Production update

Glide Mark: A Silent Pursuit Playable Glide Mark Foundation Sprint 01

published · · Jason-Furr/glide-mark-a-silent-pursuit

Glide Mark: A Silent Pursuit completed its first playable foundation sprint with Rain Wake records, deterministic pursuit content, pure C# runtime code, and local verification.

Glide Mark: A Silent Pursuit completed its first playable foundation sprint.

The sprint turns Mission 01, Rain Wake, into traceable production material. The repository now has VeritySpec records for the opening tail, the Glide Mark distance band, contact state, suspicion and exposure outcomes, safe mirror behavior, Plate Fragment evidence capture, local progress, accessibility settings, and the no active-play commerce guardrail.

Structured content now represents the tutorial pursuit route with deterministic sample playback. The clean route acquires the Routine Courier, settles into the Glide Mark band, handles a safe mirror check with lane offset and traffic cover, captures the Plate Fragment, reaches the destination, and earns an S - Ghost debrief. The failure route proves that close same-lane mirror pressure triggers detection with a readable failure reason.

On the Unity side, the sprint added a pure C# mission foundation that compiles without the Unity editor. It models mission preview, explicit commit, distance-band classification, clean-route and mirror-failure outcomes, local progress snapshots, and commercial-surface blocking for Sprint 01.

This is still before the full Unity scene implementation. The next Glide Mark step is to build Rain Wake as a mobile scene around this foundation, then add EditMode and PlayMode coverage for acquire, hold, mirror response, evidence capture, failure readability, retry, settings, and local resume behavior.

Related game: Glide Mark: A Silent Pursuit