Production update

Glasshollow: One Room, One Shadow Playable Route-Shadow Foundation Sprint 01

published · · Jason-Furr/glasshollow-one-room-one-shadow

Glasshollow: One Room, One Shadow completed its first playable route-shadow foundation sprint with traceable First Pane records, deterministic content replay, pure C# runtime code, and local verification.

Glasshollow: One Room, One Shadow completed its first playable route-shadow foundation sprint.

The sprint turns the opening room, The Threshold 1-01: First Pane, into traceable production material. The repository now has VeritySpec records for inspect/plan/commit route play, deterministic beat playback, one Watcher Shadow, sight and pillar cover, Seen failure replay, local progress, accessibility settings, and the no-commerce puzzle-state guardrail.

Structured content now represents the First Pane room graph, entrance, pillar cover, glass lane, exit threshold, Watcher sight beats, canonical escape route, unsafe Seen route, local settings, accessibility readability, and support/settings reachability. The content validator replays both the safe route and the unsafe route, so the room contract checks escape, failure cause, beat count, move count, final node, and replay highlight.

On the Unity side, the sprint added a pure C# route-shadow foundation that compiles without the Unity editor. It models route preview, explicit commit, deterministic Shadow sight resolution, full-cover protection, local progress snapshots, accessibility settings, and Sprint 01 commercial-surface blocking.

This is still before the full Unity scene implementation. The next Glasshollow step is to build First Pane as a mobile scene around this foundation, then add EditMode and PlayMode coverage for preview immutability, explicit Go, escape, Seen replay, retry, settings, and local resume behavior.

Related game: Glasshollow: One Room, One Shadow