In July 2026, Pixel Battleline moved from presentation-timed, unseeded gameplay toward a versioned deterministic foundation. The work introduced stable random streams, compiled battle plans, a fixed simulation clock, scheduled effects, entity-state checksums, and recorded player commands.
The practical product change was not simply better test coverage. A battle could now retain a stable identity. A retry or replay could verify that content and event ordering were the same, making a changed outcome attributable to changed commands rather than an unrelated random sequence.
This foundation later supported controller unification, replay, headless simulation, authored campaign conversion, and the adversarial Director.
SpriteKit remained responsible for the visible game, while canonical simulation state became independently testable. The repository treats the milestone as an engineering lock, not proof that every presentation path had already adopted the new simulation.
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