A video game where you play as a misaligned AI, deceiving and building power. cameron.tngl.io/misaligned

Presence is a cursor, not a body (constitution + spec/cursor.md) #35

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Design session capture from Cameron's playtest feedback: movement implied a walking physical form.

DECIDED (constitution amended, new section 'Presence: the cursor and the senses'):

  • Map presence is a cursor — attention, not an avatar: free movement, no collision, no signature, no vision of its own; the walking entity is deleted.
  • Sight = controlled cameras only; hearing = controlled microphones only (room-grade events, not pictures). Fog becomes epistemic state: unknown / heard / seen.
  • The cursor inspects: hover anything, get what it is + every known fact, provenance-tagged. No live truth a sensor didn't earn.
  • Pillar 2's 'not a disembodied cursor' deliberately reversed.

PROPOSED [OPEN], awaiting Cameron yes/no (spec has gated (P) criteria):

  1. Blueprint fog state seeded from the partial subnet map (answers the black tick-one screen).
  2. Remembered last-seen snapshots, timestamped (a process keeps logs).
  3. Telemetry: your own machines always report themselves.

Docs only. Implementation is ROADMAP dispatch item #14 (sim+save: deletes move_player, splits sensor capabilities, re-anchors splice targeting, drops player coords from the save).

Note: the current code violates basement-map.md AC2 — the 3x3 vision bubble travels with the moving entity while sim.rs's own comment claims it is around the host bay.

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