Iron Litany — actual playthrough, narrow hull and physical incursions
Version 0.3.0 candidate · 5 October 2026. Evidence was recorded through ordinary browser mouse, keyboard, held tool controls and visible saves. Read-only diagnostics measured outcomes; no injected game state, teleportation or hidden gameplay command completed these journeys. Runs used the local test origin, not the creator's canonical hosted save.
Run A — deliberate extended halt and eventual ward loss
The protected first engine litany completed through its three held tools. The priest corrected the loader and climbed to the commander's +0.80 m platform. A small return-pipe intrusion was killed in first person with two aimed shots; a continuous cautery contact sealed its wound for one seal.
Coolant recoil required real attention. Reopening the return before isolation was deliberately tried and rejected, with a material penalty and reset witness. Closing the feed, bleeding the trapped head and reopening the return restored service.
At the Motive Altar the loaded-bearing rite paid oil and incense, slackened the real tank drive, regulated the film and entered its return. The watch was paused and saved mid-return. Reload restored oil film 0.5233950688770557, paid resources, clutch target and wear. The cup was closed and the lever returned through small increments; the rite completed at engine health 100 with zero wear.
The priest then halted the tank at 93% of the crossing while inspection and encounter work continued. An older unsealed wound grew a larger intruder. A four-shot kill exposed an unfair immediate rebirth when the previous birth was old enough. The fixed rule restarts the wound's 26-second rebirth window on a kill. An additional real encounter verified the larger body, a six-round reload and the need to return to its source. Three aimed shots subsequently burned an empty wound shut without spending another seal, with the documented spiritual debt.
This long halted run left personal and vox religious failures unattended. It ended in ward loss at 4:38, 97% crossing progress, hull 88 and spirit 85, after 23 cannon responses. There were no crew replacements. This was an intentional recovery/edge-case run and a reproduced religious failure, not evidence that attentive play must lose or a completed campaign acceptance run.
Evidence: grown intruder, empty wound under the pistol, ward-loss screen, read-only final state.
Run B — breach prevention and first repair halt
| Visible action | Observed result |
| Protected instruction | Three sustained engine contacts completed by displayed 0:21 |
| Loader lapse | Formal correction at 0:36, immediately after its cue |
| First physical breach | Two aimed pistol shots destroyed its small body; continuous contact sealed the wound |
| Coolant recoil | Correct isolate → bleed → reopen sequence succeeded at the first attempt, by 1:19 |
| Vox authentication | Brazier regulated; real challenge held until pins impressed 0 → 1 → 4 → 3 → 6; weighted stylus moved through those pins and lifted to bind the circuit by 1:42 |
| Second physical breach | Walked beside the dogleg wound, killed its body with two shots and sealed the actual source |
| Gunner fixation | Formal correction at 1:57 |
| Cannon disturbance | Breech relay reseated at 2:03 |
| Fresh blight near engine | Detected growth 8.05 before any body existed; entered first person and held contact for 3.25 seconds; sealed count rose to three while kills stayed at two |
| Loaded bearing | Regulated film to about 0.5773, closed the cup and returned the lever in small detents; engine 100 and zero wear by 2:32 |
| First crossing | Reached repair halt at 2:58, with patched hull 100, spirit 100, three wounds sealed and two bodies killed |
| Crew dispositions | Rusk → Vale, Venn → Korda, Holt → Ilya; all three replacements paid from the allotment |
| Requisition | Seals 2 → 3, oil 3 → 5, incense 4 → 5; remaining allotment one |
| Save/reload at halt | All three replacements, supplies, allotment and the same physical command-cell body position restored |
Two unresolved omens, a personal intrusion and an engine shock, remained in the ledger at the halt; the report does not pretend every duty was completed. The run then departed into Watch 2, walked the revised loading gallery, switched cameras at the same body position and turned toward a physical slit. The first-person view showed a narrow, partially shuttered outside fragment through its actual armour. The watch was paused after that check. A full three-watch 0.3.0 human-control victory has not been demonstrated here; older sanctuary records belong to earlier builds.
Evidence: shared outdoor cones, actual vox witness, final bearing controls and exterior, repair halt, saved recovery state, physical first-person port.
Visual decisions made from actual play
The early overhead attempt unfolded recessed-eye images onto several trapezoids. Normal-size inspection still looked like floating cards. That approach was retired from runtime in favour of direct short cones of the same outdoor geometry, with black gaps and shutter/grime attenuation. The near side walls now cut away in overhead; full walls return in first person. Local compartment light and surveyed elevations remain shared with navigation.
An early creature close-up exposed a broad skull, blunt horns and unconvincing bone. The head and horn forms were narrowed; original scarred bone and torn-flesh textures were added. The current close-up is still a procedural art candidate, not an approved authored Diablo I creature. Crew hands, faces, cloth and shell contact still require the established exemplar review.
An empty-wound shot initially could not aim low enough at close range; the real first-person pitch limit was extended to support it. Blight walk cues now stop beside the entry instead of on top of it. Motive return feedback was clarified after the visible cup closed. These were defects or clarity issues reproduced through player controls.
The latest local browser reports no captured error or warning in the bounded check. Sound was explicitly enabled during one recovery segment, but no sustained human listening approval is claimed. Screenshots named loading-gallery, final-overhead and bearing-control record earlier candidates; use the shared-world-cones, bearing-final and physical-port images for the final revision.
Automated evidence and boundaries
The final mechanics suite has 124 passing tests, including save validation, real station routes, material rites, finite ammunition, bulkhead projectile obstruction, interrupted paid purification, the kill-to-rebirth recovery window and the two distinct slit-view contracts. The eight finite-attention synthetic campaigns are recorded separately in INTERIOR_AND_INCURSIONS_V030.md and their raw record.
Native startup, GPU rendering, offline pages and stored-origin reload are release checks, not human desktop gameplay acceptance. Final art, complete new-campaign pacing, touch journey and sustained sound review remain open. Cinematic and narrated gameplay remain gated on creator approval of the demo.