Verification record
What the evidence actually establishes.
A working foundation—not proof that the finished universe, production hosting or 64-player region has been delivered.
Build and state checks
The recorded Unity Windows build succeeded with zero build errors. Nineteen deterministic checks covered duplicate rewards, inventory capacity and overflow, pickup, placement-window eligibility/selection, save round trips, backup replacement, invalid-save rejection and preservation of the primary file after a forced write failure.
Read the curated build summary (JSON). This is an extraction from the build log, not a raw log or independent certification.
Live network and restart results
Both hosting modes observe the expected three terrain revisions and retained inventory. The observer’s stale mining request does not create an extra reward. Fresh processes then reload the same test world without issuing new edits. All reports below passed with zero reported Unity errors.
- Separate server · initial · server (JSON)
- Separate server · initial · miner (JSON)
- Separate server · initial · observer (JSON)
- Separate server · restart · server (JSON)
- Separate server · restart · miner (JSON)
- Separate server · restart · observer (JSON)
- Player-hosted · initial · host (JSON)
- Player-hosted · initial · observer (JSON)
- Player-hosted · restart · host (JSON)
- Player-hosted · restart · observer (JSON)
- Movement · host (JSON)
- Movement · client-a (JSON)
Corrections are part of the record
Earlier scripted host tests failed on an unusable aim and then a block-corner target. Corrected targeting passed. A rendered movement client could also join after the host had stopped moving; the test now waits for both avatars. Earlier failures remain in the local project record rather than being rewritten as successes.
What remains unverified
Manual overflow pickup and exact live 10 ms tie distributions; internet latency and adversarial behaviour; load at 64 players; authenticated accounts; production server architecture; and independent review. The screenshot is an actual rendered camera view but excludes menus and is not proof of UI usability.
Briana walked the earlier movement prototype. That does not substitute for accepting the newer sandbox or the eventual campaign build.
Sources and provenance
- Star Matrix Q&A and Design Notes, plus Briana’s subsequent corrections and website/style approval in the project conversation.
- UnityProject verification record; final build log and selected final-run JSON reports, all dated 6 September 2026.
- Prototype image: the project’s final host/client camera capture, 6 September 2026; placeholder artwork, not concept art.
- The Athenaeum public case study and Memory Companion public case study, reviewed as presentation references only. No private project folders were accessed.
Only selected test reports and a curated build summary are included. Raw machine logs, save worlds and local user paths are not part of the webpage package. Forecast dates are Adara’s estimates using Briana’s stated availability; they are not historical evidence or approved campaign commitments.
Briana’s gameplay captures
6 September 2026. Actual prototype screenshots, unchanged and shown in development order. Placeholder art; bugs are identified rather than presented as finished features. Click a screenshot for the full-size image.







