logo SOLHEX, title, devlog game name and slug, publish to /solhex; play recording also on /solhex/play
    • fe1713b V164: chapter 10, The heart of the wreck: the passage into the biggest wreck, the sister pod's seed vault, the chamber's seam and the gate core, attack drones that draw fire, the escape and the siege, the core read (Kraig: "Yes attack drones before siege. Build it and I'll play test after it's done"); devlog entry and chapter; build
    • 889f371 V164 build after merge
    • 39a3727 V164 build after merging launch
    • 25a8a7e V165: power cores as stored power, the "?" signal, a lighter opening, the minimal top bar, the x4 tip, the new logo and type (Kraig's v164 playtest notes 1, 4, 6-10)
    • 527d28e V165: the real fonts (Archivo, IBM Plex Mono, embedded offline, 65 KB), Hope's four new lines recorded, the hidden x4 tip no longer shows top-left
    0 sessions0 players0 s median0 comments
  4. B27
    Build 27ea938ba

    Versions 160 to 163: Kraig's playtest notes, Factorio-style belts, a new station design and a new station look

    5 commits in this build
    • bd4d090 V160: Kraig's playtest notes (the dark start, slower early makers, Fed rings, orders leave at once, docked gun, scavenger reach, chapter 4 assault, loud pings, early drone logistics, tugs, pause screen, heat gauge, Hope's repeat); devlog entry; roadmap: the engineer stays a story thread
    • a413461 V161: Factorio belts, module rings, the calm top bar, job rows and ordered-job ghosts, ship repair packs and a slower free mend, slower Mark I belts, Hope's v2 script and voice; devlog entry; build
    • bde4097 V162: the station architecture (the dock holds only ore, 500 to 4000 of each; no storage bins; made items stay in their makers; belts 1/2/4/8 a second); the turret goal card no longer mentions an ammo storage; devlog entry; build
    • a06482e V163: the new station look (Kraig's pick: clean industrial slabs, bold belts by product, a thin yellow power wire, his two circles, dots only for problems, names close in, a simple map far out); devlog entry; build
    • ea938ba V163: a module with no job gets no status dot (its "?" says so; v162 made every old storage bin one), a data center with no research picked an amber dot, not red; devlog images re-shot; build
    0 sessions0 players0 s median0 comments
  5. B26
    Build 266a35dd3

    Versions 157 to 159: a speed and phone pass, a new working name (Hopewake), and Chapter 9, The alloy field

    7 commits in this build
    • bdab0b3 Speed pass: the station's still layers, glow sprites, clipped big rings; the sim's module list cached
    • aa2cab6 Phone pass and the controls card
    • 631b321 Pacing pass: a lighter decode, quicker motors; GOAL= goal diagnostics in the test player
    • fcb9428 V157: the polish pass (merge polish): faster drawing and sim, phone layout fixes, the controls card, a light pacing touch on the decode and motors
    • 218a728 V158: renamed Hopewake (a working name; stored names stay); the slower Mark I on for Kraig's playtest (the test player measures at 1); the free-form test retired (tag freeform-test-2026-10-20)
    • 0618e89 Chapter 9, The alloy field: the ruin's outer part a field of solid wreck, alloy, plating, the drone bay, dormant machines
    • 6a35dd3 V159: chapter 9, The alloy field (devlog entry, build)
    0 sessions0 players0 s median0 comments
  6. B25
    Build 25572c4e9

    Versions 154 to 156: Chapter 8, The crossing, and two new enemies, the swarm and the lancer

    7 commits in this build
    • f976cb7 Chapter 8, The crossing: the liquefier, the gimballed engine on the edge, the move (turn, burn, coast and flip, brake), the chase, the new field and the gate-builder ruin
    • 302cdfe Merge branch 'ch8': chapter 8, the crossing (the liquefier and LOX, the engine on the edge, the turning station, the 14 km flip and burn, the chase, the ruin at arrival)
    • f35fa33 V154: chapter 8, the crossing
    • 354eff0 Merge branch 'ammo': the dock holds no ammo, with chapter 8 (S.ov 24)
    • 2c0b9f3 V155: the dock holds no ammo (merge ammo): the drone ferries rounds to the ship, turrets fed by belt or drone; mk1Slow built, off
    • a4f414b The swarm and the lancer: two new enemy units (chapter 7, chapter 8's chase, free play)
    • 572c4e9 V156: the swarm and the lancer (merge units)
    0 sessions0 players0 s median0 comments
  7. B24
    Build 245d06a3d

    Versions 151 to 153: data card tiers, the carrier to kill, Hope re-recorded, and dragged belts on the hex grid

    8 commits in this build
    • 31f784c Data card tiers: basic, advanced and field cards; a data center's Mark is the tier it reads
    • 3eddaa9 The carrier fights until it's killed and chapter 6 needs it dead; Hope re-recorded on ElevenLabs Eleven v4; the build ships AAC voice and terser-minified code (11 MB to 4.3 MB); the old ch7 branch cleared
    • 192c153 Merge branch 'cards': three data card tiers (basic, advanced, field), data center Marks read up to their tier, a small store per tier
    • b73a5f6 V151: card tiers, the carrier to kill, Hope on Eleven v4, AAC + minified build, the ammo-in-the-constructor hint
    • f739e36 V152: the drone ferries ammo from a constructor to the docked ship
    • e314b97 Hex, plus dragged belts: belts any distance (1 ore per 10 m, slower the longer), never through a module, crossing on a bridge; map labels without overlaps, merged missile and foe labels; one-time tips for Marks, storage, pipes and long belts
    • 4e5b29e Merge branch 'belts': hex plus dragged belts (any distance, cost and time by length, blocking, bridges), map label culling and merged missile labels, hints for Marks, storage, pipes, tugs and long belts
    • 5d06a3d V153: dragged belts on the hex grid, map label culling, first-time hints
    0 sessions0 players0 s median0 comments
  8. B23
    Build 237f0275a

    Versions 146 to 150: tug drones, Chapter 7 (the field runs dry), and liquids and gases by pipe

    7 commits in this build
    • 3b75de0 Tug drones: the station's own drones push rocks in when the dock runs short (flip and burn, held in a turret's ring, chipped for the gravity well); Auto mining no longer opened by relics; S.ov 20; dist rebuilt
    • 161f084 V146: tug drones (merge tugs): the station pushes rocks home with flip and burn; the turrets chip them into the gravity well
    • e645f84 Chapter 7, The field runs dry: the field gauge, the comet, the fuel chain, the course plotted
    • a55ebcd V147: chapter 7, the field runs dry (merge ch7new): the field gauge, the comet, ice to water to oxygen to fuel cells, the course plotted
    • 202db53 V148: fluids (water, oxygen) go by pipe only, module to module, never the dock or the drone; pipes drawn as pipes; the bot's chapter 4 window 5-30 min
    • e93411e V149: liquids and gases (water, oxygen): both by pipe; gas pipes thinner, in puffs
    • 7f0275a V150: storage holds any item, liquids and gases too (pipes to and from it)
    0 sessions0 players0 s median0 comments
  9. B22
    Build 22ed04192

    Versions 137 to 145: the sentinel's ambush, the storm attack, the carrier, and Mark II to IV upgrades

    12 commits in this build
    • ec16fc3 V137: the sentinel is a red Unknown contact; the goal card's threat box no longer flickers
    • 9cb1101 V138: turret 10 rounds, half a round a second reload; rock impacts about twice the damage, a little tougher
    • 74402a2 V139: one log top left (Hope, alerts, updates, research done), hover to scroll; the research box shrinks with nothing to pick
    • b66f1dc V140: the sentinel's ambush (two missile corvettes with salvos and a laser drone; Hope's line); drone logistics automatic, no switches
    • 75ff888 V141: a brief dust front in chapter 3, before the storms matter
    • 133854b V142: the drone mends small dents and works an aging queue; the recipe list folds once picked; the log loses its box, newest on top
    • 5a5a585 V143: Hope's line off the goal card (it's in the log, even silent); None available when there's no research
    • 00eaf77 V144: the storm attack (sensor contacts, then raiders and a striker out of the dust; Hope's two lines); a rock's direct hit knocks a module out from chapter 4; fewer range rings
    • 4b2d404 Isotope cores: 8 a second for 12 minutes of fuel (about the old core's power, spread longer); dist rebuilt
    • 4bd2f84 The carrier (great storm raid, wave 2: drones and three-missile salvos; Hope's line); two strikers a raid wave; rocks inbound carry the ore the dock is short of (from the turret goal); the drone patches a knocked-out module from ore when there's no pack
    • 0e5548b Merge branch 'marks': Mark II-IV per module and belt (speed and storage tracks), Tougher hulls as hull only, isotope cores as stacking fuel
    • ed04192 V145: devlog (Marks, the carrier, ore-matched rocks, ore patches)
    0 sessions0 players0 s median0 comments
  10. B21
    Build 21df29804

    Versions 125 to 136: the story (a title scene, the opening, 17 voiced logs), an order queue, and starting as the ship that places the dock

    18 commits in this build
    • 9d4d4d5 V125: panel subtitles wrap; the dock panel shows only what matters yet (power once the RTG wakes, Drop all with cargo, Fly home when away, the belt hint with a module)
    • 526f155 V126: Hope's voice lines queue instead of interrupting each other
    • f5405b7 Story batch: log fragments, the wreck salvage beat, the living title, the opening
    • d116019 Merge main (v125, v126) into story
    • 6a5df07 Story batch: DESIGN.md section, LORE.md fragments list; Hope's voice stops for the opening
    • 5a86d36 V127: merge story (title scene, the opening, 17 voiced log fragments and the Logs list, wreck salvage); ammo belted to the dock until Drone logistics; iron plates in chapter 1
    • 5e1d553 V128: the ship's order queue (Shift+right-click points, rocks and home; numbered stops on the map)
    • b5a2d45 V129: a salvaged wreck's label fades a minute after salvage
    • f86efae V130: the turret goal starts with a rock inbound (announced at once, ~4 min out); Hope's turret line re-recorded
    • b079640 V131: Hope's terminal subtitle (her words type out top left as she speaks; machine logs in amber)
    • ca1d86e V131: version string
    • d9c8b5c Build.py: VERSION comment back
    • 6022c74 Start as the ship: the pod alone, Place the dock (ghost, flight, the unfold), the sleeper in the dock, the dock's hull and the one game over, the lost ship rebuilt in the dock, the start spread out; Hope's 7 lines; docs
    • a386679 V132: dock ammo stops at 40; turrets fire on owed power; the ship's gun all the way round
    • 69e3fcb Merge branch 'shipstart': start as the ship, place the dock, the sleeper, dock hull and game over, ship rebuild, iron spread
    • dfc75d0 Ship waits docked to top up battery and ammo before an order; auto mining no longer leaves half charged; the off-screen stuck marker is gone
    • 9ea1150 Research costs about twice the cards, tiered by importance: Vanguard signal 30, Solar power 40
    • df29804 V136: the PDC and turret fire as a tracer spray; the goal card's Ping button works; v135's research costs; bot limit 120 min
    0 sessions0 players0 s median0 comments
  11. B20
    Build 2007589ac

    Versions 119 to 124: the dock's dying RTG, isotope cores from enemies, drone logistics, strikers with homing missiles and adaptive hints

    12 commits in this build
    • 50b57ab The dock's 60 battery, pings that charge from the station, the Long-range array finds the silicon, the gravity well is research, a net power chip
    • b5ccdc9 V119: merge power-sense (a 60 dock battery, pings that charge from station power, the Long-range array finds the silicon, the gravity well is research, the power chip is charge + net); the share of the station's use fixed
    • fa11cc0 Sight from the dock: 400 m alone, 1.2 km with a working sensor (1.5 km with the array); rocks inbound and enemies show and are announced only once seen, with faded last-seen marks; the guns track only what's seen
    • 15734c4 V120: merge sight (the dock sees 400 m, a sensor 1.2 km, the array 1.5 km; nothing live outside sight; rocks inbound announced when seen)
    • 49cd7bb The dock's dying RTG: burners retired, isotope cores (guard, patrol, sentinel, scavengers, five wrecks a map), the module switch, S.ov 17
    • a9b9790 V121: merge rtg (burners retired; the dock's dying RTG; isotope cores from the guard, patrol, sentinel, scavengers and five wrecks; module on/off)
    • 295e4f7 Drone logistics: a chapter 5 research; Drone supply switches per item input (never ore); the drone fetches one at a time, slowly, last in its queue; bubbles on the map; the test player's circuit wire by drone
    • dbb5e60 V122: merge dronelog (Drone logistics: per-input supply switches, one item a trip at half speed, last in the drone's queue)
    • 8cea339 Strikers: a gate-builder machine that hangs back 300 m, fires one slow homing missile at the station or the ship and runs; the PDC and turrets shoot missiles first; MISSILE INBOUND marker, whine and Hope's line; one with the chapter 4 patrol, half of chapter 5's encounters, one per chapter 6 raid wave; invariants 28; scenes missile, mslpdc, strikerrun
    • b02b8be V123: merge strikers (one homing missile each, PDC and turrets shoot missiles first; in the ch4 patrol, ch5 encounters and ch6 raid waves)
    • 18510be Lightning round: 6 wafers, an earlier first brownout, adaptive hints (chapters 1-3), Expanse-style missiles with a fuel budget, Hope voices every goal
    • 07589ac V124: merge honing (adaptive hints ch1-3; missiles with a fuel budget and blast; Hope voices every goal; wafers 6; first brownout late ch2)
    0 sessions0 players0 s median0 comments
  12. B19
    Build 19196019d

    Versions 104 to 118: Hope as the ship AI's voice, ambient music, smooth motion, and combat and station power you can see

    14 commits in this build
    • 9fd644b V104: Hope is the ship AI's voice through chapter 2 and the guard's lines (Kraig: pick one)
    • add286d V105: ambient music pieces that come and go (Kraig: Minecraft, Homeworld)
    • 37d69ef V106: smooth motion at x1, blending moving things between sim ticks when drawing (Kraig)
    • cecc23a V107: the AI voice fades in and out, crossfades when interrupted, with a faint room tail (Kraig)
    • d53b9d6 V108: the goal card opens on a click, not on hover, so its button stays put (Kraig)
    • af952c2 V110: close combat you can see (PDC 200 m, enemy weapons scaled, the PDC ring always shown while selected, the pull field labelled); v109: the relic drifts where it fell
    • 1559ae8 V111: the station's power you can see (pulses along the beams, module rims, the station's use); STATION and SHIP labels select them, the home button gone
    • 1aff642 V112: the PDC ring fades in only with a threat near (an enemy or an incoming rock) or while firing
    • 4c3db25 V113: one support rail and one thin power line; the pulses only on the line, fainter
    • 091e3b1 V114: the station's pull field (only what the dock can take); the PDC fires at anything in its ring, ranges x0.8 (PDC 160 m); the power chip reads made / used
    • 855dea6 V115: the research card holds still (fixed rows, hover for details, Change research always there and opens upward with a Researched drop-down)
    • 49b0cea V116: the turret and the ship's PDC barrel turn toward the next target before firing (the turret fires only once lined up)
    • a76622a V117: recipe rows at a glance (icons for the recipe and the switch cost, one line each, a hover card)
    • 196019d V118: the drone holds its heading while it works (no spinning on its module); a steady mending glow
    0 sessions0 players0 s median0 comments
  13. B18
    Build 1833f9b87

    Versions 102 and 103: steel, circuits and motors, research upgrades, a bigger map and threats in chapters 4 to 6

    4 commits in this build
    • 2449c87 Step 4: the parts, upgrades in place and the factory balance (tests, scenes, DESIGN.md)
    • 1aeafed V102: step 4 (steel, circuit, motor; research upgrades in place with ranks) and the factory balance pass
    • 581ea8f Step 5: the bigger map and the threats in chapters 4-6 (patrol, sentinel, storm raid)
    • 33f9b87 V103: step 5, the bigger map and the threats in chapters 4-6 (patrol, sentinel, storm raid); no auto-speed
    0 sessions0 players0 s median0 comments
  14. B17
    Build 17389f11b

    Version 101, the defence update: hulls, repairs, incoming rocks, a turret and encounters

    2 commits in this build
    • 798a9da Step 3, the defence update: hulls, repair packs, storm damage and the shield, rocks coming in, the turret, encounters, relics, station heat, chapter 4's beat, the idle hint
    • 389f11b V101: merge step 3, the defence update (hulls, repairs, incoming rocks, turret, encounters, relics, storm shield, station heat, idle hint)
    0 sessions0 players0 s median0 comments
  15. B16
    Build 161beb478

    Version 100: the copper ambush and close combat with the ship's point defense

    2 commits in this build
    • 024139e Step 2: the copper ambush, close combat with the PDC, lasers and the hit model, mining taps, honest flight
    • 1beb478 V100: merge step 2 (copper guard, PDC combat, lasers, mining taps, honest flight); mining at twice the old rate; ch4 window 5-25
    0 sessions0 players0 s median0 comments
  16. B15
    Build 1524d7594

    Versions 81 to 99: sight, drifting rocks and the sensor ping, a new ship on an electric drive, brownouts and a power bar

    20 commits in this build
    • 7bdbdd8 V81: the ship's on-map cargo bar in its items' colours (Kraig)
    • b3c05e1 V82: the researched list only while picking research (Kraig)
    • f31a0c4 V83: auto mining leaves with cargo the full dock can't take, to fetch what the station needs (Kraig's playtest)
    • 436d7c7 V84: an alert when the ship is stuck at a full dock, with a button to drop just the stuck cargo (Kraig)
    • 40c1d47 Sight, drifting rocks and the sensor ping (Kraig's plan, Oct 18 2026)
    • 862b99a Merge sensor-ping: sight, drifting rocks and the sensor ping (step 1)
    • 286d444 V85-86: step 1 live (drift, sight, ping); auto mine shows its next ore (Kraig)
    • 287807e V87: the new ship (Kraig picked option 1, nose rounded, no antenna lines) on an electric drive; tracers from the PDC mount
    • 626bf04 V88: iron ore is Fe ore (the bar stays iron) (Kraig)
    • 1370931 V89: belts pick a module's recipe when only one fits; unaffordable recipes read as orders; construction first (Kraig's playtest)
    • 793fdd7 V90: the bottom toolbar dims until hovered (Kraig)
    • 86f14e9 V91: low and no station power: browned-out modules, a pulsing dock and power chip, and an alert with the fix (Kraig)
    • 878cf1e V92: Q places the copied setup; paste onto unbuilt blueprints; 'ordered' label (Kraig)
    • 9dd7247 V93: Efficient drive, a chapter 5 research: burns cost 20% less battery (Kraig)
    • 989cb60 V94: a lighter storm veil that scales with how dark the storm is (Kraig)
    • e914a41 V95: no belt logs on module and dock panels (Kraig)
    • 8f138e7 V96: the power bar shows supply vs demand in green/yellow/red, with a charge line once batteries exist (Kraig)
    • a7704cd V97: no speed toasts; the paused/x4 indicator at the bottom (Kraig)
    • f4f89a2 V98: the title's Continue text no longer runs under the Enter hint (Kraig)
    • 24d7594 V99: from Kraig's full playthrough: signal decode 20 cards (was 30); pointer capture can't throw
    0 sessions0 players0 s median0 comments
  17. B14
    Build 14e61c37f

    Versions 75 to 80: research you can read, and a first test of the ship AI's voice

    6 commits in this build
    • e10d6e8 V75: research progress to a tenth of a card; data centers show the card being read (Kraig picked 2)
    • abe396b V76: no zoom buttons (Kraig)
    • 3da10e5 V77: the Items tip shows totals only (Kraig)
    • 2e48ee6 V78: Mergers and Splitters are offered from chapter 5 (Kraig)
    • 6bf9411 V79: modules show what they make, their type as a corner badge (Kraig's plan)
    • e61c37f V80: a test of the ship AI's voice on the first three goals (Insight and Hope, Settings > AI voice)
    0 sessions0 players0 s median0 comments
  18. B13
    Build 139c2653a

    Versions 62 to 74: playtests recorded from the public page, music for each chapter, the ship's range outline and many small fixes

    14 commits in this build
    • 828b5ca Dist: rebuild v61 with the Phase 0 save and crash changes
    • 31906d9 V62: an ammo constructor holds two jobs' worth, so a partial load never stalls it (Kraig's playtest)
    • 7a18c98 V63: snap crumbs left by sliver loads to 0; the room check allows for rounding (Kraig's playtest)
    • 36080d5 V64: the public play page records playtests to kraigadams.com (strangers' feedback); feedback prompts; test/pull_playtests.py
    • bbdace8 V65: a Build button in the toolbar; the sensor goal offers Place module (Kraig's playtest)
    • 4c87311 V66: each chapter opens with its own music phrase and its name fading in and out (Kraig)
    • ada1659 V67: out, the frigate's outline is its range from here on its battery; the label says if it gets home (Kraig)
    • 0c6442f V68: the ship's hold bar in its items' colours; frigate is ship in all player text (Kraig)
    • ca05a86 V69: the station bar keeps only the base ores; one Items chip lists the rest on hover (Kraig)
    • add5acb V70: the STARHEX wordmark is the menu button (Kraig)
    • b70b385 V71: the screen dims under a chapter's title (Kraig)
    • 645ad1a V72: research info cards on hover; Mergers and Splitters are two 20-card researches (Kraig)
    • 087817b V73: drag-select again (ship only when it's in the box), right/middle-drag pans; Auto mining stands alone (Kraig)
    • 9c2653a V74: research-done message shorter and up for 9 s (Kraig); devlog times corrected
    0 sessions0 players0 s median0 comments
  19. B12
    Build 127d774c3

    Versions 60 and 61: a title screen, menus and settings, then a first combat test

    6 commits in this build
    • 1560106 Interface pass: title screen, pause menu, settings, how to play, one icon set, panel headers, button kinds
    • 7c6c08e V60: the interface pass (title, menu, settings, icons, panels, buttons); DESIGN and devlog
    • 677bc05 V60: dist rebuilt on main
    • 7710422 V61: a combat test: one hostile drone off to the side, the frigate's hull, the chaingun fights back
    • a2db825 V61: dist rebuilt on combat
    • 7d774c3 V61: the combat test on main
    0 sessions0 players0 s median0 comments
  20. B11
    Build 11cfe578e

    Chapter 6, Storm season: station batteries, storms that grow and the great storm; colours by production chain

    6 commits in this build
    • 667491e Chapter 6, Storm season: Station batteries, battery modules, the reserve, storms that grow, the great storm
    • 6587e5f V58: chapter 6 checks, the test player through chapter 6, DESIGN log and devlog entry
    • 1c1b3ab V58: Chapter 6 · Storm season on main; devlog current
    • 9b201c9 Visual pass: colours by production chain, modules tinted by what they make, a glyph per job, animated modules, belts, engine plume and RCS puffs (v59)
    • b9699f5 Dist: v59 build
    • cfe578e V59: dist rebuilt on main
    0 sessions0 players0 s median0 comments
  21. B10
    Build 10e311ef9

    Chapter 5, Sunlight: the near iron runs dry, solar power, silicon from far out, and a build drone that stays home

    11 commits in this build
    • 3bf7c05 Chapter 5 · Sunlight (v49): research Solar power and its long-range scan, the long-range battery and the relay's draw, hard silicon, power-hungry wafers, solar panels, running on solar alone, dust storms; the done card, interface, drawing, checks and the DESIGN log
    • eefcd21 Dist: the v49 build
    • 8bb6c01 Devlog: v48 (the chaingun) and v49 (Chapter 5 · Sunlight); dist rebuilt
    • 91d2613 V50: the frigate reloads ammo from anywhere on the station (Kraig's playtest: "amno isn't loading into the frigate")
    • 19d5146 V51: the build drone lives at the station and builds while the frigate is out (Kraig, Oct 18 2026)
    • 6a6988a V52: the chaingun fires at its target rock while flying in; the dock's emergency cell ends a dark-station dead end (Kraig's playtest notes)
    • a65c216 V53: a job with one recipe picks it; unset belts with one fitting item set themselves (Kraig's playtest)
    • 3dbf67e V54: the ammo store holds exactly one ore run (Kraig's playtest note)
    • 2be73e5 V55: research off the top bar, finished research on the card, cheapest first (Kraig's playtest note)
    • a97018d V56: a mouse drag pans the view; no selection box (Kraig's playtest note)
    • e311ef9 V57: from his playtest: ammo goal 10, a warning when research is starved of cards, richer recording
    0 sessions0 players0 s median0 comments
  22. B9
    Build 9a71e159

    Versions 47 and 48: pacing, sound, and the chaingun with a pull field

    5 commits in this build
    • b2c1303 V47 (part): pacing measure, recorder pace and play-time fix, test/pacing.js report; mining tuned to the station (laser, drone, hold 42)
    • 952426b V47: juice (sweep, belt, research and warning sounds; belt flash; rings for builds, research, goals, chapters, upgrades)
    • 3f88fb4 Chaingun (part): loose chunks, pull field, chaingun bursts with ammo, ammo recipe and dock refill, new chapter 1 goals, v4 save migration; render, sound and UI
    • a710bd9 V48: the chaingun. Pull field and loose chunks tuned, chaingun checks (pull, full hold, no ammo, bursts, ammo made and loaded, haul loop, v4 saves), the test player on the new chapter 1, scenes, goal hints, DESIGN.md
    • a71e159 Merge v47 (pacing, juice) into the chaingun branch; battery 72 / 145 for the chaingun's all-flight copper trip
    0 sessions0 players0 s median0 comments
  23. B8
    Build 8c79b6db

    First full run: a new name (Starhex), support beams, a sensor, research that eats data cards and ship upgrades by research

    13 commits in this build
    • 4cb786b Rename the game Starhex (was Driftworks): page title, devlog name and address, notes; stored names unchanged
    • b7b807c V36: support beams between touching modules (Kraig's playtest note); STARHEX wordmark
    • ab3861a V37: copper hidden until a chapter 2 sensor; frigate round-trip reach outline (Kraig's playtest notes)
    • dfbb189 V38: Q makes a buildable ghost of the module under the cursor, setup included (Kraig's playtest note)
    • 77f1058 V39: bigger battery 135, just one copper round trip (Kraig's playtest note)
    • e7499b8 V40: steady top bar with live hover details (Kraig's playtest note); clamp battery over the new cap on load
    • e138912 V41: the frigate docks over the dock's centre; all six sides free to build (Kraig's playtest note)
    • 01bcd1c V42: Drop inventory on every module and the dock; the frigate's button renamed (Kraig's playtest note)
    • 1174f10 V43: a module's job is fixed once picked; the job list hides (Kraig's playtest note)
    • 6a72f38 Extra smelters and constructors cost 3 plates, like burners (Kraig, Oct 18 2026)
    • d7f186c V44: ship upgrades are research (base battery 110 reaches copper), copper only via the sensor, auto mining research, extra smelters/constructors cost 3 plates (Kraig's playtest notes)
    • b88be92 V45: research eats data cards at the data centers; the lab and compute are gone; chapter 3 ends with the first research (Kraig's design note)
    • c79b6db V46: polish batch (research chip, pick-next toast, half refunds, short goal cards, drag belts) and pacing (copper closer, battery 100, cheaper data center, 30-card signal)
    0 sessions0 players0 s median0 comments
  24. B7
    Build 707589ba

    Versions 34 and 35: Chapter 4, Signal. Decode a signal from the vanguard and keep the station powered

    4 commits in this build
    • c4cf09e Rebuild dist (v34 bot, build 68d87c5); devlog draft entry for v34, awaiting Kraig's approval
    • 6eae07e Rebuild dist (v34, build fc09dd0); devlog draft entry updated for fair shares and orders, still awaiting Kraig's approval
    • 5a2f35f Dist stamped from a clean fc09dd0 (no + mark)
    • 07589ba Build v35: dist/driftworks.html (chapters 1-4)
    0 sessions0 players0 s median0 comments
  25. B6
    Build 6bf16c67

    Chapter 3, Compute: data cards, the data center, heat and radiators, chained burners

    5 commits in this build
    • 1db693e Driftworks chapter 3, research: data cards, the AI data center and its radiator, mergers and splitters, bigger stores
    • af69763 World sounds fade with distance from the camera; the frigate docks and arrives on its own heading, no final spin
    • 0142ba7 Driftworks chapter 3 · Compute: heat per data center and automatic heat links, chained burners, compute stored per data center, the lab and research card, even brownouts, job costs, zoom-based module detail, a factory hum
    • 592e7bf Group select (shift-click, box), group move with 60° turns, remove with full refund, copy/paste setups, blueprints built in the order placed, full dock keeps cargo aboard, drop cargo from the frigate panel, copper-trip station task (Kraig, Oct 16 2026)
    • bf16c67 Rebuild dist
    0 sessions0 players0 s median0 comments
  26. B5
    Build 58639527

    Docking with thrusters, and Chapter 2: the copper line

    9 commits in this build
    • 67bdfa8 Chapter 2 copper line (copper smelting, copper wire), chapter-complete moment
    • f13c592 Driftworks chapter 1 lock-in: upgrades move to chapter 2, reveal as taught, AI line per goal, per-chapter counter, Rocinante frigate
    • 0df64a3 Chapter 1 ends at the first plates; the copper run opens chapter 2 after the upgrades
    • 4f36e7a Driftworks chapter 2: copper and wire in the top bar, edge marker to copper during the run
    • 402d75e Simpler, smoother Rocinante; pick a blueprint belt's item ahead
    • ecafdee No power stalemate (station starts at 200, docked drone work is free); goal 7 is make 100 power
    • 518826e Goal 3 completes on the first unload (the shuttle could leave before the old check saw it)
    • 12a0bd0 Auto mode waits for enough charge for the whole sortie; manual orders warn when the battery looks short
    • 8639527 Starting battery 80 reaches iron but not copper; the bigger battery is what opens the copper field
    0 sessions0 players0 s median0 comments
  27. B4
    Build 43a4918d

    Belts, jobs and recipes: belts between touching modules, every module starts empty, and background music

    8 commits in this build
    • 1aa8df4 Neutral modules you give a job; belts between touching hexes, 2 per side, set by hand (direction + item); belt hexes removed
    • 29aa619 Belts start pointing from selected to target (R flips), one per side, goal 8 is produce 10 iron, modules hold 10 output, upgrades cost plates
    • b333802 Belts carry what their ends imply (no item picking), with the reason when nothing fits
    • fdf62d1 Chapter 1 refreshed (nothing goes back to the dock; upgrades take from module stores); belts drawn as centred tubes with items inside
    • 509ebc1 Background music (V1's generative score), design pass (dock, job tints, meters, goal card, panels)
    • 3d631ef Belts start empty; you pick the item from only the options that fit
    • c678399 Belt blueprints build themselves when they can; jobs and belt items can be picked ahead
    • 3a4918d Modules need a recipe you pick, only real options offered; thrusters for short hops, corrections and smooth dock and rock arrivals
    0 sessions0 players0 s median0 comments
  28. B3
    Build 39c834ad

    Building the station: start with just the core, a locked hex grid round the dock, and belts as hexes

    6 commits in this build
    • bdc63f3 Start with just the core, dock side-on, build modules and link them with belts
    • 06ef3be Auto-hauling off for now (a later upgrade); you fly every trip
    • a25e5a5 Move modules; belts stretch live and detach past 120 m
    • 0c0a4fa Locked hex grid with placeholder cells; the core is now the dock
    • 77db79d Belts are hexes, buildings hand items to what they touch, build adjacent only, grid only while building, the constructor makes iron plates
    • 9c834ad A rock order shuttles to that one rock until it's mined out, then waits docked
    0 sessions0 players0 s median0 comments
  29. B2
    Build 23c34afc

    Controls like an RTS: a free camera, select and right-click orders, a harvester loop, pause and 4x speed

    5 commits in this build
    • 0d6b86c Free god-mode camera (WASD/arrows pan, no follow, no Home/Frigate views)
    • 89720b4 No start card or menu; New game works (two taps, no blocked confirm dialog)
    • e3a4601 RTS controls (click or box-select the frigate, right-click to send it, click empty space to deselect)
    • bad8776 Harvester loop (a rock order keeps hauling until another order), Esc deselects
    • 3c34afc Space pauses, F toggles x1/x4, no jump-to-ship key
    0 sessions0 players0 s median0 comments
  30. B1
    Build 1ca7f8ef

    Wave 1, as Driftworks: fly out, mine iron, haul it home and wake a derelict's burner and smelter; iron buys a bigger hold, then copper

    2 commits in this build
    • 7d6378a Driftworks wave 1: a bare-bones playable test of the station and frigate loop
    • ca7f8ef Chapter 2: iron buys a bigger hold and battery, then haul copper from the far field
    0 sessions0 players0 s median0 comments

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    Devlog

    Behind the scenes, build by build.
    B30Drafted from the build history

    Builds 23 to 30: chapters 7 to 10, and Part One

    Tug drones, pipes, the crossing and the alloy field, under two more names, Hopewake and then Solhex. Chapter 10 reached the heart of the wreck. After two more rounds of playtest notes, Solhex closed as Part One at Chapter 10, with an ending and a guided first few minutes.

    B22Drafted from the build history

    Builds 13 to 22: combat, Hope and the story

    A long run of small fixes from Kraig's notes, then the copper ambush and close combat, hulls and repairs, the ship AI's voice (Hope), the dock's dying RTG, homing missiles, a title scene with voiced logs, and starting as the ship that places the dock.

    B12Drafted from the build history

    Builds 6 to 12: the first full run

    Compute, then Chapter 4's signal. Kraig played chapters 1 to 4 end to end and sent notes as he went. The game got a new name, Starhex, a sensor, research that eats data cards, the chaingun, solar power, storms, and a title screen.

    B5Drafted from the build history

    Builds 1 to 5: a station and a frigate

    On Jumpgate's second day Kraig rethought the moving factory: one home that stays put and a frigate that flies out to mine and haul. It got its own name, Driftworks, and a first playable ten minutes later. Then RTS controls, a hex station built from just the core, belts, jobs, recipes, and a copper line.

    Build clock

    204 h 58 min from the first commit to GitHub receiving build 30Verified

    Verified with GitHub's own times for kraigadams/driftworks: the repo's pushes, not the editable commit dates. GitHub received the work in 282 pushes from 36 h 16 min after the first commit to 3 min after the latest. Checked Nov 4, 2026 by tools/verify.mjs (gh CLI).

    Commits and builds (the maker's clock)Pushes (GitHub's clock)
    Oct 15, 2026, 10:39 AMOct 23, 2026, 11:37 PM
    Every commit
    • B30 V173: dist/driftworks.html rebuilt from 576c8e3 (build ID "v173 576c8e3 2026-10-23 23:23", no uncommitted changes)
    • Golden master re-recorded for the v173 review fixes (deliberate): test/golden/invariants.txt only
    • V173 review fixes: the guide's ship step, the scout card, Esc and the menu around the ending, the card holds the game, tap on touch, a public devlog
    • Golden master re-recorded for v173 (deliberate): test/golden/invariants.txt only
    • V173, Part One: an ending at chapter 10 and a guided first few minutes (VERSION 173; Kraig, Oct 23 2026: "Close it as Part One at chapter 10")
    • Playtest recordings from the website (17 sessions, Oct 19-23) and their pacing summary, for builds that can't reach D1
    • Chapters 11-25 redrafted for the new ending; Kraig's Oct 23 cards (machines turn on the thing, never whole, the station is the breaker, starting over)
    • V171: drones that keep up, Mark II/III/IV station and ship, belts across empty cells (VERSION 171; devlog, CURRENT.md, PLAN-v171.md as built, the notes' table, screenshots in mockups/v171). Not published.
    • Golden master re-recorded for v171 (a deliberate change: drones, Marks, belt cells, combat and economy all move the game's path; invariants 912 lines, fingerprints seeds 1-6)
    • V171: Hope's four new lines recorded in read b (PLAN-v171.md items 4, 9, 13 and 17)
    • V171 items 1-21: the drone bottleneck, Mark II/III/IV station and ship, belts across empty cells, the combat and economy notes, the interface (PLAN-v171.md)
    • PLAN-v171: one upgrade system, Mark II/III/IV station and ship (Kraig, Oct 22)
    • PLAN-v171: Kraig's answers (one build, marks, relics give cards, drone cap 4/6, belts from ch1, auto-slow for danger only) and the recording
    • PLAN-v171: every v170 playtest note, drones first, with 4 questions for Kraig
    • PLAYTEST-NOTES-v170: note 21, belts across empty cells (Kraig, Oct 22)
    • PLAYTEST-NOTES-v170: note 20, drone batteries charge at the dock or a bay (Kraig, Oct 22)
    • PLAYTEST-NOTES-v170: note 19, drone bays add station drones (Kraig, Oct 22)
    • PLAYTEST-NOTES-v170: note 18, Drone Mk II on backlog and nearest-job routing (Kraig, Oct 22)
    • PLAYTEST-NOTES-v170: note 15 confirmed as a bug, idle drone ignores a supply ask (Kraig, Oct 22)
    • PLAYTEST-NOTES-v170: notes 16-17, nest too easy and ship loss costs 50% ore (Kraig, Oct 22)
    • PLAYTEST-NOTES-v170: note 15 follow-up, supply waits for an idle drone by design (Kraig, Oct 22)
    • PLAYTEST-NOTES-v170: note 15, starved supply jobs stuck behind upgrades in the drone queue (Kraig, Oct 22)
    • PLAYTEST-NOTES-v170: note 14, second drone on basic cards (Kraig, Oct 22)
    • PLAYTEST-NOTES-v170: note 13, tugs only when ore truly runs low (Kraig, Oct 22)
    • PLAYTEST-NOTES-v170: note 11 dropped, chapter 6 order stays (Kraig, Oct 22)
    • PLAYTEST-NOTES-v170: note 12, remove last-seen ghosts for ore scavengers took (Kraig, Oct 22)
    • PLAYTEST-NOTES-v170: note 11, chapter 6 leads with the nest (Kraig, Oct 22)
    • PLAYTEST-NOTES-v170: note 10, teach drones vs belts (Kraig, Oct 22)
    • PLAYTEST-NOTES-v170: note 9, enemies spawn outside sight and fly in (Kraig, Oct 22)
    • PLAYTEST-NOTES-v170: note 8, remove the fight summary card (Kraig, Oct 22)
    • PLAYTEST-NOTES-v170: note 7 answered, cores from kills as well as wrecks (Kraig, Oct 22)
    • PLAYTEST-NOTES-v170: notes 6-7, single Mark II research and power cores from kills (Kraig, Oct 22)
    • PLAYTEST-NOTES-v170: note 5, drop the trip-cost segment on the ship battery bar (Kraig, Oct 22)
    • PLAYTEST-NOTES-v170: note 4, Mark II belts no earlier than chapter 5 (Kraig, Oct 22)
    • PLAYTEST-NOTES-v170: note 3, camera panning isn't discoverable, no trackpad pan (Kraig, Oct 22)
    • PLAYTEST-NOTES-v170: note 2, stuck at the turret with too little ore and no hint (Kraig's playtest, Oct 22)
    • PLAYTEST-NOTES-v170: note 1, the phone screen (Kraig, Oct 22)
    • V170: VERSION 170, devlog entry with two images, CURRENT.md, the v169 notes' status table, PLAN-v170.md as built, screenshots
    • Golden master re-recorded for v170 (a deliberate change of the game: PLAN-v170.md items 1-8, Kraig's "Yes")
    • V170: the research list's rows keep their height and the list scrolls
    • V170: Hope's new lines recorded in read b (PLAN-v170.md items 1, 2 and 4)
    • V170 items 1-4 and 6-8: a goal's item nothing makes, the second copper field, the research spread and its story mark, two storms in chapter 6 and no auto ping, goal checklists, belts drawn from the dock, the mid-map chunks by the numbers (PLAN-v170.md)
    • V170 item 5: the copper guard drops 8 iron scrap in 3 chunks (was 25 in 5)
    • PLAN-v170: the first stranger's 7 fixes plus scarcity by numbers (Kraig: yes)
    • PLAYTEST-NOTES-v169: Kraig's decisions on the first stranger's playtest (7 fixes for v170)
    • First stranger's 2 h 43 min playtest, read minute by minute (findings, fixed/open, ranked fixes)
    • V168 note 6: r/playtesters now, an r/playmygame update about Oct 29 (Kraig)
    • STEAMWORKS-SIGNUP: Kraig's step-by-step for Fri Oct 23
    • V169 live; open points after Kraig plays (scarcity, nest spot, pacing, PDC range)
    • Test/shots.sh: v169's scenes in the screenshot list (nest, nestrun, sides, heavypdc, nestdown, trail, shadows)
    • V169: VERSION 169, devlog entry with two images, CURRENT.md, the v168 notes' status table, PLAN-v169.md as built, screenshots
    • V168 note 6: a new playtest call on r/playmygame once v169 is live (Kraig's card)
    • Golden master re-recorded for v169 (a deliberate change of the game: PLAN-v169.md items 1-8, Kraig approved "Build it all as one v169")
    • V169 fix: two lines of 35e8211 cut short by a comment (the nest's spill loop, the guard's and the sentinel's marks)
    • V169: Hope's new lines recorded in read b (PLAN-v169.md items 1-5 and 7)
    • V169 items 1-8: the machines' nest by the silicon, its scavengers' runs, every early attack from its side, Heavy PDC, Take out the nest, the mid-map chunks, the start's trail, last-seen shadows (PLAN-v169.md)
    • ROADMAP-ACTS-REWRITE: Kraig's answers Q3-Q6 (Hope's full arc, drones on the planet, five card tiers, a restarted builders' gate)
    • Earth was destroyed by the thing; the machines were guards (Kraig's card)
    • Golden master: the invariants' output re-recorded for item 9's full refunds (a deliberate change, Kraig's card)
    • V169 item 9: full refund on Remove and Change job (Kraig's card, Oct 22 2026: "Full refund on both")
    • New ending (Kraig, Oct 22): Earth destroyed, something evil tries to come through, we go back and destroy the gate
    • V168 note 5: extend the game's own score for music (Kraig's card)
    • V168 note 4: full refund on Remove and Change job (Kraig's card), v169 item 9
    • PLAN-v169 approved: build it all as one v169 (Kraig)
    • PLAN-v169 for Kraig's review: the nest, the ore trail, last-seen shadows
    • V168 note 2: a 3-step ore trail, then the ping (Kraig's card)
    • V168 notes 2-3: the start's chunks together leading to the next group; last-seen shadows for loose ore
    • V168 note 1: scarcity = about half the loose chunks between 1 and 7 km, start unchanged (Kraig)
    • V168 note 1: one chunk a run, ore types in turn, random distance; the nest spills its hoard; scarcity to balance (Kraig)
    • V168 note 1: the start isn't at risk; scavengers work outward from the nest (Kraig)
    • V168 note 1: a machine nest in the silicon field, the source of chapters 1-6's enemies (Kraig's cards)
    • Clash G settled: the early salvagers are the machines' salvage drones (Kraig, Oct 22 2026)
    • PLAN-ch11: Kraig's answers to Q1-Q4 (cryo on Relaxed, run ends on Hard; the difficulty choice with ch11; a life-support card tier; one-hex hab)
    • Sold under Kraig Adams (replaces Type II Games); capsule direction A, the lit station (Kraig, Oct 22 2026)
    • V168 step 15: v168 (devlog entry, screenshots, CURRENT.md and both notes' status tables)
    • V168 step 14: Hope's new and changed lines recorded in read b (PLAN-v168.md items 1, 3, 4 and E2)
    • V168 step 13: one threat at a time before chapter 6; a fight summary card after each fight (PLAN-v168.md E4)
    • V168 step 12: scavengers pull back hurt and come back with a friend; raiders go for the nearest turret (PLAN-v168.md E3)
    • V168 step 11: a countdown before every attack; Hope names each new kind of machine (PLAN-v168.md E2)
    • V168 step 10: an enemy shows what it carries, a power core or a relic (PLAN-v168.md E1)
    • V168 step 9: the enemy look, Kraig's pick B: one red family, a silhouette per role at true size, white-yellow warnings (PLAN-v168.md item 16)
    • V168 step 8: the production panel and FULL / STARVED marks; auto-slow for big moments (PLAN-v168.md items 18 and 19)
    • V168 step 7: one rule for tugged rocks, one held rock an ore, the label always says why (PLAN-v168.md items 14 and 15)
    • V168 step 6: the dock holds a stock of rounds, the docked ship reloads at once and charges faster, its card says what it waits for (PLAN-v168.md items 9 and 17)
    • V168 step 5: a maker keeps what a drone is on its way to fetch (PLAN-v168.md item 8)
    • V168 step 4: X on the drone's job in hand, the queue cards lose Next, "Tug iron" (PLAN-v168.md items 12 and 13)
    • V168 step 3: Delete removes at once with an Undo, build mode ends after one module, Change job any time (PLAN-v168.md items 6, 10, 11)
    • V168 step 2: the store fills the whole hex from the bottom; module names only on hover, selected or very close in (PLAN-v168.md items 5 and 20)
    • V168 step 1: a steady 4/s RTG, 6000 cores, the third ring from chapter 4, big jobs wait for power, Hope's warning (PLAN-v168.md items 1-4)
    • Interview: item count is 26 today (not 24); clash G (human salvagers vs always alone) logged, waiting on Kraig
    • PLAN-ch11 and ROADMAP-ACTS-REWRITE: chapter 11's build plan and chapters 11-25 for the Oct 22 decisions (drafts for Kraig)
    • Solhex strangers report, Oct 22 2026: who played from the website, how far, where they stopped, page counts
    • STEAM-DRAFT rewritten for the Oct 22 interview: Solhex, chapters 1-10, price, platforms, AI disclosure, capsule and screenshot picks
    • Solhex music picks: Artlist licence finding, 12 candidates, listening reel, options
    • Whole-game interview (Kraig, Oct 22 2026): 26 answers, six clashes settled, new ending; LORE and roadmaps updated
    • PLAN-v168 approved: everything as one build (Kraig)
    • PLAN-v168: items 17-20 from the v167 recording (turnaround, production panel, auto-slow, labels on hover)
    • V167 note 8 (one held rock per ore); in PLAN-v168
    • V167 note 7 refined: turrets work a tugged rock until the dock's store of that ore is full
    • V167 note 7 into PLAN-v168 (one rule for tugged rocks)
    • V167 note 7 (the tugged rock the turret won't break up; cause from the recording)
    • V167 note 6 (queue cards: X only, no Next); in PLAN-v168
    • V167 notes 4-5 (X on the job in hand; the Tug fe label); in PLAN-v168
    • PLAN-v168: Change job refunds exactly as Remove (to check in the build)
    • V167 note 3 decided (Change job any time, full refund, module kept); in PLAN-v168
    • V167 note 3 (a Back button for a mis-picked module job; clashes with Oct 18, asked)
    • V167 note 2 (build mode ends after one module); in PLAN-v168
    • V167 note 1 refined: only the drone fills the dock's rounds; the ship reloads from them at once
    • Playtest notes v167 note 1 decided (the dock holds ammo again); added to PLAN-v168
    • Playtest notes v167: note 1 (the dock should hold ammo; clashes with Oct 20, asked)
    • PLAN-v168: enemy look B picked (one red family, a silhouette per role)
    • B29 V167 step 12: v167 (devlog entry, screenshots, CURRENT.md and the v165 notes' status table)
    • V167 step 11: repair runs take packs for every hurt module nearby (Kraig's v165 playtest note 10)
    • PLAN-v168: enemy look ideas, three mockups being made
    • PLAN-v168: enemy ideas for chapters 1-6 (not decided)
    • V167 step 10: the drones' queue as cards, bottom left (Kraig's v165 playtest note 9)
    • PLAN-v168: Kraig's interview answers (a squeeze now and then, a stronger RTG, big jobs pause)
    • PLAN-v168: the v166 recording's power story and the fixes, the other v166 notes, v167's belt findings (for Kraig's review)
    • Merge hotfix-v166.1 (4864bce) into main for v167: the core signal and the RTG's 15% floor (Kraig's v166 playtest note 3)
    • V167 step 9b: belts at 0.25, 0.5, 1 and 2 items a second (Kraig's v165 playtest note 2, its follow-up)
    • V166.1 hotfix: a core signal when power runs out with no core to get, and an empty station crawls at 15% (Kraig's v166 playtest note 3)
    • Playtest notes v166: note 3 (chapter 4 out of power, no core; cause from the recording)
    • Playtest notes v166: note 2 (Delete removes the selected belt or module)
    • Playtest notes v166: notes go into a plan first; v167 keeps building
    • Playtest notes v166: note 1 (fill the whole hex for the store)
    • V167 step 9: one pool of station drones, one queue; tug runs from it; the Second drone research (Kraig's v165 playtest notes 11 and 10)
    • V166 step 8: v166 (devlog entry, screenshots, CURRENT.md and the v165 notes' status table)
    • V166 step 7: the hex outline is the store, the icon lights as the item is made, no rings (Kraig's v164 playtest note 5, his pick 3)
    • V166 step 6: the cinematic intro merged (v166-intro, 41d5212), its labels apart, Hope's new lines voiced in Kraig's picks
    • V166 step 5: the ship's bar shows what a trip will use; the recorder counts modules plainly (Kraig's v165 playtest notes 8 and 7)
    • V166 step 4: the PDC as one line that bends like a hose, twice the hits at range, tougher targets (Kraig's v165 playtest note 4)
    • V166 step 3: slower belts, 0.4 items a second at Mark I (Kraig's v165 playtest note 2)
    • V166 step 2: held rocks where a turret reaches, an ore at zero mined to the last round, the label says why (Kraig's v165 playtest note 6)
    • V166 step 1: power in one tank, the start's few shards close by (Kraig's v165 playtest notes 3, 6's cause and 12)
    • Playtest notes v165: note 12 (ore in sight when the dock goes down)
    • PLAN-v166: approved (v166 now, v167 right after)
    • PLAN-v166: the second recording, notes 8-11, split into v166 (chapters 1-5) and v167 (the drones)
    • Playtest notes v165: note 11 decided (one drone a tug run, one kept home)
    • Playtest notes v165: note 11 (one shared drone pool, tugging from the queue)
    • Playtest notes v165: note 9 reorder, note 10 (storm repairs swamp the drone)
    • Playtest notes v165: note 9 (the drone's queue as cards you can cancel)
    • Playtest notes v165: note 8 (grey out a move's power on the ship's bar)
    • Playtest notes v165: playtest resumed, build paused
    • PLAN-v166 approved: voice b and c, hex outline option 3 (no rings)
    • PLAN-v166: the recording review and the build proposal for Kraig (power in chapters 1-5 first)
    • Playtest notes v165: the intro's overlapping labels to fix
    • Playtest notes v165: the intro, voice tests and hex outline mockups are ready for Kraig
    • Playtest notes v165: note 6 waits for v166 (Kraig)
    • V166 intro: the cinematic opening (PLAYTEST-NOTES-v164.md notes 2-3, Claude's sketch v2, approved)
    • Playtest notes v165: note 6's cause from the recording (the battery reads 0 under the cores), note 7 (the recorder's constructor count)
    • Playtest notes v165: note 5 settled (tugs auto only)
    • Playtest notes v165: note 5 refined (both tugs on one rock), note 6 (a held rock never broken up)
    • Playtest notes v165: note 5 (one tug ship)
    • Playtest notes v165: note 4 (the PDC as a snaking line, more hits, tougher targets)
    • Playtest notes v165: note 3 approved (one tank)
    • Playtest notes v165: note 3 (early power), Claude's one-tank recommendation
    • Playtest notes v165: intro, calmer voice test and hex outline mockups approved
    • Playtest notes v165: note 2 decided (belts slower, the smelter is the squeeze)
    • Playtest notes v165: the status table, note 2 (belts too fast), why notes were missed
    • Ship's hold keeps its colours by item when full, with a blue outline (Kraig's v165 playtest note 1); notes owed from v164 logged
    • B28 V165: the real fonts (Archivo, IBM Plex Mono, embedded offline, 65 KB), Hope's four new lines recorded, the hidden x4 tip no longer shows top-left
    • Golden master re-recorded for v165 (a deliberate change of the game: power cores as stored power, Kraig's notes 7-8)
    • V165: power cores as stored power, the "?" signal, a lighter opening, the minimal top bar, the x4 tip, the new logo and type (Kraig's v164 playtest notes 1, 4, 6-10)
    • Playtest notes v164: font pairing 1 picked
    • Playtest notes v164: logo 1 picked
    • Playtest recording review v164
    • Playtest notes v164: note 9 confirmed (only ore numbers stay)
    • Playtest notes v164: notes 9-10 (top bar, logo)
    • Playtest notes v164: note 8 approved, cores stack into one battery bar
    • Playtest notes v164: note 8 (cores as batteries, two power lines)
    • Playtest notes v164: note 7 (power for beginners)
    • Playtest notes v164: note 6 (wrecks and power cores)
    • Playtest notes v164: note 5 (hex outline)
    • Playtest notes v164: note 4 (x4 speed hint)
    • Playtest notes v164: note 3 (cutscene history and length)
    • Playtest notes v164: note 2 (the opening cutscene)
    • Playtest notes v164: note 1 (the opening)
    • V164 build after merging launch
    • Merge branch launch: Solhex launch for the website (hero clip, plainer tagline, the split-audio build on the site); Kraig approved Oct 21 2026
    • Launch prep for the website: the hero clip, a plainer tagline, the split-audio build on the site
    • V164 build after merge
    • Merge branch 'ch10'
    • Marketing: first Solhex X post image (posted Oct 21 2026)
    • V164: chapter 10, The heart of the wreck: the passage into the biggest wreck, the sister pod's seed vault, the chamber's seam and the gate core, attack drones that draw fire, the escape and the siege, the core read (Kraig: "Yes attack drones before siege. Build it and I'll play test after it's done"); devlog entry and chapter; build
    • Golden re-recorded for chapter 10 (Kraig's request, Oct 21 2026: "Yes attack drones before siege. Build it"): the test player plays on through chapter 10, so its report gains a tenth chapter time, a ch10 line and the whole-game totals run on; the fingerprints go on past chapter 9's end; the invariants' output gains the chapter 10 checks (and the tech list's two, the seed 2 game's storm count). Chapters 1-9 proved unchanged first: UPTO=9 node test/fingerprint.js check against the v163 golden, bot report and all fingerprints identical
    • Chapter 10: a drone bay is never red (it has no recipe, and showed "pick a recipe" with a stuck dot); its label shows its attack drones; the test player's SAVEAT=done
    • Chapter 10 (checkpoint 3): the docs (CURRENT, DESIGN-HISTORY, ROADMAP-GAME, PLAN-NEXT: chapter 10 built); Solhex in the new files' headers; the chapter 9 check's line fixed
    • Merge main (the rename to Solhex) into ch10
    • Chapter 10 (checkpoint 2): invariants for the passage, the pod and its vault, attack drones (build, rebuild, drawing fire, a missile on one), the core lift and the escape's floor, the siege, the chapter's end, old and mid-chapter saves; the old pocket label gone in chapter 10; the route shown as the chapter ends; look_shots frames the ship, the pod or the chamber; the test player's SAVEAT
    • Rename the game to Solhex (Kraig, Oct 21 2026: "rename the game"): logo SOLHEX, title, devlog game name and slug, publish to /solhex; play recording also on /solhex/play
    • Chapter 10: Hope's 17 new lines (the twelve goals', the vault home, the siege's warning and end, the first attack drone lost, the chapter's close), recorded on ElevenLabs Eleven v4 (Lily, as v2) with the machine filter; script.json
    • Chapter 10, The heart of the wreck (checkpoint 1): the passage cut into the biggest wreck, the sister pod and its seed vault, the chamber's seam, attack drones (built at the bay, drawing fire), the gate core lifted, the escape, the siege, the strip, the core read; the test player plays it (UPTO=9 replays the golden chapters 1-9 exactly)
    • B27 V163: a module with no job gets no status dot (its "?" says so; v162 made every old storage bin one), a data center with no research picked an amber dot, not red; devlog images re-shot; build
    • V163: the new station look (Kraig's pick: clean industrial slabs, bold belts by product, a thin yellow power wire, his two circles, dots only for problems, names close in, a simple map far out); devlog entry; build
    • The station look (Kraig's pick of three prototypes, Oct 20 2026, night): look A, clean industrial, the only look; B's far view; his circles on the slabs
    • V162: the station architecture (the dock holds only ore, 500 to 4000 of each; no storage bins; made items stay in their makers; belts 1/2/4/8 a second); the turret goal card no longer mentions an ammo storage; devlog entry; build
    • Golden re-recorded for the station architecture, Kraig's request
    • Scenes for the station architecture: dockore (the dock's big ore stores), nojob (was storage: a module with no job, no Storage on its list), beltmark (a belt's rates by Mark); the dock panel's ore row says its room
    • The station architecture (Kraig's cards, Oct 20 2026, night): the dock holds only ore and salvage (500 of each raw resource, 1000/2000/4000 with the storage Mark research), no storage module (old saves' storages emptied and jobless, S.ov 27), made items live in their makers (given back to makers, users, then the dock's returns), belts 1/2/4/8 items a second at 7/10/14/20 m/s; invariants for each; the test player re-tuned (iron stock as before, chapter 9 stalls)
    • V161: Factorio belts, module rings, the calm top bar, job rows and ordered-job ghosts, ship repair packs and a slower free mend, slower Mark I belts, Hope's v2 script and voice; devlog entry; build
    • Golden re-recorded: the invariants' output, for Hope's v2 line text (Kraig's request: the approved v2 script)
    • Hope's voice v2 in the game: all 123 lines' new text placed where the split code holds them, the Lily recordings with the machine filter over vo/lines, vo/aac re-encoded and kept
    • Merge branch cleanup: the code split by system, Factorio belts, rings, top bar, job rows, ordered-job ghosts, ship repair packs, slower Mk I belts, CURRENT.md, the golden master
    • Cleanup step 7: CURRENT.md (how the game works now), the design log moved to DESIGN-HISTORY.md
    • Kraig's playtest UI notes (Oct 20 2026): colour only for trouble, one job a row, orders shown, the hint's place
    • Golden re-recorded for ship repair packs and slower Mark I belts, Kraig's request
    • Repair packs mend the docked ship, the free mend slowed; Mark I belts slower (Kraig's playtest, Oct 20 2026): deliberate
    • Notes: the station look picked (A, clean industrial, with Kraig's circles and B's far view)
    • Notes: slower Mk I belt travel (Kraig)
    • Notes: show ordered jobs as ghosts (Kraig's playtest)
    • Golden re-recorded for Factorio belts, Kraig's request
    • Notes: slower free hull mend, repair packs for the ship (Kraig)
    • Notes: Hope's v2 script and voice approved for the next build
    • Factorio-style belts and the module rings (Kraig's playtest, Oct 20 2026): a deliberate change of the game
    • Hope's voice v2: all 123 lines rewritten (terse in play, measured at story beats) and recorded with Lily and a machine filter, staged in vo/v2 for Kraig's review; tonight's playtest notes
    • Cleanup step 6: load size measured (encoding unchanged), and build.py --split-audio
    • Cleanup step 5: one platform seam for a future Steam build (src/platform.js)
    • Cleanup step 4: performance, measured (the game plays exactly as before)
    • Cleanup step 3: remove dead code (coverage of the bot's six seeds and the invariants, every candidate checked by hand)
    • Cleanup step 2: split sim.js, render.js, ui.js and main.js by system
    • Cleanup step 1: the golden master, recorded on the untouched code
    • Roadmap: raids grow with the station, and loud pings stay as an extra (Kraig: "Both")
    • Roadmap: the journey in two busy chapters; raids grow with the station (Kraig's cards)
    • Devlog: v160 tags
    • V160: Kraig's playtest notes (the dark start, slower early makers, Fed rings, orders leave at once, docked gun, scavenger reach, chapter 4 assault, loud pings, early drone logistics, tugs, pause screen, heat gauge, Hope's repeat); devlog entry; roadmap: the engineer stays a story thread
    • Merge branch 'v160'
    • Roadmap: chapter 11 (the hab, the waking, the engineer's job), the sister pod's seed vault and greenhouse, attack drones that draw fire, chapter 13 the foundry (Kraig's cards)
    • V160: no allocation in the laser step; goal indexes looked up once
    • V160: the tug's reason reads plainly; the warning shot zoomed out
    • V160: the ship is taken home when the wreck field is set out over it; turrets break an iron rock up when the iron is out; the test player retreats when hurt or dry near machines and gives up on spots with no way through; chapter 8 window 17-50 (the docked gun ends the chase sooner)
    • V160: belts that fill up held back to branch v160-belts (the test player couldn't finish chapter 9 with them); turrets chip an iron rock down to the last round when iron and rounds are out; ping attacks rarer (8 pings, 7 min apart); the test player waits to top up, unloads at most 30 s, retreats when hurt, leaves auto ping off near a comet and in chapter 9, and stops trying after no way through the wreck
    • Belts that fill up (Kraig's playtest note 13), experimental: items queue on a belt up to its length's worth; plus the pause hint on touch, sight rings in the dark, tug spacing, the bot off auto ping in chapter 9, old checks without ping attacks
    • V160: tugs on the rock's outline, flip-and-burn without overshoot, turrets break a tugged rock up in range, tugs only when an ore is low; scenes for the new shots; wreck-route crash fix
    • V160 work in progress: the dark start, docked gun, orders leave at once, Hope says a line once, pause screen, heat readout, scavenger reach, Drone logistics from a relic, chapter 4 assault, loud pings, how well a maker is fed, slower early makers (Kraig's playtest)
    • Chapter 1 ends once the sensor is built and the first ping goes out; chapter 2 opens on the copper (Kraig's playtest)
    • Iron plates are offered only once the Make ammo goal is done (Kraig's playtest)
    • Devlog: v159 images as objects (file, alt, caption)
    • Devlog: current version v159
    • B26 V159: chapter 9, The alloy field (devlog entry, build)
    • Merge ch9: chapter 9, The alloy field
    • Chapter 9, The alloy field: the ruin's outer part a field of solid wreck, alloy, plating, the drone bay, dormant machines
    • Roadmap: the release path (name first, Steam page early, Steam Playtest, Next Fest demo, Early Access at Acts 1-2)
    • Roadmap and lore: the engineer has no name, a glimpse beyond the gate, a few other pods
    • ROADMAP-GAME: whole-game decisions from Kraig's cards (the sleeper, Hope steady, setbacks, combat, weapons, sound, art, no EA, demo + Next Fest, $20, platforms, early 2027 with all 25 chapters)
    • ROADMAP-GAME: the full chapter list (25 chapters) with each chapter's work, threat and beat
    • PLAN-NEXT: chapters 9-10 details from Kraig's cards (salvage by chaingun, slow-waking sleepers, the survey bay, the heart chamber, the core points the way)
    • Plan: the ruin is two chapters (9 the alloy field, 10 the heart of the wreck); alloy for plating, the drone bay and Mark III
    • PLAN-NEXT: chapter 9, the ruin, from Kraig's cards
    • Devlog: current version v158
    • Devlog: the free-form side build, and why it wasn't the direction
    • V158: renamed Hopewake (a working name; stored names stay); the slower Mark I on for Kraig's playtest (the test player measures at 1); the free-form test retired (tag freeform-test-2026-10-20)
    • Devlog: current version v157
    • V157: the polish pass (merge polish): faster drawing and sim, phone layout fixes, the controls card, a light pacing touch on the decode and motors
    • Merge branch 'polish'
    • Devlog current v156; publish_site.sh commits the devlog's current-version line in the game repo too
    • Pacing pass: a lighter decode, quicker motors; GOAL= goal diagnostics in the test player
    • Phone pass and the controls card
    • Speed pass: the station's still layers, glow sprites, clipped big rings; the sim's module list cached
    • B25 V156: the swarm and the lancer (merge units)
    • The swarm and the lancer: two new enemy units (chapter 7, chapter 8's chase, free play)
    • V155: the dock holds no ammo (merge ammo): the drone ferries rounds to the ship, turrets fed by belt or drone; mk1Slow built, off
    • Merge branch 'ammo': the dock holds no ammo, with chapter 8 (S.ov 24)
    • Screenshot scenes ammoferry, ammobelt, ammodock; DESIGN.md: slower Mark I makers built, left at 1
    • The dock holds no ammo: the drone ferries rounds to the docked ship and feeds turrets from the start (S.ov 23)
    • NAMES-CHECK.md (preliminary name search: Hopewake clear) and STEAM-DRAFT.md (store page drafts)
    • Devlog: screenshots for v136-v154
    • V154: chapter 8, the crossing
    • Merge branch 'ch8': chapter 8, the crossing (the liquefier and LOX, the engine on the edge, the turning station, the 14 km flip and burn, the chase, the ruin at arrival)
    • Chapter 8, The crossing: the liquefier, the gimballed engine on the edge, the move (turn, burn, coast and flip, brake), the chase, the new field and the gate-builder ruin
    • ROADMAP-GAME: enemy bases redesigned as the machines' works (seeders in rock, a growing lattice, cut the web), not a mirror of the station
    • B24 V153: dragged belts on the hex grid, map label culling, first-time hints
    • ROADMAP-GAME.md: a chapter-by-chapter skeleton to the end (24 chapters, 6 acts), new enemy units, enemy bases, escort drones and the drone bay
    • Merge branch 'belts': hex plus dragged belts (any distance, cost and time by length, blocking, bridges), map label culling and merged missile labels, hints for Marks, storage, pipes, tugs and long belts
    • Hex, plus dragged belts: belts any distance (1 ore per 10 m, slower the longer), never through a module, crossing on a bridge; map labels without overlaps, merged missile and foe labels; one-time tips for Marks, storage, pipes and long belts
    • Publish_site.sh: the devlog index and sitemap the site build regenerates are the game's too
    • V152: the drone ferries ammo from a constructor to the docked ship
    • Tools/publish_site.sh: the public play page and devlog follow every build; devlog current version 151
    • V151: card tiers, the carrier to kill, Hope on Eleven v4, AAC + minified build, the ammo-in-the-constructor hint
    • Merge branch 'cards': three data card tiers (basic, advanced, field), data center Marks read up to their tier, a small store per tier
    • The carrier fights until it's killed and chapter 6 needs it dead; Hope re-recorded on ElevenLabs Eleven v4; the build ships AAC voice and terser-minified code (11 MB to 4.3 MB); the old ch7 branch cleared
    • Data card tiers: basic, advanced and field cards; a data center's Mark is the tier it reads
    • PLAN-NEXT: chapter 8 details from Kraig's cards (engine on the edge, everything runs, the chase, 15 min, the ruin on sensors)
    • PLAN-NEXT: one data card type (the tier draft dropped)
    • PLAN-NEXT: chapter 8's liquefier (oxygen gas to liquid oxygen)
    • B23 V150: storage holds any item, liquids and gases too (pipes to and from it)
    • V149: liquids and gases (water, oxygen): both by pipe; gas pipes thinner, in puffs
    • V148: fluids (water, oxygen) go by pipe only, module to module, never the dock or the drone; pipes drawn as pipes; the bot's chapter 4 window 5-30 min
    • V147: chapter 7, the field runs dry (merge ch7new): the field gauge, the comet, ice to water to oxygen to fuel cells, the course plotted
    • Chapter 7, The field runs dry: the field gauge, the comet, the fuel chain, the course plotted
    • PLAN-NEXT: chapters 7 and 8 (Kraig: two chapters)
    • PLAN-NEXT: chapter 7 from Kraig's interview cards (the field runs dry, the comet, iron + oxygen fuel, one gimballed engine, the move, the ruin)
    • V146: tug drones (merge tugs): the station pushes rocks home with flip and burn; the turrets chip them into the gravity well
    • Tug drones: the station's own drones push rocks in when the dock runs short (flip and burn, held in a turret's ring, chipped for the gravity well); Auto mining no longer opened by relics; S.ov 20; dist rebuilt
    • PLAN-NEXT: Kraig's station-moves idea
    • B22 V145: devlog (Marks, the carrier, ore-matched rocks, ore patches)
    • Merge branch 'marks': Mark II-IV per module and belt (speed and storage tracks), Tougher hulls as hull only, isotope cores as stacking fuel
    • The carrier (great storm raid, wave 2: drones and three-missile salvos; Hope's line); two strikers a raid wave; rocks inbound carry the ore the dock is short of (from the turret goal); the drone patches a knocked-out module from ore when there's no pack
    • Isotope cores: 8 a second for 12 minutes of fuel (about the old core's power, spread longer); dist rebuilt
    • V144: the storm attack (sensor contacts, then raiders and a striker out of the dust; Hope's two lines); a rock's direct hit knocks a module out from chapter 4; fewer range rings
    • V143: Hope's line off the goal card (it's in the log, even silent); None available when there's no research
    • Merge main (v140-v142) into marks
    • Marks: a storage track beside each kind's stat (Speed / Storage Mk II-IV, bought per module); Mark IV; repair-pack makers keep 1 to start; Bigger module stores is Storage Mk II
    • V142: the drone mends small dents and works an aging queue; the recipe list folds once picked; the log loses its box, newest on top
    • V141: a brief dust front in chapter 3, before the storms matter
    • V140: the sentinel's ambush (two missile corvettes with salvos and a laser drone; Hope's line); drone logistics automatic, no switches
    • Merge main into marks
    • Marks: research opens a Mark, each module or belt bought up one at a time; Tougher hulls as hull; isotope cores as stacking fuel
    • V139: one log top left (Hope, alerts, updates, research done), hover to scroll; the research box shrinks with nothing to pick
    • V138: turret 10 rounds, half a round a second reload; rock impacts about twice the damage, a little tougher
    • V137: the sentinel is a red Unknown contact; the goal card's threat box no longer flickers
    • B21 V136: the PDC and turret fire as a tracer spray; the goal card's Ping button works; v135's research costs; bot limit 120 min
    • Research costs about twice the cards, tiered by importance: Vanguard signal 30, Solar power 40
    • V133-v134 devlog
    • Ship waits docked to top up battery and ammo before an order; auto mining no longer leaves half charged; the off-screen stuck marker is gone
    • Merge branch 'shipstart': start as the ship, place the dock, the sleeper, dock hull and game over, ship rebuild, iron spread
    • V132: dock ammo stops at 40; turrets fire on owed power; the ship's gun all the way round
    • Start as the ship: the pod alone, Place the dock (ghost, flight, the unfold), the sleeper in the dock, the dock's hull and the one game over, the lost ship rebuilt in the dock, the start spread out; Hope's 7 lines; docs
    • Merge main (v128-v131) into shipstart
    • Start as the ship (WIP): the pod alone, Place the dock, the dock's hull and the one game over, the lost ship rebuilt, the spread-out start
    • Build.py: VERSION comment back
    • V131: version string
    • V131: Hope's terminal subtitle (her words type out top left as she speaks; machine logs in amber)
    • V130: the turret goal starts with a rock inbound (announced at once, ~4 min out); Hope's turret line re-recorded
    • V129: a salvaged wreck's label fades a minute after salvage
    • V128: the ship's order queue (Shift+right-click points, rocks and home; numbered stops on the map)
    • V127: merge story (title scene, the opening, 17 voiced log fragments and the Logs list, wreck salvage); ammo belted to the dock until Drone logistics; iron plates in chapter 1
    • Merge branch 'story'
    • Ammo loads into the docked ship only from the dock or a storage until Drone logistics; Make 5 iron plates back in chapter 1
    • Story batch: DESIGN.md section, LORE.md fragments list; Hope's voice stops for the opening
    • Merge main (v125, v126) into story
    • Story batch: log fragments, the wreck salvage beat, the living title, the opening
    • V126: Hope's voice lines queue instead of interrupting each other
    • PLAN-NEXT: start as the ship, place the dock
    • LORE.md: the pod is the ship, the dock holds the human
    • V125: panel subtitles wrap; the dock panel shows only what matters yet (power once the RTG wakes, Drop all with cargo, Fly home when away, the belt hint with a module)
    • PLAN-NEXT: the opening sequence
    • NAMES.md: researched name shortlist (Hopewake, Wakelight, Seedlight, Keepwake, Longlight, Quietgate)
    • LORE.md: first name round, no pick
    • LORE.md: rename the game (options next)
    • LORE.md: life support chain
    • LORE.md: machines always enemies
    • LORE.md: the danger stays unseen
    • LORE.md: the human speaks in text
    • LORE.md: other pods
    • B20 V124: merge honing (adaptive hints ch1-3; missiles with a fuel budget and blast; Hope voices every goal; wafers 6; first brownout late ch2)
    • Merge branch 'honing'
    • LORE.md: side content
    • Lightning round: 6 wafers, an earlier first brownout, adaptive hints (chapters 1-3), Expanse-style missiles with a fuel budget, Hope voices every goal
    • LORE.md: the railgun and dropping core
    • LORE.md: missiles have a fuel budget
    • LORE.md: enemy classes, swarms, salvos and combat strategy
    • LORE.md: free-form test later, chapters 1-2 only
    • LORE.md: the free-form station idea (open)
    • LORE.md: the station's flip-and-burn journey
    • LORE.md: the planet base and the elevator built from both ends
    • LORE.md: length
    • LORE.md: the acts and beats roadmap
    • LORE.md: the four signature beats
    • LORE.md: the ending
    • LORE.md: the vibe
    • LORE.md: the human's death is the one game over
    • LORE.md: the human is a person you keep alive
    • LORE.md: you play Hope throughout; the human is who you protect
    • LORE.md: humanity's last hope, the pods, and the cryo chapter
    • LORE.md: a one-person mission
    • LORE.md: you are the last human, waking from cryo
    • LORE.md: why the gate-builders vanished
    • LORE.md: the gate-builders are gone, their machines remain
    • PLAN-NEXT: Q30 and the build order after v124
    • PLAN-NEXT: Q29
    • PLAN-NEXT: Q28
    • PLAN-NEXT: Q27
    • PLAN-NEXT: Q26
    • PLAN-NEXT: Q25
    • PLAN-NEXT: Q24
    • PLAN-NEXT: Q23
    • PLAN-NEXT: Q22
    • PLAN-NEXT: Q21
    • PLAN-NEXT: Q20
    • PLAN-NEXT: Q19
    • PLAN-NEXT: Q18
    • PLAN-NEXT: Q17
    • PLAN-NEXT: Q16
    • PLAN-NEXT: Q15
    • PLAN-NEXT: Q14
    • PLAN-NEXT: Q13
    • PLAN-NEXT: Q12
    • PLAN-NEXT: lightning round answers so far
    • V123: merge strikers (one homing missile each, PDC and turrets shoot missiles first; in the ch4 patrol, ch5 encounters and ch6 raid waves)
    • Strikers: a gate-builder machine that hangs back 300 m, fires one slow homing missile at the station or the ship and runs; the PDC and turrets shoot missiles first; MISSILE INBOUND marker, whine and Hope's line; one with the chapter 4 patrol, half of chapter 5's encounters, one per chapter 6 raid wave; invariants 28; scenes missile, mslpdc, strikerrun
    • V122: merge dronelog (Drone logistics: per-input supply switches, one item a trip at half speed, last in the drone's queue)
    • Drone logistics: a chapter 5 research; Drone supply switches per item input (never ore); the drone fetches one at a time, slowly, last in its queue; bubbles on the map; the test player's circuit wire by drone
    • V121: merge rtg (burners retired; the dock's dying RTG; isotope cores from the guard, patrol, sentinel, scavengers and five wrecks; module on/off)
    • The dock's dying RTG: burners retired, isotope cores (guard, patrol, sentinel, scavengers, five wrecks a map), the module switch, S.ov 17
    • V120: merge sight (the dock sees 400 m, a sensor 1.2 km, the array 1.5 km; nothing live outside sight; rocks inbound announced when seen)
    • Merge branch 'sight'
    • Sight from the dock: 400 m alone, 1.2 km with a working sensor (1.5 km with the array); rocks inbound and enemies show and are announced only once seen, with faded last-seen marks; the guns track only what's seen
    • PLAN-NEXT: order with the RTG
    • DESIGN + PLAN-NEXT: the RTG loop in Kraig's words; the RTG next after station sight
    • PLAN-NEXT: the RTG is approved, not a question
    • PLAN-NEXT: draft lightning-round questions
    • V119: merge power-sense (a 60 dock battery, pings that charge from station power, the Long-range array finds the silicon, the gravity well is research, the power chip is charge + net); the share of the station's use fixed
    • The dock's 60 battery, pings that charge from the station, the Long-range array finds the silicon, the gravity well is research, a net power chip
    • PLAN-NEXT: before chapter 7, the order, and what Kraig's run showed
    • Devlog: today's entries carry their real commit times (they were written ahead of the clock)
    • PLAN-NEXT: station sight after v119, before Drone logistics
    • B19 V118: the drone holds its heading while it works (no spinning on its module); a steady mending glow
    • PLAN-NEXT: striker missile drones after Drone logistics
    • PLAN-NEXT: the power-sense build ships as v118
    • V117: recipe rows at a glance (icons for the recipe and the switch cost, one line each, a hover card)
    • PLAN-NEXT: Drone logistics next after v117
    • V116: the turret and the ship's PDC barrel turn toward the next target before firing (the turret fires only once lined up)
    • V115: the research card holds still (fixed rows, hover for details, Change research always there and opens upward with a Researched drop-down)
    • PLAN-NEXT: Fast belts and upgrades lost with their module, queued after v115
    • V114: the station's pull field (only what the dock can take); the PDC fires at anything in its ring, ranges x0.8 (PDC 160 m); the power chip reads made / used
    • V113: one support rail and one thin power line; the pulses only on the line, fainter
    • V112: the PDC ring fades in only with a threat near (an enemy or an incoming rock) or while firing
    • V111: the station's power you can see (pulses along the beams, module rims, the station's use); STATION and SHIP labels select them, the home button gone
    • V110: close combat you can see (PDC 200 m, enemy weapons scaled, the PDC ring always shown while selected, the pull field labelled); v109: the relic drifts where it fell
    • Recorder: count events by own keys only ('constructor' was reading Object's function)
    • DESIGN: rocks drift in straight lines, hover shows the path, collision warnings for any rock; the map evolves (Kraig)
    • V108: the goal card opens on a click, not on hover, so its button stays put (Kraig)
    • DESIGN: the mining loop is earned with an early research, then a Repeat runs switch (Kraig picked A)
    • DESIGN: a note for later, a starter ship that grows: start as the drone, the Rocinante as an upgrade (Kraig)
    • V107: the AI voice fades in and out, crossfades when interrupted, with a faint room tail (Kraig)
    • DESIGN: the RTG is restored by isotope cores from combat and wrecks, not repair packs (Kraig)
    • DESIGN: power is the station's dying RTG, patched with repair packs; burners retired; RTG only until solar (Kraig)
    • V106: smooth motion at x1, blending moving things between sim ticks when drawing (Kraig)
    • V105: ambient music pieces that come and go (Kraig: Minecraft, Homeworld)
    • Devlog: commits for v101-v104
    • V104: Hope is the ship AI's voice through chapter 2 and the guard's lines (Kraig: pick one)
    • B18 V103: step 5, the bigger map and the threats in chapters 4-6 (patrol, sentinel, storm raid); no auto-speed
    • Step 5: the bigger map and the threats in chapters 4-6 (patrol, sentinel, storm raid)
    • PLAN-NEXT: no auto-speed (Kraig)
    • V102: step 4 (steel, circuit, motor; research upgrades in place with ranks) and the factory balance pass
    • Step 4: the parts, upgrades in place and the factory balance (tests, scenes, DESIGN.md)
    • Step 4 (work in progress): steel, circuits and motors; upgrades in place; a first factory balance
    • B17 V101: merge step 3, the defence update (hulls, repairs, incoming rocks, turret, encounters, relics, storm shield, station heat, idle hint)
    • Merge branch 'defence'
    • Step 3, the defence update: hulls, repair packs, storm damage and the shield, rocks coming in, the turret, encounters, relics, station heat, chapter 4's beat, the idle hint
    • Step 3 (WIP): drawing, interface, scenes and step 3's own checks
    • Step 3 (WIP): the defence update's simulation and the test player
    • Vo/lines/compare.html: top buttons wrap on a phone
    • Vo/lines: the ship AI's chapter 1-2 and guard lines in Insight and Hope, with compare.html (files only, not in the game yet)
    • PLAN-NEXT: spread the map, enemies in chapters 1-6, chapters 7-9 (Act 2), the order of work (Kraig asked)
    • Devlog: single spaces in quoted notes (the page collapses them); v100's commit
    • DESIGN: three parts (circuit, steel, motor) and research upgrades in place (Kraig)
    • DESIGN: station heat, one pool tied to power, data centers hot, radiators anywhere (Kraig), with step 3
    • B16 V100: merge step 2 (copper guard, PDC combat, lasers, mining taps, honest flight); mining at twice the old rate; ch4 window 5-25
    • Step 2: the copper ambush, close combat with the PDC, lasers and the hit model, mining taps, honest flight
    • B15 V99: from Kraig's full playthrough: signal decode 20 cards (was 30); pointer capture can't throw
    • DESIGN: step 3, the defence update: incoming rocks, the turret, encounters, relics as the source of research (Kraig)
    • V98: the title's Continue text no longer runs under the Enter hint (Kraig)
    • V97: no speed toasts; the paused/x4 indicator at the bottom (Kraig)
    • V96: the power bar shows supply vs demand in green/yellow/red, with a charge line once batteries exist (Kraig)
    • DESIGN: module hulls, packs used by percentage, a drone keeps one part-used pack (Kraig)
    • DESIGN: storm damage and repair packs, chapter 6, after step 2 (Kraig: yes)
    • V95: no belt logs on module and dock panels (Kraig)
    • DESIGN: honest flight, battery buys speed not distance (Kraig: yes), with step 2
    • V94: a lighter storm veil that scales with how dark the storm is (Kraig)
    • V93: Efficient drive, a chapter 5 research: burns cost 20% less battery (Kraig)
    • V92: Q places the copied setup; paste onto unbuilt blueprints; 'ordered' label (Kraig)
    • V91: low and no station power: browned-out modules, a pulsing dock and power chip, and an alert with the fix (Kraig)
    • V90: the bottom toolbar dims until hovered (Kraig)
    • V89: belts pick a module's recipe when only one fits; unaffordable recipes read as orders; construction first (Kraig's playtest)
    • V88: iron ore is Fe ore (the bar stays iron) (Kraig)
    • DESIGN: mining fire (heavy taps) vs combat fire (the PDC rip), for step 2 (Kraig: yes)
    • V87: the new ship (Kraig picked option 1, nose rounded, no antenna lines) on an electric drive; tracers from the PDC mount
    • DESIGN: seen by the plume (later), and the ship's new look (Kraig picked 1)
    • V85-86: step 1 live (drift, sight, ping); auto mine shows its next ore (Kraig)
    • Merge sensor-ping: sight, drifting rocks and the sensor ping (step 1)
    • Sight, drifting rocks and the sensor ping (Kraig's plan, Oct 18 2026)
    • V84: an alert when the ship is stuck at a full dock, with a button to drop just the stuck cargo (Kraig)
    • V83: auto mining leaves with cargo the full dock can't take, to fetch what the station needs (Kraig's playtest)
    • V82: the researched list only while picking research (Kraig)
    • V81: the ship's on-map cargo bar in its items' colours (Kraig)
    • DESIGN: the enemy's lasers (charge, tracking pulse, recharge, blocked by rocks) and the PDC hit model (Kraig: yes)
    • DESIGN: close combat with the PDC, hull mounts and future 2-3 PDC upgrades (Kraig)
    • B14 V80: a test of the ship AI's voice on the first three goals (Insight and Hope, Settings > AI voice)
    • V79: modules show what they make, their type as a corner badge (Kraig's plan)
    • V78: Mergers and Splitters are offered from chapter 5 (Kraig)
    • V77: the Items tip shows totals only (Kraig)
    • V76: no zoom buttons (Kraig)
    • V75: research progress to a tenth of a card; data centers show the card being read (Kraig picked 2)
    • B13 V74: research-done message shorter and up for 9 s (Kraig); devlog times corrected
    • V73: drag-select again (ship only when it's in the box), right/middle-drag pans; Auto mining stands alone (Kraig)
    • V72: research info cards on hover; Mergers and Splitters are two 20-card researches (Kraig)
    • DESIGN: the Items chip's dots read as the production line (Kraig liked it)
    • V71: the screen dims under a chapter's title (Kraig)
    • V70: the STARHEX wordmark is the menu button (Kraig)
    • V69: the station bar keeps only the base ores; one Items chip lists the rest on hover (Kraig)
    • V68: the ship's hold bar in its items' colours; frigate is ship in all player text (Kraig)
    • V67: out, the frigate's outline is its range from here on its battery; the label says if it gets home (Kraig)
    • V66: each chapter opens with its own music phrase and its name fading in and out (Kraig)
    • V65: a Build button in the toolbar; the sensor goal offers Place module (Kraig's playtest)
    • ROADMAP-STEAM: strangers' playtests are recorded (v64)
    • Devlog: v62-v64 in the current section
    • Devlog: v62-v64 times and commits
    • V64: the public play page records playtests to kraigadams.com (strangers' feedback); feedback prompts; test/pull_playtests.py
    • ROADMAP-STEAM: Kraig tried the Mac app; playtests stay on the play link
    • V63: snap crumbs left by sliver loads to 0; the room check allows for rounding (Kraig's playtest)
    • V62: an ammo constructor holds two jobs' worth, so a partial load never stalls it (Kraig's playtest)
    • Merge desktop: the Starhex desktop app, robust saves and the crash catcher (Phase 0)
    • Dist: rebuild v61 with the Phase 0 save and crash changes
    • Phase 0: the Electron desktop app, saves on disk, the crash catcher, robust saves
    • ROADMAP-STEAM: the studio name is Type II Games (Kraig, Oct 18 2026)
    • ROADMAP-STEAM: Claude guides it; where we are; the three gates; progress boxes
    • ROADMAP-STEAM.md: from now to selling on Steam (Kraig, Oct 18 2026)
    • DESIGN: Act 2 outline approved
    • DESIGN: combat, the station is attacked later in Act 2
    • DESIGN: combat, the enemies are old machines
    • DESIGN: combat, missiles before railgun; missiles crack large asteroids
    • DESIGN: combat, weapon costs
    • DESIGN: combat, who fires
    • DESIGN: combat direction, Expanse-style (Kraig, Oct 18 2026)
    • B12 V61: the combat test on main
    • V61: dist rebuilt on combat
    • V61: a combat test: one hostile drone off to the side, the frigate's hull, the chaingun fights back
    • V60: dist rebuilt on main
    • Merge the interface pass (v60) into main
    • V60: the interface pass (title, menu, settings, icons, panels, buttons); DESIGN and devlog
    • Interface pass: title screen, pause menu, settings, how to play, one icon set, panel headers, button kinds
    • DESIGN: a combat test, plan (queued)
    • DESIGN: the interface pass, plan
    • Gitignore: local screenshots
    • B11 V59: dist rebuilt on main
    • Dist: v59 build
    • DESIGN and devlog: v59, the visual pass built
    • Visual pass: colours by production chain, modules tinted by what they make, a glyph per job, animated modules, belts, engine plume and RCS puffs (v59)
    • DESIGN: the visual pass, plan
    • DESIGN: the storyline (Kraig, Oct 18 2026)
    • DESIGN: later for the whole game: enemies, main story, side quests (Kraig, Oct 18 2026)
    • Devlog: v50-v57 playtest fixes
    • V58: Chapter 6 · Storm season on main; devlog current
    • V58: chapter 6 checks, the test player through chapter 6, DESIGN log and devlog entry
    • Chapter 6, Storm season: Station batteries, battery modules, the reserve, storms that grow, the great storm
    • DESIGN: chapter 6 goal list approved
    • DESIGN: chapter 6, batteries anywhere
    • DESIGN: chapter 6, batteries cost wire and wafers
    • DESIGN: chapter 6, storms grow
    • B10 V57: from his playtest: ammo goal 10, a warning when research is starved of cards, richer recording
    • V56: a mouse drag pans the view; no selection box (Kraig's playtest note)
    • V55: research off the top bar, finished research on the card, cheapest first (Kraig's playtest note)
    • V54: the ammo store holds exactly one ore run (Kraig's playtest note)
    • V53: a job with one recipe picks it; unset belts with one fitting item set themselves (Kraig's playtest)
    • V52: the chaingun fires at its target rock while flying in; the dock's emergency cell ends a dark-station dead end (Kraig's playtest notes)
    • V51: the build drone lives at the station and builds while the frigate is out (Kraig, Oct 18 2026)
    • V50: the frigate reloads ammo from anywhere on the station (Kraig's playtest: "amno isn't loading into the frigate")
    • Devlog: v48 (the chaingun) and v49 (Chapter 5 · Sunlight); dist rebuilt
    • Dist: the v49 build
    • Chapter 5 · Sunlight (v49): research Solar power and its long-range scan, the long-range battery and the relay's draw, hard silicon, power-hungry wafers, solar panels, running on solar alone, dust storms; the done card, interface, drawing, checks and the DESIGN log
    • Chapter 5: the test player plays it (wafer smelter on the dock's last side, panels, one silicon trip, research held while wafers and panels collect plates)
    • Chapter 5 (in progress): silicon field, Solar power and its long-range scan, long-range battery, the relay's draw, wafers, solar panels, the solar-alone stretch, dust storms, save v6
    • Merge branch 'main' into chaingun
    • DESIGN: chapter 5 goal list approved
    • DESIGN: chapter 5 design talk (solar, silicon, dust storms, batteries in chapter 6)
    • Devlog: chapter 4 entry's time, single spaces in quotes
    • Devlog: v34-v47 entries (Chapter 4, the first full run, the rename to Starhex), images, pitch and brief refreshed
    • HANDOFF: start here (main is the game, one builder at a time, experiments on branches)
    • DESIGN: pull field collects, the drone stays the station's builder (Kraig, Oct 18 2026)
    • B9 Merge v47 (pacing, juice) into the chaingun branch; battery 72 / 145 for the chaingun's all-flight copper trip
    • V48: the chaingun. Pull field and loose chunks tuned, chaingun checks (pull, full hold, no ammo, bursts, ammo made and loaded, haul loop, v4 saves), the test player on the new chapter 1, scenes, goal hints, DESIGN.md
    • Chaingun (part): loose chunks, pull field, chaingun bursts with ammo, ammo recipe and dock refill, new chapter 1 goals, v4 save migration; render, sound and UI
    • V47: juice (sweep, belt, research and warning sounds; belt flash; rings for builds, research, goals, chapters, upgrades)
    • V47 (part): pacing measure, recorder pace and play-time fix, test/pacing.js report; mining tuned to the station (laser, drone, hold 42)
    • B8 V46: polish batch (research chip, pick-next toast, half refunds, short goal cards, drag belts) and pacing (copper closer, battery 100, cheaper data center, 30-card signal)
    • V45: research eats data cards at the data centers; the lab and compute are gone; chapter 3 ends with the first research (Kraig's design note)
    • V44: ship upgrades are research (base battery 110 reaches copper), copper only via the sensor, auto mining research, extra smelters/constructors cost 3 plates (Kraig's playtest notes)
    • Extra smelters and constructors cost 3 plates, like burners (Kraig, Oct 18 2026)
    • V43: a module's job is fixed once picked; the job list hides (Kraig's playtest note)
    • V42: Drop inventory on every module and the dock; the frigate's button renamed (Kraig's playtest note)
    • V41: the frigate docks over the dock's centre; all six sides free to build (Kraig's playtest note)
    • V40: steady top bar with live hover details (Kraig's playtest note); clamp battery over the new cap on load
    • V39: bigger battery 135, just one copper round trip (Kraig's playtest note)
    • V38: Q makes a buildable ghost of the module under the cursor, setup included (Kraig's playtest note)
    • V37: copper hidden until a chapter 2 sensor; frigate round-trip reach outline (Kraig's playtest notes)
    • V36: support beams between touching modules (Kraig's playtest note); STARHEX wordmark
    • Devlog: the Starhex entry's commit
    • Rename the game Starhex (was Driftworks): page title, devlog name and address, notes; stored names unchanged
    • B7 Build v35: dist/driftworks.html (chapters 1-4)
    • Docs for v35, chapter 4: DESIGN.md (Kraig's words, what's built, every Builder's call, chapter 5 notes), HANDOFF, PLAN, devlog draft
    • Chapter 5 taken out: the build ends after chapter 4 (Kraig, Oct 18 2026: "yes, do chapter 4 first")
    • Shots.sh reports console errors per scene; a uiclick scene clicks through the chapter 4 panel buttons
    • Blueprint ore is kept back across the dock and an ore storage: the dock its share first, a storage the rest
    • Bot plays chapters 4-5 like a player and checks itself; build id carries the version (v35)
    • Chapters 4 and 5 on screen: storage and solar panel modules, upgrade orders at the dock, decode draw, goal-card hints, chips, done card, scenes
    • Invariants for chapters 4 and 5: chapter flow and decode power, storage, four chained burners, brownout, solar, silicon, upgrade orders, saves
    • Chapters 4 and 5 in the sim: signal decode, storage, solar, silicon, frigate refit and long-range battery
    • Baseline: Driftworks v34 from GitHub kraigadams/driftworks ch3-power-tuning (PR #1, commit 5a2f35f), downloaded Oct 18 2026 for the Chapter 4 + 5 build
    • Dist stamped from a clean fc09dd0 (no + mark)
    • Rebuild dist (v34, build fc09dd0); devlog draft entry updated for fair shares and orders, still awaiting Kraig's approval
    • Plates shared fairly; a job you can't pay for yet is ordered (v34, draft for Kraig)
    • Rebuild dist (v34 bot, build 68d87c5); devlog draft entry for v34, awaiting Kraig's approval
    • Driftworks bot: chapter 3 power and pace (v34, draft for Kraig)
    • Docs: fix paths for the standalone driftworks repo
    • Gitignore: OS junk, node_modules, .claude, caches, local screenshots (split into its own repo)
    • HANDOFF.md: full context for building Driftworks in another agent and handing back
    • B6 Rebuild dist
    • Group select (shift-click, box), group move with 60° turns, remove with full refund, copy/paste setups, blueprints built in the order placed, full dock keeps cargo aboard, drop cargo from the frigate panel, copper-trip station task (Kraig, Oct 16 2026)
    • Driftworks devlog: chapter id fix
    • Driftworks devlog: playtest fixes, camera sound and no-spin docking, Chapter 3 Compute (v23-32)
    • Driftworks chapter 3 · Compute: heat per data center and automatic heat links, chained burners, compute stored per data center, the lab and research card, even brownouts, job costs, zoom-based module detail, a factory hum
    • World sounds fade with distance from the camera; the frigate docks and arrives on its own heading, no final spin
    • Driftworks chapter 3, research: data cards, the AI data center and its radiator, mergers and splitters, bigger stores
    • B5 Starting battery 80 reaches iron but not copper; the bigger battery is what opens the copper field
    • Auto mode waits for enough charge for the whole sortie; manual orders warn when the battery looks short
    • Goal 3 completes on the first unload (the shuttle could leave before the old check saw it)
    • No power stalemate (station starts at 200, docked drone work is free); goal 7 is make 100 power
    • Simpler, smoother Rocinante; pick a blueprint belt's item ahead
    • Driftworks chapter 2: copper and wire in the top bar, edge marker to copper during the run
    • Chapter 1 ends at the first plates; the copper run opens chapter 2 after the upgrades
    • Driftworks chapter 1 lock-in: upgrades move to chapter 2, reveal as taught, AI line per goal, per-chapter counter, Rocinante frigate
    • Restore data.js to the last working build (dbe4f18)
    • DESIGN: the AI's tone
    • DESIGN: AI log line on each goal card
    • Driftworks devlog: 28 entries from the pivot to the copper line, 7 screenshots from build 22, and the tools that made them
    • DESIGN: chapter 1 trimmed; reveal UI as taught
    • DESIGN: drone delivery by requests, unlocked by research
    • DESIGN: chapter 1 as shepherd tutorial; AI data center with radiators; drone delivery for components later
    • DESIGN: Driftworks power (brownout) and auto-haul research decisions
    • DESIGN: Driftworks research decisions (data cards, lab, tech list, mergers/splitters, bigger stores)
    • Chapter 2 copper line (copper smelting, copper wire), chapter-complete moment
    • B4 Modules need a recipe you pick, only real options offered; thrusters for short hops, corrections and smooth dock and rock arrivals
    • Belt blueprints build themselves when they can; jobs and belt items can be picked ahead
    • Belts start empty; you pick the item from only the options that fit
    • Background music (V1's generative score), design pass (dock, job tints, meters, goal card, panels)
    • Chapter 1 refreshed (nothing goes back to the dock; upgrades take from module stores); belts drawn as centred tubes with items inside
    • Belts carry what their ends imply (no item picking), with the reason when nothing fits
    • Belts start pointing from selected to target (R flips), one per side, goal 8 is produce 10 iron, modules hold 10 output, upgrades cost plates
    • Neutral modules you give a job; belts between touching hexes, 2 per side, set by hand (direction + item); belt hexes removed
    • B3 A rock order shuttles to that one rock until it's mined out, then waits docked
    • Belts are hexes, buildings hand items to what they touch, build adjacent only, grid only while building, the constructor makes iron plates
    • Locked hex grid with placeholder cells; the core is now the dock
    • Move modules; belts stretch live and detach past 120 m
    • DESIGN: auto-hauling later
    • Auto-hauling off for now (a later upgrade); you fly every trip
    • Start with just the core, dock side-on, build modules and link them with belts
    • B2 Space pauses, F toggles x1/x4, no jump-to-ship key
    • DESIGN: harvester loop
    • Harvester loop (a rock order keeps hauling until another order), Esc deselects
    • RTS controls (click or box-select the frigate, right-click to send it, click empty space to deselect)
    • No start card or menu; New game works (two taps, no blocked confirm dialog)
    • Free god-mode camera (WASD/arrows pan, no follow, no Home/Frigate views)
    • WAVES: Driftworks progress
    • B1 Chapter 2: iron buys a bigger hold and battery, then haul copper from the far field
    • Driftworks wave 1: a bare-bones playable test of the station and frigate loop
    • V2 renamed Driftworks: a new game, separate from Jumpgate
    • V2: build fresh on a new link; WAVES.md lists every V2 decision so far
    • Design V2: research is data cards plus compute
    • Design V2: derelict starts with broken burner and smelter
    • Design V2: ore in rings outward
    • Design V2: station runs on, tap to look home
    • Design V2: empty battery means drift and rescue
    • Design V2: frigate range is battery only
    • Design V2: free placement, belts as free lines
    • Design V2: belts between station modules
    • Design V2: first answers (tap to fly, drone pickup, derelict, burner, wake the derelict)
    • Design V2: start small, a person aboard the frigate, god-view AI, mining breaks rocks apart
    • V2 direction: stationary station + frigate; WAVES.md rewritten as the V2 plan (Kraig's words in DESIGN.md)
    • WAVES.md: the one plan, in four waves (Kraig: combine everything into one plan)
    • Design: the core loop in Kraig's words (stacking production chains)
    • 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
    • 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
    • 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)
    • Design: log builder's calls for v8.18 art polish
    • Design: log builder's calls for v8.17
    • Design: log builder's calls for v8.16
    • Design: log builder's calls for v8.15
    • 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
    • Design: log builder's calls for v8.13
    • Design: improvements round (yes to all); art direction mock-ups requested (Kraig, Oct 16 2026)
    • Design: log builder's calls for v8.12 Chapter Ten
    • Design: log builder's calls for v8.11 Chapter Nine
    • Design: log builder's calls for v8.10 Chapter Eight
    • Design: log builder's calls for v8.9 Chapter Seven
    • Design: log builder's calls for v8.8 Chapter Six
    • Design: log builder's calls for v8.7 Chapter Five
    • Design: build through Chapter Ten; Chapter Ten drafted (Kraig, Oct 16 2026)
    • Design: log builder's calls for v8.6 Chapter Four
    • Design: log builder's calls for v8.5 Chapter Three
    • Design: log builder's calls for v8.4 Chapter Two
    • Design: ten answers steering Chapters Two to Four (Kraig, Oct 16 2026)
    • Design: log builder's calls for v8.3 (no dust cloud)
    • 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
    • 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
    • Chapter Two plan draft; log builder's calls for v7.23
    • 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
    • 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
    • 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
    • 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)
    • 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
    • Design: record v7.18 builder calls
    • Design: research choices show descriptions and labelled cost/time (Kraig, Oct 15 2026)
    • Design: record v7.17 builder calls
    • Design: record v7.16 builder calls
    • 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
    • Design: subtle ice-tick debris sound (Kraig, Oct 15 2026)
    • Design: record v7.11-v7.13 builder calls
    • Design: module details stay upright, engine icon follows its plume (Kraig, Oct 15 2026)
    • Design: remove dust streaks by the ship, keep star parallax (Kraig, Oct 15 2026)
    • 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
    • Design: unified power and compute readouts (Kraig, Oct 15 2026)
    • Design: record v7.9 builder calls (true net rates)
    • 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)
    • Design: record v7.7 builder calls (moving modules)
    • Design: module upgrades move to Chapter Two (Kraig, Oct 15 2026)
    • Design: any module can be moved or swapped (Kraig, Oct 15 2026)
    • Design: hold total chip in the top bar (Claude's default after Kraig's 'not sure')
    • Design: top bar must not jump, drone info on the right (Kraig, Oct 15 2026)
    • Design: record v7.4 builder calls
    • 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)
    • Design: back to single-size modules (Kraig, Oct 15 2026)
    • Design: record v7.2 builder calls (shapes, turning, flush edges, mass per cell)
    • Design: record v7.1 builder calls (scrap refund floats out, preview colours)
    • Design: record the builder's v6.1 calls (repair threshold, mass numbers, stranded drone, burn warning)
    • 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)
    • 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)
    • 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
    • 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
    • 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)
    • 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)
    • 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
    • Design: first rock is a hand-mining race; first research is a free reboot that unlocks auto-mining (Kraig, Oct 15 2026)
    • Design: making room, vent and jettison (playtest note, Oct 15 2026)
    • Design: drones never fly in the plume (Kraig, Oct 15 2026)
    • Design: a range circle around the station (Kraig, Oct 15 2026)
    • Design: work uses power, autonomy uses compute (Kraig, Oct 15 2026)
    • Design: refining and constructing are separate steps; the Constructor hab (Kraig, Oct 15 2026)
    • Design: materials visibly flow between modules (Kraig, Oct 15 2026)
    • Design: a compute readout; every stat explains itself (Kraig, Oct 15 2026)
    • 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)
    • 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)
    • Design: almost every new mechanic is a research unlock (Kraig, Oct 15 2026)
    • Design: the smelter is researched (Kraig, Oct 15 2026)
    • 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)
    • Design: the space elevator docks the station at the planet for good (Kraig, Oct 15 2026)
    • 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)
    • 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)
    • 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)
    • 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)
    • 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
    • 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)
    • 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
    • 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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