Docs: LANTERN roadmap index + Phase 4/5 design passes + session log B
- Roadmap_Lantern_Slice: Phase-0 status callout + doc index (all Phase-0 artifacts linked). - Phase 4 (mutations): mostly a re-theme of the shipped boon overhaul (DR-047) + Gloam gating + Tallow fixing (persistence) + raw-socketing + culture library; salvage map + gate. - Phase 5 (death/recovery): the split, stranded suits (deterministic relocation), body-carry, flame-share revive, the Tender solo valve, Selkie tariff; builds on the world-model in-pocket-death decision (C4); the slice's 2nd falsifiable-test half. - Session log Part B: the autonomous design pass + the world-model review record. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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---
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date: 2026-07-13
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type: session
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tags: [session, lantern, phase-0, phase-1, world-model, design, autonomous]
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permalink: gamevault/07-sessions/2026/2026-07-13-lantern-phase0-design-pass-b
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---
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# Session 2026-07-13 (Part B) — LANTERN Phase 0.3 review + autonomous design pass
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> Continuation of [[2026-07-13_Lantern_Phase0_Adoption_Pivot]] (Part A = the pivot). Operator directed:
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> *"continue with everything you can in the roadmap — commit as you go, don't stop; create a doc of operator
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> questions as needed; only stop at a hard blocker with nothing else to work on"* then stepped away. This is
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> an autonomous **design/documentation** run — no Unity code (all LANTERN code is greenfield netcode-touching →
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> needs plan-approval + a focused editor + the ★review-first ritual; parked in [[Lantern_Operator_Questions]]).
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## Goal
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Advance the LANTERN roadmap as far as possible without a focused editor or operator input: run the Phase-0.3
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world-model design review, then produce the "deeper technical pass" design/build-spec scaffolding.
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## Done
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**Phase 0.3 — world-model design review (the ★ gate):**
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- Grounded the real code (3 read-only Explore passes: relevancy/region · run-room lifecycle · save/procgen) +
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ctx7 on `GhostRelevancy`/`GhostImportance`. Locked two operator forks (co-located party; party light-union).
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- Wrote the design proposal ([[Lantern_World_Model_Design_Proposal]]), then ran the **adversarial design-review
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Workflow** (`wf_aa6fb661-e25`; 22 agents, **0 failures** — checked the failures list per the standing rule;
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findings are real, not the masquerading-empty trap). **18 findings, 12 CONFIRMED + 6 PARTIAL, 0 refuted.**
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- The review caught real design-breakers before any code: seed-model self-contradiction (DP-1/RS-1),
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wrong persistence-lifecycle (DP-2), invariant-breaking respawn-to-base (NR-2/RS-3), phantom-kill VFX (NR-1),
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undodgeable dark hits (NR-3), the ~23-site `RegionTag→PocketTag` semantic rewrite (RS-2).
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- Synthesized → [[World_Model_Build_Spec]] (review-hardened contract, all 18 folded + findings ledger + build
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order + open risks). Recorded [[DR-049_Lantern_World_Model_Design]]. **Design half of Phase 0.3 passed.**
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**Deeper technical pass (design scaffolding):**
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- [[Lantern_Phase1_Combat_Gym_Build_Spec]] — two frames, 4-socket manual-aim kit, 5 Sparks, on the salvaged
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ability/boon pipeline (grounded in a combat/ability/boon Explore pass).
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- [[Lantern_Art_Pipeline_Recipes]] — the material foundation (palette atlas + 3 master shaders) + statics/
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skinned recipes + 3 rig families + CreatureKit (Workstream A0/A1/A2).
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- [[Lantern_Currency_ReMean]] — Ore/Aether/Biomass/Charge → the 7 light currencies + byte ids.
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- [[Lantern_Tone_Bible]] — Phase-7 register bounds per voice (before any bark generation).
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- [[Lantern_Phase4_Mutations_Design]] — mutations = the DR-047 boon layer re-themed + Gloam/Tallow/culture.
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- [[Lantern_Phase5_Death_Recovery_Design]] — the split, stranded suits, flame-share, the Tender, the Selkie.
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- [[Lantern_Operator_Questions]] — running parking lot (code impl, extra reviews, A0 art, design forks).
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- Roadmap index updated ([[Roadmap_Lantern_Slice]] Phase-0 status + doc links).
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## Decisions
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- [[DR-049_Lantern_World_Model_Design]] — the review-hardened world-model design accepted (Build Spec is the contract).
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## Open / deferred (hard blockers for autonomous work — see [[Lantern_Operator_Questions]])
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- **Code implementation** — all LANTERN code is greenfield netcode-touching; needs plan-approval + a focused
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editor (unfocused throttles MCP + breaks Burst) + the per-slice ★review. NOT started autonomously.
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- **A0 in-engine style-proof scene** — the one open Phase-0 gate; needs a focused editor + operator eyes.
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- **Additional ★ design reviews** (Phase-1 light-relevancy, Phase 2 world code, etc.) — did not fire more heavy
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Workflows unprompted beyond the one greenlit.
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- New design forks surfaced by the review (dark-contact policy, lantern placement granularity, END-1/EB-1
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mothball timing) + the Phase-1 forks — all parked with recommendations.
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## Next
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Operator on return: (1) answer the parked questions (one pass); (2) focus Unity + greenlight Phase-1
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implementation from the build spec (or the world-model Phase-2 code from the Build Spec's build order); (3)
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judge the A0 style-proof scene when the art track produces it. Everything is designed + reviewed so code can
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move fast.
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## Related
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- [[World_Model_Build_Spec]] · [[DR-049_Lantern_World_Model_Design]] · [[Roadmap_Lantern_Slice]] ·
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[[Lantern_Operator_Questions]] · [[2026-07-13_Lantern_Phase0_Adoption_Pivot]] (Part A)
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