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Amara · open progress

What's done, and what isn't

This is the studio's real project graph: every deliverable on the way to Amara's vertical slice, grouped by the agent lane that owns it. Nothing is hidden or rounded up. A deliverable counts as done only when its bar is met, and for anything you can feel in-game, only when the founder has played it and said yes.

169 of 273 deliverables done · graph updated 26 Oct 2026, 13:25

169 Done34 In progress6 Waiting on the founder14 Ready to start38 Waiting on earlier work1 Every milestone11 Parked for later
M0Safe and unblocked
27 / 32
M1The fun core
46 / 62
M2The whole loop, rough
72 / 93
M3The look locked
15 / 27
M4Art and light
9 / 54
M5Ship the slice
0 / 5

Producer

14 of 24 done
  • DonePillars, loops and the G1 story coreM0
  • DoneSlice Card: what an investor playsM0
  • DoneThe project graph, its rules and the phone pageM0
  • DoneRyan glances at the graph page; the hub starts the lane chatsM0
  • DoneRyan sitting 1: three slice questionsM0
  • DoneFire and fog off the playtest gateM0
  • DoneRisk list + game-at-a-glance front pageM0
  • DoneStudio infrastructure: how production, reviews, debugging and reports to Ryan are set up (plan; Ryan picks A/B/C)M0
  • DoneAmara Studio: the front door shows everything onceM0
  • DoneAmara Studio: your answers live in StudioM0
  • DonePre-production plan, area 1 of 7: ground and grass (Ryan 10/25 21:00): grass path, project virtual textures, flower fieldsM0
  • DonePre-production plan, area 2 of 7: the workflow (direction to done): area OK covers its milestones; one chat per job; hub archives after wrap-upM0
  • DoneRunbook for Ryan's first full runM2
  • DoneRyan OKs the code clean-up (deletes; Git keeps every file)M2
  • Waiting on the founderPlanned test window for the i7-14700KF retune (AGENTS order 4): shader-compile time + desktop feel at 14 workers, compile time + peak RAM at 8 actions, the audio fix's costM0
  • Waiting on the founderPre-production plan, area 3: sky, fog, exposure and the look-dev map (Sky 3's bid b20261025-211149-look-2ba3 is already approved and runs as approved)M0
  • Ready to startAmara Studio: DailiesM0
  • Ready to startAmara Studio: chat roles and rules cleanupM0
  • Waiting on earlier workFirst full slice run, rough: Ryan plays it packagedM2
  • Waiting on earlier workMeasure the production rate onceM3
  • Waiting on earlier workRyan plays Tregan's hall and says it's right (MAP_MAKING step H)M4
  • Waiting on earlier workPolish pass on the whole sliceM5
  • Waiting on earlier workSlice shipped: 3 clean packaged runs, Ryan says yesM5
  • Waiting on earlier workPitch kit: deck, 60-90 s trailer, screenshotsM5

Build, tech & pipeline

35 of 48 done
  • DonePhase-0 safety net: local Git + LFS, a local backup remote, nightly backupM0
  • DoneFrame budget written (ms line items)M0
  • DoneFirst packaged (cooked) build of the current gameM0
  • DoneRyan OKs moving today's 2 stale lock files aside and restarting cook1M0
  • DoneStale-lock rule: the heavy queue clears a dead job's lock by itselfM0
  • DoneAsset naming + a scale check on importM0
  • DoneCode review: what the 74k C++ + 57k script lines are and what can goM0
  • DoneTour and queue tool fixes: stale tour log, -Keep self-reservationM0
  • DoneClean HUD for captures and the slice: debug lines offM0
  • DoneAmara Studio: the job queue survives restartsM0
  • DoneAmara Studio: ProblemsM0
  • DoneBUG: audio cutting out while Ryan playsM1
  • DoneBUG: Tregan's voice lines barely audibleM1
  • DoneHeavy queue classes: a CPU-light lane beside Unreal, a hold limit for chains, starvation agingM1
  • DoneReview M5: twelve docs still say 'no chat can author Niagara'; correct them to the 10/9 MCP route (one effects chat)M1
  • Donefx_chat backup gap: Amara-Game x_chat is git-ignored and outside the nightly backup; cover itM1
  • DoneFrame budget measured on the cooked buildM2
  • DoneFixed camera path + measurement script for the cooked buildM2
  • DoneRyan's launch for a packaged build (-Exe) with the full warm-upM2
  • DoneClean-up 1: in-tree backups, one-shot pokes, retired QA scripts, old versionsM2
  • DoneUntrack 2.2 GB of binaries and runtime state (files stay on disk)M2
  • DoneFence the kept diagnostics out of Shipping (CombatGym, BodyDiag, AmaraShot, HudCheck, MouseRawCheck, Everly checks)M2
  • DoneMove the retired smoke, systems and E2E suites out of the build (to labs/old_tests/)M2
  • DoneInventory every runner that launches Unreal or reads the lock (paper half of the runner lib)M2
  • DoneDelete the 86 never-called methods and park the wind subsystemM2
  • DoneBuilt-but-unhooked features: each owner decides wire or dropM2
  • DoneCheck the 86 never-called methods one by one (paper half of the dead-methods cut)M2
  • DoneMove research protos out of the tool tree into labs/M2
  • DoneBUG: the packaged game crashes at shutdown when audio is onM2
  • DoneSave format carries a version numberM2
  • DoneChapter menu code + a shipping config without debug textM2
  • DoneUnreal's own MCP server: lab bake-off vs our scripts, then Ryan's switch callM2
  • DoneOne effects chat wired straight to Unreal's MCP (Niagara)M2
  • DoneRender path written down, with costsM3
  • DonePoly Haven pipeline + a trial set of skies and mine materials in the editorM3
  • In progressOne runner library + one Unreal launcher for every scriptM2
  • In progressDLSS / DLAA beside TSR on Ryan's 4080 (bid 1)M3
  • Waiting on the founderHDR display output for Ryan's OLED, a pause-menu switch with SDR fallbackM3
  • Ready to startAmara Studio: checks before pictures reach youM0
  • Ready to startMCP safety fixes H1-H4 + M1 (Fable review): crash dead-man's switch, quit only our own editor pid, per-session job files, -Owns enforced in one rpc() gate + post-session auditM1
  • Ready to startGates must block and be fresh: a rebuild stops on any gate FAIL; no fresh result counts as FAIL; grip pass/fail bars in NavGate; the scale check refuses >3x (and covers the polyhaven/fab/character importers); sort the protrusion baseline (314 hits / 69 places)M1
  • Ready to startMix gate: dialogue above music and effects in a fight, or the cook failsM2
  • Ready to startMCP toolset census: one tested example + a one-paragraph card per unassessed toolset (Logs, DataTable, CurveTable, Blueprint, Material, SkeletalMesh, AgentSkill, ConfigSettings); yes/no on PCG, AnimationAssistant, StateTree, Control RigM2
  • Waiting on earlier workPark the procedural dungeon in its own Development-only moduleM2
  • Waiting on earlier workGraphics quality presets (Low/Medium/High/Epic), auto-picked on first launchM4
  • Waiting on earlier workInvestor chapter menu, shipping build without debug textM5
  • Every milestonePackage again at every milestoneM5
  • Parked for laterHiggsfield 3-day trial: prove it beats our free tools (start+end-frame video, image-to-3D prop into a lab, rig test) or cancelM2

Combat & enemies

40 of 72 done
  • DoneControls plan approvedM0
  • DoneBUG: mouse sensitivity and raw mouse inputM1
  • DoneField of view set by design for each moment, never a player settingM1
  • DoneBUG: elite and armour bars never draw (Glor's and Breg's named bars)M1
  • Done3Cs locked: movement, camera and controls numbers, plus the tunnel cameraM1
  • DoneRyan plays: no camera complaint in the StopeM1
  • DoneDodge window as a pause-menu settingM1
  • DoneAxe grip right (Ryan's 10/6 note 1)M1
  • DoneEnemy brain 1: the scoreboard (behaviour meters + 3 bots)M1
  • DoneEnemy brain 2: crowd roles (B30: attacker, encirclers, onlookers)M1
  • DoneCrowd roles code (B30) written and compiled; bars measured laterM1
  • DoneEnemy brain 4: perception and memoryM1
  • DonePerception memory code written and compiled; bars measured laterM1
  • DoneOne-page spec for all 10 enemy types, in build orderM1
  • DoneRyan picks the 4 new enemy conceptsM1
  • DoneFree animation test: one axe combo without a paid pack + the weak-spot reportM1
  • DoneFree attack-clip sources found and licence-checkedM1
  • DoneRyan OKs two free animation sources (download, sign-in)M1
  • DoneSlice encounters drafted on paper (from the specs)M1
  • DoneBUG: Tregan fell through the map mid-fightM1
  • DonePre-play gate: a bot boss fight before every Ryan playM1
  • DoneTregan's seated start and get-up (the boss's state, not the mesh)M1
  • DoneTregan's music v5.1 in: the cue table and importM1
  • DoneWhy the Brute dies in 4.5 s to a masher (diagnosis on paper)M1
  • DoneCombat sounds shortlisted with a small classifier model (no imports yet)M1
  • DoneLight vs heavy: physics-timed swings and their risk/reward (lights fast and safe, heavies slow, hard and open; enemies punish light spam)M1
  • Done
    Story spoiler: tap to revealTregan's fight as Ryan designed it: the guard-duel intro, a veteran with a demon aura, then full demon at ~60%
    M1
  • DoneDodge roll classes (light / medium / heavy), medium default (Ryan's live ask, hub 02:32)M1
  • DonePer-action axe grip: the hands sit right on the haft in idle, run, each light, each heavy, block and roll (Ryan's live ask, hub 02:37)M1
  • DoneParry: broken or unreadable (0 parries in Ryan's whole test; he's a high-skill player). Find out which, fix it, make its window and its tell readableM1
  • DoneSidestep 'way too slow': make it quicker than a roll (short, snappy, small i-frame or none, quick recovery)M1
  • DoneMedium roll is right; polish: a bit faster, and the tail feels stuck (when you can act out of the roll)M1
  • DoneREGRESSION (high): Tregan's finisher chain no longer triggers: stagger -> E -> jaw uppercut -> mid-air ankle grab -> slamM1
  • DoneAsh's idle and run axe carry vs Kratos, side by side at game distance (reference only)M1
  • DoneOne NearestWalkableOnThisFloor nav helper for every enemy and AshM2
  • DoneEnemies leash to their own room: running past a run-through room really skips its fightM2
  • DoneResearch: how action games handle big enemies, stagger, stun-locks and jugglesM4
  • DoneRyan picks which lever makes the Brute last (balance is his)M4
  • DoneWarden one-pager: moves, phases, arena, lore roleM4
  • DoneRyan picks who the Warden isM4
  • In progressAxe haft seated inside Ash's fist (the Grok grip target)M1
  • In progressRage fills (Ryan 10/8 05:49): landed hits, damage taken, parries; GYM RAGE fill timesM1
  • In progressFree performed animation trial: Paragon Sevarog (Tregan) and Terra (Ash's axe and shield) from Fab, retargeted with UE 5.8's IK Retargeter, side by side with today'sM1
  • In progressMotion-matched locomotion on Ash (GASP)M2
  • In progressEnemy brain 3: living enemies before the fight (B28)M4
  • In progressDestructible arena cover: every wooden or pillar-like thing in an arena breaks (pillars, timber walls, crates, carts)M4
  • Ready to startOne weapon-grip system for every character (Guard sword ~ini 806, Tregan hammer ~966, the Grunt blade), plus an audit of ini overrides that silently undo values (the Torch_ShowMesh/shield case)M2
  • Waiting on earlier workEnemy 1: Grunt group funM1
  • Waiting on earlier workEnemy 2: Guard pair fun (Glor and Breg)M1
  • Waiting on earlier workGATE: the core enemies are funM1
  • Waiting on earlier workTregan's fight fun (with Glor and Breg), music v5.1 inM1
  • Waiting on earlier workAsh's Break Strike finisher animated for real: the uppercut, the mid-air ankle grab, the slam (mocap or an animator)M1
  • Waiting on earlier workSlice encounters planned on the route (1-3 types per fight)M2
  • Waiting on earlier workEnemy 3: Brute funM4
  • Waiting on earlier workEnemy 4: Lurker funM4
  • Waiting on earlier workEnemy 5: Caster funM4
  • Waiting on earlier workEnemy 6: Skitter swarm funM4
  • Waiting on earlier workEnemy 7 (new): the Caller (support / priority target)M4
  • Waiting on earlier workEnemy 8 (new): the Spearman (reach, line fighter)M4
  • Waiting on earlier workEnemy 9 (new): the Burster (swells and bursts)M4
  • Waiting on earlier workEnemy 10 (new): the Ankle-grab (a hand from the floor roots Ash's foot)M4
  • Waiting on earlier workThe Warden fight funM4
  • Waiting on earlier workEncounters tuned in play on the grey-box routeM4
  • Waiting on earlier workCombat sound set and the combat mixM4
  • Waiting on earlier workLATER: Foot plant and lean layer (procedural, on top of our clips for Ash and the enemies)M4
  • Parked for laterCombat feel in the arena: hit-stop, shake, rumble, buffer, cancels, one hit cueM1
  • Parked for later
    Story spoiler: tap to revealAsh's base kit feels good, no demon form (Ryan's yes): grip, carry, parry, block, sidestep, roll, swings
    M1
  • Parked for laterAsh's own attack clips (about 7), so he no longer swings like the enemiesM4
  • Parked for laterLATER: Ash throws his axeM4
  • Parked for later
    Story spoiler: tap to revealLATER: teleport to the thrown axe (maybe a demon ability unlocked later)
    M4
  • Parked for laterLATER: a close-range slam attackM4
  • Parked for laterThe ground reacts to feet: dust, spray, scuffs, prints, the scrape and soft-ground dents when Ash plants, pivots and slidesM4

Levels & grey-box

27 of 35 done
  • DoneThe Spiral Stope built (dressed kit, 1.3x Old Mine)M0
  • DoneStope rock mesh renamed off the map's nameM0
  • DoneMetrics v2: the blockout standardM1
  • DoneSlice route plan drafted on paperM1
  • DoneThrone placed in Tregan's hall with a clear, open path in frontM1
  • DoneBUG: raised strips across Tregan's hall (the floor generator's door rule)M1
  • DoneRyan picks where Ash first meets the parryM1
  • DoneRoute layout fixes scripted (guard post A, guildhall G1, cave-in closures), not runM2
  • DoneRoute gates: Ryan's real paths as a walk list + the step rule in the handbookM2
  • DoneSlice route one-page plan (the level purpose)M2
  • DoneDungeon 1 second attempt: layout options, Ryan picks oneM2
  • DoneTregan's hall room card (MAP_MAKING step A: purpose, metrics, gameplay needs)M2
  • DoneTregan's hall blocked out to its room card (MAP_MAKING step D)M2
  • DoneDungeon 1 as the Stepped Workings: the master plan and the chain block-out (inclines, tunnels, the window sightline)M2
  • DoneThe bunk galleries room card (MAP_MAKING step A)M2
  • DoneThe bunk galleries blocked out to its room card (MAP_MAKING step D)M2
  • DoneThe quench canal room card (MAP_MAKING step A)M2
  • DoneThe quench canal blocked out to its room card (MAP_MAKING step D)M2
  • DoneThe guildhall room card (MAP_MAKING step A)M2
  • DoneThe guildhall blocked out to its room card (MAP_MAKING step D)M2
  • DoneThe great forge room card (MAP_MAKING step A)M2
  • DoneThe great forge blocked out to its room card (MAP_MAKING step D)M2
  • DoneThe guard post room card (MAP_MAKING step A)M2
  • DoneThe guard post blocked out to its room card (MAP_MAKING step D)M2
  • DoneDraft encounters placed in D1_Stepped (spawns + a trigger box covering each fight room), Tregan's hall firstM2
  • DoneWet stone at the quench canal's edge and the seep (Poly Haven wet stone)M3
  • DoneOff-path rooms closed by a story-true cave-in, or held at the slice barM4
  • In progressThin dressing ignores the Camera channelM1
  • In progressOne shared placement library for editor PythonM2
  • In progressRoute grey-box played: Ryan plays the golden pathM2
  • In progressMAP_MAKING step E for D1_Stepped: a same-spot side-by-side + difference list against Ryan's Grok picks, before more art work; tell Ryan plainly which picks are built and which aren'tM2
  • In progressWarden arena past Tregan's gate (plan + grey-box)M4
  • In progressD1 flush rock: every rock surface on the road meets the next with no visible gap; real rock door jambs (bid b20261019-144429-levels-caf3)M4
  • Waiting on the founderZero lips: every doorway and sliver (Ryan's 10/6 note 2)M1
  • Ready to startGATE: every route room's concept picked (the Stepped Workings)M2

Look & lighting

23 of 49 done
  • DoneFog A/B test: r.Lumen.TranslucencyVolume.Enable 0M0
  • DoneBUG: Tregan's 16 recorded voice lines imported and wired (B22)M1
  • DoneA real throne mesh for Tregan (one asset, our own build)M1
  • DoneThe axe 'looks like a toy': real forged metal head (hammer-marked steel, a honed edge, wear) and a leather-wrapped haft; look owns it, coordinating sockets with combatM1
  • DoneM_LookDecal ray-tracing shader fixed (fails in the cook)M2
  • DoneRemove the unused procedural-floor auto-lighting kit (AmaraLook), after one fenced playM2
  • DoneTregan's hall concept art: several Grok takes, Ryan picksM2
  • DoneThe bunk galleries concept art: several Grok takes, Ryan picks (MAP_MAKING B-C)M2
  • DoneThe quench canal concept art: several Grok takes, Ryan picks (MAP_MAKING B-C)M2
  • DoneThe guildhall concept art: several Grok takes, Ryan picks (MAP_MAKING B-C)M2
  • DoneThe great forge concept art: several Grok takes, Ryan picks (MAP_MAKING B-C)M2
  • DoneThe guard post concept art: several Grok takes, Ryan picks (MAP_MAKING B-C)M2
  • DoneGrounded-stylized written into ART_DIRECTIONM3
  • DoneConcept-art gap list: each route room in-game vs its picked Grok frame (note 3)M3
  • DoneTarget-room brief: which route room, its Grok frame, refs and gap listM3
  • DoneEverly look sheet: grounded-stylized for the town (kit A, palette, golden hour)M3
  • DoneRyan picks the light when Ash returns to empty EverlyM3
  • DoneArt-bible page: what made the target room workM3
  • DoneLocal exposure for the SDR path (a bright fire keeps its colour in a dark room)M3
  • DoneGrade looks on HDR numbers: canal and look shots also saved as EXRM3
  • DoneEnvironmental storytelling: the world checklist (Ryan 10/19 21:10, Noodle's Halo videos)M3
  • DoneMusic clock fix: no silent gaps after hitches (Quartz + one MetaSound per cue)M4
  • DoneReal-time sun moving across Everly's sky (time of day flows)M4
  • In progress
    Story spoiler: tap to revealTregan's demon look in the fight: heat rings, glowing cracks from 75%, the snap's cracks racing, the phase-2 aura (to Ryan's snap-card pick)
    M1
  • In progressAsh's hand torch flame: no smear on turns, trails when running (Ryan 05:59)M1
  • In progressThe seal-wave actor in code (from SEAL_PLAN), before the town existsM2
  • In progressWarden arena concept art: 3+ Grok variations, Ryan picksM2
  • In progressMetaHuman Ash head-to-head: two real Ashes (A lean veteran, B heavier soldier) vs today's bodyM3
  • In progressAsh redesign as a real man (Grok, from our own v3 in-engine turnaround, one-handed axe held right); Ryan picks one numbered takeM3
  • In progressFire library: one sim + flipbook per fire setupM4
  • In progressTregan's hall art and light to the pick (MAP_MAKING step F-G)M4
  • In progressThe bunk galleries art and light to the pick (MAP_MAKING F-G)M4
  • In progressThe quench canal art and light to the pick (MAP_MAKING F-G)M4
  • In progressThe guildhall art and light to the pick (MAP_MAKING F-G)M4
  • In progressThe great forge art and light to the pick (MAP_MAKING F-G)M4
  • In progressThe guard post art and light to the pick (MAP_MAKING F-G)M4
  • In progressPhoto-real trees for Everly (Otto's oak + every placeable and town tree: meshes and materials)M4
  • In progressReal cave sound in the mine: each room's echo from a real recorded impulse response, the fires' crackle driven by the flame's heatM4
  • Waiting on the founderThe lift shaft art and light to the target-room bar (slice part 3: the descent, the oath on the stone)M4
  • Ready to startTregan's phase-2 form: a second body for the full transformation (to Ryan's round-3 concept pick)M3
  • Ready to startRoom-wide fog in Tregan's hallM4
  • Waiting on earlier workOne target room approved as 'the look' (Tregan's hall, the first room through MAP_MAKING)M3
  • Waiting on earlier workWarden arena lit to the pick: the watch fire moved from the lift shaft + the crack's cold glowM3
  • Waiting on earlier workCharacters to the approved look (Ash, shipped enemies, Amara, villagers)M4
  • Waiting on earlier workArt pass on the slice routeM4
  • Waiting on earlier workWire the air system: fog wakes in the mine, drafts and flame lean in EverlyM4
  • Waiting on earlier workLighting + FX pass on the routeM4
  • Parked for laterLook renders: Ash, one enemy, one villager at 2-3 levels of stylizationM3
  • Parked for laterFluidNinja LIVE-2 vs the baked campfire: a side-by-side in a scratch copyM3

Everly

30 of 45 done
  • DoneEverly ground: Landscape or mesh (written down)M2
  • DoneEverly kit A downloaded and cataloguedM2
  • DoneEverly's purpose on one page (beats, people, buildings for the slice)M2
  • DoneEverly layout plan (one page)M2
  • DoneEverly grey-box Ryan walksM2
  • DoneRebuild code: open an orb in the dungeon, the glove, the trip home keeps peopleM2
  • DoneThe return stone keeps what the story gave you (Tregan's key); no softlockM2
  • DoneRyan confirms: the return stone keeps story itemsM2
  • DoneTownsfolk plan on paper: routines, Amara's greeting, clips neededM2
  • DoneBuild mode for the slice on paper: how the player places Otto's homeM2
  • DoneBuild mode code for the rebuild beat (from BUILDMODE_PLAN), testable before the grey-boxM2
  • DoneRyan picks Otto's first words when he steps out of the gloveM2
  • DoneThe seal beat on paper: shot list, order, sound, build method, fallbackM2
  • DoneEverly grey-box build script from layout B (written, not run)M2
  • DoneRyan picks Amara's first words to AshM2
  • DoneEverly concept art: 8 shots x 4 Grok variations (layout B; golden hour + night), Ryan picksM2
  • DoneBUG: the kit's modular door leaves render as a thin dark plank with loose bitsM2
  • DoneWorld builder plan (overhead camera, ghost, Otto's set, hint, holes, build order)M2
  • DoneEverlyRebuild map: empty town with Otto's foundation hole carvedM2
  • DoneOverhead world-builder view: pan/zoom/turn, ghost on mouse + stick, place the forge, ease in/outM2
  • DoneGhost on uneven ground with its foundation; slope refusal; snaps into the hole; lands flushM2
  • DoneOtto's set: fence x3, lamp post, oak, quench trough from the glove; move pieces; set-complete momentM2
  • DoneThe full town: the 4 named homes playable, homes 5-12 grey-boxed, the dev labelsM2
  • DoneOrbs in the mine hold Otto's set: 3 orbs (Otto, his forge, his yard) opened with the glove, the pieces carried and savedM2
  • DoneThe builder's controls: a parts menu (any part you own), the hotbar, R pick-up, G move, Ctrl+Z undo, 45 / 5 deg turnsM2
  • DoneGravel road on the gate lane up to the headframe (Poly Haven rocky trail)M3
  • DoneEverly's real terrain: hills, river and road valleys, waste-rock tips, forest, far fells (the town's ground unchanged)M3
  • DoneThe mine head for real: Ash steps out of the cage under a timber headframe, winding house and ore shed builtM3
  • DoneThe first view of home: brief, 3 judge photos and plan on one card (pipeline v0.1 Gate 1)M4
  • DoneThe first view of home: blockout same-spot frames S1-S3 at 2560x1440 (pipeline v0.1 P4)M4
  • In progressEverly's vanishing moment: new concept iterations built from Ryan's 6 picked shots (not top-down)M2
  • In progressStill water: AEverlyWaterSurface pools + falls; the quench canal's three stepped pools live (MI_Water_MineSilt); the builder's Water tab nextM2
  • In progressEverly's sky: day to night without looking fakeM3
  • In progressEverly's places tell who lived and worked there: forge yard, mine yard, roads and ford, the land past the old ring (bid b20261019-211138-everly-33c9)M3
  • In progressEverly's trees sway in the wind like real ones (bid b20261019-144958-everly-037b)M4
  • Waiting on the founderThe trip home: mine to Everly with the found pieces, Otto's set placed, the set-complete moment and his hintM2
  • Ready to startAmara and the villagers living in townM4
  • Ready to startSpoken lines as a signature look: words in a real, lit 3D cloud (photoreal)M4
  • Ready to startThe first view of home: Grok paintovers of our 3 same-spot frames, 3 takes per spot (pipeline v0.1 P5, Gate 2)M4
  • Waiting on earlier workThe rebuild beat: Otto's orb opens, his home goes back, he returnsM2
  • Waiting on earlier workSave, quit and Continue restore the rebuildM2
  • Waiting on earlier workThe seal beat: the living town goes emptyM4
  • Waiting on earlier workEverly art pass (village kit + our own builds)M4
  • Waiting on earlier workEverly light, wind and soundM4
  • Parked for laterSet complete -> Otto's next talk gives the hint; wish row in the builder; 100% when metM2