← Back to the cityTunavelle Control Room →Founders Block visual lab →Microstory lab →Five visual experiments →Violet Floor →
Build status
An honest list of what's real, what's simulated, and what needs outside accounts or agreements.
Blocked
Phone social visuals and films
Personal/Global feeds, member/admin gates, reference-grounded streaming images, private storage, explicit publication and seven-second fal Seedance 2.5 queue integration are built. The fal connection passes a read-only credential check. Real image/film acceptance remains pending; no automatic paid generation or external social posting.
Blocked
Automatic CBHQ Camp TV
No artist OAuth required. Persistent authoritative mappings, metadata catalog, leased incremental sync, stale-safe live projection, staff corrections, bounded thumbnail browsing and replaceable player with official/source fallback are built. Piped headless adapter is isolated and disabled without a reviewed configured endpoint. CBHQ GET access returns 200, but no artist-search endpoint, live artists or verified Fuze mapping are available. Real discovery, playback, live transitions, sync timings and analytics acceptance remain unverified; no fabricated identity or videos. Nine adapter tests and empty-catalog desktop/phone/tablet navigation checks pass.
Simulated
Physical camp collectibles
Demo / Not connected: plan and structured camp component data exist (src/game/campPhysical.ts, spec in docs/knowledge/specs/04). Product tiers, milestone editions, eligibility rules and Camp Passport format are defined. No ordering, manufacturing, QR/NFC tags or payments are built; fan camps of real artists are blocked from physical ordering by rule.
Simulated
Five visual architecture experiments
Demo / Not connected: /visual-experiments shares the Velvet renderer with deterministic walk/night timelines, semantic crowd tiers and exterior overflow, synthetic room/block/district scale study, blind prop comparison, selectable occlusion strategies and observation exports. Original baselines preserved. Visual illusion, fine contact/occlusion, blind preference, registration and hardware performance are not accepted.
Simulated
Founders Block visual study
Demo / Not connected: one original camera-consistent connected camp/studio/radio/club image, fourteen moving 3D residents, room focus, drag/pinch/zoom, authored wall/tree foreground regions and session-only camp prop placement/move/rotate/delete/undo/redo at /visual-lab. Baked furniture and architecture cannot be rebuilt; exact depth, real device acceptance and production-city integration remain pending. Not certified AAA quality.
Simulated
Street robbery, hospital and jail
You can rob city characters (never real players). Outcomes are game rules: success, the target was armed and fought back (hospital, 20 min) or a cop saw it (jail, 30 min). While inside you can't earn, perform or travel and royalties for that time are lost. St. Cadence Hospital and Low Key County Jail are painted multi-square buildings on the map; cop presence isn't simulated per street yet.
Working
Private residences
Player camps are private by default; owners open or close their door. Closed homes get no visiting city characters, can't be walked into and can't be listened to. Resident neighbour homes are locked, each with a simulated 1–4 person household that wanders the block and answers the doorbell by temperament or if you've met.
Simulated
Partner experiences & Career Intent Graph
Demo / Not connected: /partners concept demos for prospective (unsigned) brands with simulated checkout and illustrative funnels. Your real career (songs, mic level, fans, gear) feeds the intent graph, and Dre raises one genuine equipment need per studio session. No real products, checkout, fulfilment, attribution or partner data.
Simulated
Story events (Scenario Engine)
Three authored stories (Emergency Headliner, Second Chance, The Discovery) with deadlines, memory, relationships and follow-up hooks. Roles are filled by city characters only for now, casting real players, crowd reactions and journalist/photographer jobs are not connected.
Working
Room listening
Unmuting a room plays a real AI-composed music loop matched to the room's genre (11 loops generated with Lyria), plus crowd murmur and wordless chatter; fabric taps guess the material from where you click. Per-song playback of actual released records is not built yet.
Simulated
Microstories
Demo / Not connected: 200 authored micro-stories play in city rooms via a deterministic director (subtle/noticeable/big mix, random offsets, real players suppress). Actors reuse existing character pictures with a reaction bubble; bespoke animated sprite sheets, occlusion behind furniture, world-state reactions and story-to-real NPC hooks are not built. Lab at /microstories.
Simulated
Violet Floor 2.5D visual lab
Demo / Not connected: /velvet-basement preserves the original club. CC0 stylized animated humans, population presets 0–1,000, 20–32 individual slots including six named guests, batched crowd sprites, activity-biased clear-edge routes, bar/door/stage/lounge/plant/filming probes, live draws/triangles/textures and partial memory diagnostics. Max 250 inside and 150 visible queue sprites; extra attendees counted only. Fifteen visual tests and desktop presets/control checks passed. Authored depth remains approximate; crowd separation, pose/depth matching, real-device performance and room-to-city continuity are not accepted.
Working
One persistent shared city foundations
Permanent unique camp slots assigned atomically from saved careers; shared-coordinate map and public gear projection, including offline artists. Live camp updates and polling fallback implemented. Private finances, songs, stories and conversations excluded. Guest rehearsal is a local practice camp, not owned land. Coordinate tests and database persistence checked; browser multi-user acceptance remains unverified due to stalled preview scripts. Large-city chunk streaming and shared expansion remain pending.
Working
Leveling & progression
Player Level 1–100 on the spec curve, 12 careers × 10 ranks (ranks 5+ need real player collaborations, not connected yet, so ranks stop at 4), Scene, Ear, 8-part reputation and camp levels 1–10. XP only from server-validated accomplishments with one-time keys and daily caps.
Working
Share links & invite rewards
Personal ?via= links with first-touch 30-day attribution; clicks counted but never rewarded; Bucks/XP only when invited players set up and get active, capped at 25 people. Paying promoters for other camps' visitors, the camp Pulse dashboard, the ranked human-first feed and NPC social profiles are not built yet.
Working
Camp identities and public @handle pages
Six owner-declared camp types; editable bio and HTTPS links; explicit opt-in saved-artist publication, withdraw page, public listening/timeline rooms and Enter Camp. Private economy and conversations excluded. Signed-in publication checks pending.
Simulated
Elastic camp skyline and spatial graph
Four physical footprint tiers, extra rooms, deterministic neighborhood-preserving reflow, roads, bounds and dynamic hit tests. Guest-only earned-Bucks expansion; saved careers cannot spend Bucks on practice construction. Shared authoritative multi-owner reflow, cultural relationship roads, real-artist partnerships, merch and verified shows pending.
Working
Tunavelle Control Room
Isolated demo at /admin; protected live operations at /control-room. Verified admin role required; career inspections require audit reason; atomic event schedule/cancellation with immutable audit trail; city event notices.
Simulated
World layout planner (staging)
/world-lab previews a deterministic district → block → lot plan with main avenues, streets, pedestrian lanes, plazas, courtyards, pocket parks, small/medium/major camp lots and layout checks. The live city still uses the old layout; new plant art and the move of existing camps are not done yet.
Working
Fan camps & artist claiming (phase 1)
/fans: search or add an artist reference, create an unofficial fan community (max 3 per founder), join/leave, invite link, camp feed and artist-identity claims sent for manual admin review. Every camp shows the unofficial notice. Not built yet: a physical lot in the city, rights grants. Also: a control room claim review screen (/admin/claims), rights reports from each fan camp and a city-wide arrival banner when an artist is verified are now built. Still not built: events, progression and founder-consented partnerships.
Simulated
Admin director, AI costs and advanced operations
Demo / Not connected: bounded rule director, seeded NPC inspectors and price sensitivity. Actual cost telemetry, generation queues, referrals, full moderation, population/ownership editing and economic forecasts are not connected.
Working
Phone → invitation → studio → social story
Typed replies, bounded intent rules, persistent conversations/memories, calendar meetings, visible studio session, linked feed and Go there; guest flow tested
Simulated
NPC natural-language interpretation and voice calls
Demo / Not connected: deterministic language adapter, three NPC contacts, simulated missed calls; full AI negotiation and voice pending
Working
Public artist profiles and story links
Explicit opt-in Cloud publication snapshots; private messages excluded, server-rendered public pages, native sharing/copy link; signed-in publication testing pending
Blocked
Living narrative full specification
Preserved in TUNAVELLE_LIVING_NARRATIVE.md; autonomous content director/media queue, real social engagement, full contracts, native iOS integration and advanced AI memory remain pending
Working
Isometric world, 13 spaces, 30+ animated characters, cars, plaza
Canvas2D renderer with culling, swappable backend
Simulated
Asset Bible & factory (/asset-bible)
Art standard (stylized miniature realism), material language, LOD budgets, modular kit, 21 hero assets with 4 AI concept images, and a working GLB auto-validator. Image→3D, cleanup, LOD generation, compression and admin Generate Asset are Not connected; concepts are not yet used in the city renderer.
Simulated
Attention economy (/audience)
Pure deterministic audience model: named NPC fans with taste profiles, voices and histories plus statistical cohorts; 7-stage fandom ladder with regression; posts spread follower sample → friends/genre graph → discovery; paid reach buys impressions only; release fatigue/anticipation; fake followers with no downstream behavior; cohort-to-named promotion. Runs on a sample artist only, not yet wired into career releases, the phone feed, fan communities, stan wars or city crowds. Demo / Not connected.
Simulated
Communal Space System (/places)
Data-only catalog of 150 place types across 12 systems, 12 districts and 12 launch anchors (10 mapped to existing city rooms). Each type has why-visit / who-you-meet / what-can-happen, multidimensional facility attributes, non-monotonic opportunity odds and emergent studio lore tiers. Lore shown is Demo / Not connected; most types are planned and not yet placed in the city or wired into visits, contracts, DJ feedback or reputation.
Working
Pan / zoom / pinch / double-click focus / keyboard / minimap / home
WORLD → NEIGHBORHOOD → CAMP → ROOM → ACTIVITY
Working
Artist creation & first-five-minute loop
Beat → write → record → release → reactions → upgrade → radio
Working
Mic and decor upgrades visible at every zoom level
Mic size, booth, label chip, halo ring
Working
Offline life (strategy, bounded catch-up, map replay)
Deterministic seeded sim, 48h cap, unit tested
Working
Original procedural music playback
Web Audio, royalty-safe, gesture-gated
Working
Accounts & saved careers
Cloud enabled; email confirmation, Google/Apple sign-in and recovery screens. Guest balances are separate.
Working
Server-authoritative game actions
Authenticated mutations, revision-locked commits, idempotent event ledger, reward cooldowns and ownership checks
Simulated
NPC streams, fans, comments
Not real streaming-platform data
Working
Cosmetic Gold checkout
Three one-time Paddle packs, signed-in checkout, signature-verified completion and idempotent environment-separated wallets; rooftop sign unlock. Test mode has no real charges. Full refund reversal implemented; partial refunds need review. Live payment verification and full paid/refund E2E remain pending.
Working
Frontier ownership
One shared claimable parcel; unique transactional title prevents double claims. Guests have local demo ownership only.
Working
District chat & nearby presence
Authenticated room chat, rate limit, session-only mute, live presence rendered on map. Multi-user scale testing pending.
Working
Camp furnishing
Place, move, rotate, delete, undo/redo, live map preview and save; parcel/overlap/entrance checks
Working
AI lyric assistance
Signed-in, opt-in original hooks through Lovable AI; credits/access controls apply
Working
Collective membership
Join/leave Saltwater Collective saves to your career; no voting, dues or governance yet
Blocked
AI video generation
Requests queued only; provider + consent flow pending
Blocked
Real-world distribution & royalties
Needs distributor agreement, KYC, counsel review
Blocked
Social publishing (IG/TikTok/YouTube)
Needs approved API accounts
Blocked
Full construction, moderation dashboard, PlayCanvas close-up 3D
Furnishing slice exists; structural editor, full moderation and close-up 3D still pending
Legal terms, creator agreements and royalty contracts are drafts for entertainment-counsel review. None are finalized.