IRON LITANY

Actual-input review — v0.4.0

Review date: 6 October 2026. This record separates deterministic verification from playing the rendered build. No simulation state was injected to complete the browser station checks. A safe practice watch was added to compare the offices without repeated interruptions; its completions are not campaign victories.

Browser observations

Current screenshots: censer and longer overhead cones, gunner sight exercise, filter wheel in first person, captured pistol. Machine-readable observations: native capture and Escape, restored campaign, completed filter practice state.

Fixes arising from review

The first campaign attempt was left unattended while inspecting feedback and ended in defeat. Repeated Space firing could then activate the focused new-watch button; that was fixed. Lost focus now pauses the watch. Escape after native capture has a short event guard to prevent a release event from immediately undoing the pause. Capture is requested again from Resume.

Q/F/X were initially swallowed while an SVG tool had keyboard focus; they now remain available alongside its adjustment keys. Q and finite-ammunition fire also work during the moving protected introduction. Station selection clears stale movement input. The high/low cooling choice no longer rebuilds an active handwheel while pressure crosses its threshold. Shrine settling time now has a visible disabled reason. The desktop container's former deny-all permission handler was narrowed to permit the game's own pointer capture. Practice reloads now finish while its campaign clock remains suspended.

Objective checks

151 automated checks cover simulation, material costs and wear, all six new offices, impossible input and save states, fixed-step progress, interruption, cannon interlocks, actual close-strike records and wall occlusion, bounded battlefield events, audio cadence and ducking, native-capture lifecycle, navigation, rendering contracts and packaging policy. Static reference and syntax checks are run on the frozen release source. Native platform and publication receipts are recorded separately after their runs complete.

Focused Chrome rendered at about 60 FPS during the station checks, at a 720-pixel-wide internal framebuffer. Before the final exterior crowd increase, approximately 206 draw calls / 55k triangles were observed overhead and 98 / 38k in a first-person view; counts vary with visible compartments and effects. Background-tab throttling produced much lower samples and was not treated as an active-play performance result.

Acceptance still open

No complete three-watch victory is claimed for this revision. Long-run balance, first-time human comprehension, physical-tool preference, final character/environment fidelity, sustained listening and the cinematic remain in review. The purpose of this build is to give the user distinct, usable mechanics to compare in a running game.