After the complete arc was in place, development shifted toward examining whether its many deterministic transitions remain reachable, recoverable, and understandable. Phase 9 added a headless runner around the production action pipeline, structural oracles, simulated player personas, bounded search, balance cohorts, failure shrinking, and a curated replay corpus.
That work produced both assurance and friction. Known-good cases preserve the opening and both final branches. A Resource Hoarder persona also found a valid sequence that reached final-operation preparation with no available action while the game was still nonterminal.
The sequence was replayed, minimized, and retained as an expected failure rather than silently removed or described as fixed.
The 28 August presentation work extended the same evidence standard to rendered screens. A typed catalog now describes what a player must be able to see and reach at 30 checkpoints. The current real-interface baseline covers representative opening states rather than the full catalog, keeping a clear boundary between evidence gathered and validation still to do.
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