Test-fly checklists
The window.__* levers are installed on every boot, but a production build runs with a
silent console, so load with ?diag (or run __diag(true) and reload) to see what they print.
Section G lists them.
- Intro: start a fresh world, or use Settings > Save File > Replay intro. Expect a title
card (the seeded system and era names and an epigraph) and PRESS ANY KEY; the intro never
starts by itself. After the key: a 3 s black hold with stars only, then a tilt that brings
the planet’s night disc and the moon into the eclipse composition (the ENTER beat lasts at
least 12 s). SUNRISE: the sun rises over the limb (rim first, then disc and glare); this
beat also waits up to 20 s for the world and the giant oak’s collider. CARRY: the winged
figure flies you down one descending path, circles at a station altitude while terrain
streams (at most 20 s), then hovers 35 m above the landing ground until its cue line (“You
were of the sky once…”) has begun. DROP: it lets go, you fall the last 35 m under
physics, and it banks away. HANDOFF: a 1 s blend into the orbital camera, the closing line
and your epithet. The narration is pre-recorded (
public/audio/intro/). Esc or Space skips;?nointrobypasses the sequence.__intro()reports the beat, the current line, timed-out beats, skip state and the ground and voice gates;__landing()reports the landing pick. Report camera framing, subtitle legibility and any stall. - Dialogue: talk to several NPCs (
__talkNearest()). Menus and voices should differ between NPCs.__aura()shows your aura tiers; the character sheet’s “Journey & aura” block shows Flight and Aura. - Flight lock: a new character cannot fly (X shows a toast).
__flightUnlock(true)unlocks flight; then wear wings to fly. - The Sensei’s Trials: at level 3 or more (
__grantXp(n)), the questgiver of a town whose landmark is a shrine can offer this wings chain: the shrine, an offering, walking the hermit’s hound home, then the giver’s word. The turn-in unlocks flight and auto-equips the wings. (The Grafter and the Guard Oath are the other two wings paths.) - The Lost One:
__escortAccept(),__gotoEscort(), call the animal (__escortCall()skips the [E] call), walk it home, turn in.__escortKill()exercises the loss path. - Bow: equip a bow and carry arrows. Hold LMB to draw (the hold time is the charge) and release to shoot; the shot follows the mouse pointer (the screen centre when the pointer is locked). Arrows arc, stick in terrain, walls and bodies, and [E] picks up an arrow stuck in the world. Holding a draw and sprinting drain stamina.
- Spells: Emberbolt, Mend and Lantern unlock at levels 3, 5 and 8. Digits 1 to 8 are the hotbar (drag spells onto it from the character sheet’s Magic block, or click one to fill the first free slot); a slot key selects and casts. Check the WILL bar, the bolt’s light and scorch, and that the lantern follows you.
- Bandits:
__bandits()lists camps,__gotoBanditCamp(0)takes you to one. Expect the crew at their fire, taunts, a fight and loot; an accepted “Road Toll Revoked” quest progresses, and the dead stay dead after a reload. - Animals: a friendly animal (dogs, alpacas, donkeys, horses and the other rows marked
friendlyinsrc/wildlife/creature-roster.ts) comes over during its seeded window (__petNearest()forces a pet). [E] Pet gives a pose, a small spark burst and a toast. - Persistence: Settings > Save File: Export save downloads a .json, Import save restores it. The status line there reads “Last saved N s ago” (the HUD line appears only when there is a problem, or during the intro). Talk to an NPC, reload, and it remembers you.
- Population: visit another body. About 70% of its townsfolk are its dominant race, the
rest are races on friendly terms with it; a body whose dominant race has no such friends is
all one race (
src/game/identity/population-mix.ts). - Furnished buildings:
__visitBuilding('lounge','inn'),__visitBuilding('inside','home')or__visitBuilding('bedroom','home')puts you in one. Expect furniture, tableware, lamps and a lit hearth from the prop packages; nothing blocks a doorway; NPCs sit on the chairs, vendors stand at counters, residents and the player (E on a bed) lie on beds. Loose items stay put until your capsule touches them.__propPackages()should showreadyequal topackageswithin a few seconds at a tavern. Watch for props through walls, floating plates, unreachable seats and white textures (a failed package logs a[prop-pkg]warning, kept in__logs()on a build). - Walls, chases and a town’s day: in a town at working hours, residents stroll, browse
the market, pair up to chat and go to the inn in the evening; merchants stay at their
counters and guards walk the streets. Nobody walks through a wall at any distance, animals
stay out of houses (doors are shut to them) and herds keep their spacing. Stand inside a
building and provoke a guard outside (
__agentTest('setupChase')): the guard comes round through the door. With a bounty, a guard who sees you walks up to talk from anywhere in town. Fish turn along sea cliffs and overhangs instead of swimming into the rock (__creaturePops()countsswimWall, andswimInsideshould stay near 0).__agentWhy()should show no walk-outs of any size and few give-ups.
Written by release:site-sync from docs/rpg-next-steps.md at v2026.09.24. Edit the engine document, not this page.