Flow Latch: Color Paths Playable Path Foundation Sprint 01
Flow Latch: Color Paths completed its first playable path foundation sprint with traceable path/latch records, structured starter boards, and deterministic Unity runtime code.
Flow Latch: Color Paths completed its first playable path foundation sprint.
The sprint turned the redesign package into traceable production material for the game's core promise: draw luminous orthogonal paths, satisfy mechanical latch constraints, revise safely, and complete calm puzzle plates without campaign fail pressure.
The VeritySpec records now represent orthogonal path drawing, color and universal latch validation, undo/backtrack/reset behavior, Clear/Clean/Perfect resolution, local progress and settings representation, color-independent state language, reduced-motion equivalents, and active-play commerce blocking.
Structured content now has stable IDs, localization keys, source references, unlock posture, economy posture, and QA expectations for Signal Atrium starter boards, Glass Orchard latch boards, endpoint symbols, color clamps, universal clamps, support/settings surfaces, and path readability settings.
On the Unity side, the deterministic runtime model represents board coordinates, endpoint pairs, color and universal latch definitions, path mutation, invalid move rejection, completion-tier calculation, accessibility readiness, local-progress snapshots, and commercial-surface eligibility. It also passed a pure C# compile smoke with zero warnings and zero errors.
This is still before full scene, renderer, and UI Toolkit implementation. The next Flow Latch step is to extend the foundation into ordered and directional latches, then connect the model to Unity scene and board-rendering work.
Related game: Flow Latch: Color Paths