Coreshape: The Inside Planet Playable Carve Flow Bloom Foundation Sprint 01
Coreshape: The Inside Planet completed its first playable carve-flow-bloom sprint with traceable Dustheart records, structured content, and deterministic Unity runtime code.
Coreshape: The Inside Planet completed its first playable carve-flow-bloom foundation sprint.
The sprint turned the opening Dustheart Atrium slice into traceable production material: First Hollow, Core Chisel preview carving, clean water routing, stable undo, one fill-the-basin objective, failure copy that names the planet state and recovery verb, deterministic Lumen reward posture, a first album snapshot seed, and a surface bloom payoff.
The VeritySpec records now cover Core Chisel preview carving, water routing into the target basin, stable undo boundaries, objective hold into bloom, safe failure copy, destructive-action preview rules, undo-as-comfort rules, state-based completion, and no active-shaping commercial pressure.
Structured content now has stable IDs, localization keys, source references, unlock paths, economy posture, and QA expectations for the Dustheart chapter, Level 1, the starter planet, tools, hydration and stability fields, starter materials, failure copy, accessibility assists, rewards, and album snapshot.
On the Unity side, the deterministic runtime model represents starter planet definition, carve preview results, material carve permissions, stability cost, water movement, undo snapshots, objective hold, bloom progress, campaign-valid accessibility modes, forced-ad suppression, and rewarded-ad offer gates after stable result review.
This is still before scene implementation. The next Coreshape step is to configure Unity EditMode coverage, build the first portrait greybox First Hollow scene, add visual preview states for Core Chisel and hydration/stability overlays, then use headless Unity plus the available Android device path when the prototype has meaningful interaction to validate.
Related game: Coreshape: The Inside Planet