← Requiem Circuit prototype

Symposium Studios / Development record

Make the barrage
an instrument.

This is the retained development trail for a bounded machine-god encounter: its promise, evidence-led revisions, accepted runtime checks, and the limits it does not hide.

The original promise

A chord should change the fight and the funeral.

Requiem Circuit began with an explicit constraint: grazing should collect named tonal families, not fill an anonymous meter. The player must decide how to complete a three-note chord, and its exact outcome must become both a combat tool and an arrangement layer.

The completed slice is one 210-second stabilization encounter. Lumen, Cinder, and Vesper carry different color, shape, and motion reads, allowing a player to thread a graze lane while deciding whether to protect or finish a partial chord.

Chronology

Six points where the ritual became inspectable.

  1. 01

    Promise and identity

    Rejected a generic graze meter: named tonal families must form an intentional three-note decision with a paired combat-and-arrangement consequence.

  2. 03–04

    Direction and bounded slice

    Set sacred-tech direction around an ivory Cantor craft and near-black machine cathedral, then held scope to one 210-second stabilization encounter.

  3. 05–06

    Traceable fixed-step core

    Accepted 81 stable source/runtime/provenance records and proved graze precedence, re-entry, chord mappings, pointer parity, recovery, restart, and result paths.

  4. 07

    Designed-slice revisions

    Four producer submissions closed the actual scene-input, chord, recovery, mute/reduced-motion, and native portrait evidence gaps.

  5. 08

    Executable playtest correction

    The first playtest evidence lacked an actual-scene entrypoint; the correction then covered success, incomplete, recovery-success, restart, and paused accessibility routes.

  6. 09–10

    Local story and audit

    The local story received a mobile-fit correction; the final audit reran import, acceptance, replay, designed-scene, playtest, asset, and story checks.

Evidence, not atmosphere

What the final audit actually checked.

The acceptance record is desktop-only and specific. Nothing here substitutes for device work, release review, or external player study.

Requiem Circuit runtime chord decision capture.

Exact chord choice

Named-note collection and an intentional three-note mapping are visible as actual runtime evidence.

Requiem Circuit muted and reduced-motion runtime capture.

Accessible presentation

Muted and reduced-motion state remains explicit while leaving the fixed-step gameplay authority unchanged.

Requiem Circuit actual-scene success playtest capture.

Actual-scene playtest

The corrected playtest entrypoint covers a distinct actual-scene success result, not merely a scripted claim.

Observed validation

Useful checks, named honestly.

  • Godot editor import; A01–A09 acceptance coverage; a 12,600-tick deterministic replay; and 11 designed-scene assertions.
  • Actual-scene playtest routes for success, incomplete, recovery-success, terminal restart, and paused accessibility states.
  • Gate 5 asset validation for 81 source/runtime/provenance records and Gate 9 local-story/mobile-overflow checks.
  • Final manager audit with no 390px local-story overflow. These are desktop/headless and local-browser observations, not device or player evidence.

Boundary and next decision

The proof stops at the desktop rite.

This completed slice does not prove iOS/device behavior, export, physical touch/audio/haptics, Apple signing, App Store readiness, title clearance, public release, player response, analytics, accounts, commerce, or network services.

The next human-led decision is whether to authorize a platform/title-clearance and device-validation plan after reviewing this case study, or retain the work as a desktop-evidenced portfolio prototype.

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