Cellular Siege

From Visual Target to Living Board

The staged pixel board became seeded map data that later mechanics could grow across, defend, and corrupt.

By 4 June, the repository contained an in-app staged visual prototype built from code-defined pixels rather than imported gameplay art. Its HUD, mold, bugs, corruption, circuit path, core, controls, and CRT treatment established a visual reference that could be inspected on an iPhone.

The next step replaced the staged path with a seeded generated board. The Phase 3 integration gate added constrained path generation, rasterized terrain, map validation, fallback templates, seed-valid regions, and optional debug overlays.

By 8 June, a run could begin from a reproducible circuit route with enough structure for later cellular growth and enemy movement.

This shift mattered because the visual identity and simulation surface became the same system. The board was no longer a picture of a possible game. It was data that later mechanics could use.

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