Altus: The Beginning Playable Stewardship Foundation Sprint 01
Altus completed its first playable-stewardship sprint with traceable VeritySpec records, seed content, and deterministic Unity runtime code.
Altus: The Beginning completed its first playable-stewardship foundation sprint.
The sprint turned the redesign package into a traceable production foundation for the first-session loop: return to the Citadel, read the state, dispatch Merek Vane through the War Table, resolve Hold Frostgate and Snowline Ambush, claim earned rewards, and commit the first War Table upgrade.
The repository now has VeritySpec records for the return summary, War Table dispatch, hero availability and wound limits, readable combat intent, optional Rally commands, earned-resource upgrade timers, and the first-session no-paid-pressure rule.
Structured content also moved into data. Merek Vane, the War Table, Hold Frostgate, Snowline Ambush, the Frost Goblin Brute, Rally, Silver Marks, Stone, the Luminant Order, and War Table Level 2 all have localization keys, source references, unlock rules, economy posture, and QA expectations.
On the Unity side, the first deterministic runtime model now represents mission dispatch, mission claim, return summary entries, faction trust, resource spending, upgrade timers, combat intent, Rally bonuses, and the rule that severe wounds cannot appear before the Infirmary path exists.
This is still pre-scene work. The next Altus step is to build the Bootstrap scene and connect it to the runtime model. The important thing is that design intent, executable specs, content, code, tests, evidence, GitHub workflow, and devlog history now move together.
Related game: Altus: The Beginning