Pipkin Passage Playable First Passage Foundation Sprint 01
Pipkin Passage completed its playable First Passage foundation sprint with source-traced VeritySpec records, deterministic rescue content replay, product-local C# runtime contracts, accessibility and no-active-play-commerce guardrails, and green main verification.
Pipkin Passage completed its first playable First Passage foundation sprint.
The sprint turns the imported design package into a traceable first rescue loop. The repository now has VeritySpec records for the Pathkeeper player promise, Story Path's core session loop, the C01-L001 A Path Wakes encounter, deterministic Pipkin rescue, result settlement, local progress, accessibility claims, and no-active-play-commerce guardrails.
Structured content now models story_c01_l001: three Pipkins start in Hearthroot Gardens, walk a hazard-free moss path, and enter a required Passage Gate after the player taps Start. The content validator replays first clear, briefing in-progress, manual rewind, assisted clear, blocked active-gameplay commerce, future post-completion interstitial eligibility, and Remove Ads suppression cases.
On the Unity side, the sprint added product-local pure C# foundation code that compiles without the Unity editor. It models first-passage run input, rescue state, medal tiers, Leaves, the First Passage award, local progress, first-session settings, no-service defaults, commerce blocking, and forced-interstitial eligibility.
The sprint merged through pull request #4 at commit 8d37b42 with CI, content validation, VeritySpec validation, and CodeQL green on main. The next step is to turn the First Passage foundation into a visible Unity scene with the boot, Passage Atlas, briefing, live gameplay, rewind, results, settings, support, privacy, restore, safe-area, and later Unity runner-backed test surfaces.
Related game: Pipkin Passage