IRON LITANY

Tank game reference and reuse inventory

Read-only audit, October 5, 2026. Source projects were not modified, built, downloaded, copied, or launched. This inventory is the only file written by this research task.

Style authority recovered

1. The current user request selects Diablo I as the dominant image, motion, interface and sound family for this game. Apply industrial tank subject matter through that family. Original current instructions outrank older blanket palette prescriptions.

2. Current complete local guide: Local archive: 00 START HERE - CURRENT Golden Keep Art and Atmosphere Bible - Timed Walkthrough.pdf. Verified PDF metadata: 282 pages, 88,455,408 bytes, title Golden Keep Art and Atmosphere Bible - Timed Walkthrough Edition. The 49-page current guide precedes an unchanged 233-page archive. Also at Local archive: Golden_Keep_Art_Atmosphere_Bible_Timed_Walkthrough_Edition.pdf. Existing extracted first 49 pages, read for this audit: Local archive: current-style-bible-first49.txt.

3. Original character bible read live through the connected Google Drive plugin: Style Bible Golden Keep Grim Pixilation - 1990s Blizzard. Modified August 22, 2026. It establishes miniature-like pre-rendered form, deliberate pixel clusters and serious adult anatomy. Its isolated character presentation and 24–32-color example are a specialized branch, not a newer prohibition on effects/UI/scenery or one mandatory framebuffer palette.

Precise direction to carry forward

Exact existing visual references

Golden Ocean runtime: best technical inheritance

Root: Local archive: goldenkeep-hulks.

Verified clean main, HEAD 0aad2ef698cbe73f6cd3a6e015e30a1bc24b6c9c; remote https://github.com/redgargoyle/goldenkeep-hulks.git. Package 0.7.5-alpha.1, plain ES modules, no runtime package dependencies. Existing version is not automatically the desired visual end state.

SourceUseful patternAdaptation boundary
vendor/three.module.js (589 KiB), three.core.js (1.4 MiB), THREE-LICENSE.txtFully local Three.js rendering, ~2 MiB pairCopy both required modules and MIT license if chosen; optional GLTFLoader 113 KiB, SkeletonUtils 11 KiB, BufferGeometryUtils 35 KiB only when needed
src/world-renderer.jsShared scene, orthographic overhead and perspective 72-degree first-person cameras; same local walker transformed through moving vesselIts native-resolution rendering is not Diablo rasterization; set deliberate internal low resolution for new game; do not import enormous nautical renderer wholesale
src/captain-walk.js, src/deck-layout.jsDOM-independent kinematic walker, finite checks, swept small steps, body radius, solids/floors/rampsTank own dimensions and colliders; same physical player position in both camera modes
src/hulk-model.js, src/environment-details.jsTextures with nearest magnification, material separation, shared geometryTechniques reusable; wood/orc subject matter mostly inappropriate
src/soundscape.js, docs/AUDIO_V2.mdShared bus gains, compressor/master analyser, gesture start, mute covers all buses, simulation-driven looping, cue cooldowns, diagnostics, destroy cleanupStart with limited tank-specific cues; don't carry hundreds of nautical voices
tools/qa-browser.mjs3-minute watchdog, renderer limits, bounded heap, deduplicated arguments, idempotent browser close, SIGINT/SIGTERM cleanupAdapt/import as bounded helper; all owned browser tests use it and close in finally
tools/qa-first-person.mjs, tests/captain-walk.test.mjs, tests/qa-browser.test.mjsPhysical route tests and first-person state checksWrite actual tank route and actions, not source-matching tests
docs/PRESENTATION_AND_LEARNING.mdStable controls and response in place; protected training; one current instruction and one observable completion conditionEssential tank teaching contract; don't explain all failures before first agency
src/main.js lifecycleHidden tab saves/pauses and suspends audio/3D workPrevent background simulation losses and resource burn

Recommended new architecture

A small independent browser project with a deterministic fixed-step simulation, separate content definitions, 3D scene, cameras, audio and UI. Share one tank-local coordinate system between overhead navigation, first-person movement, interactable stations and crew. Build a cutaway tank with floor/collision volumes first; hide roof/near walls only for overhead. Keep real first-person walls and physical narrow slit openings. Put a bounded streaming outside scene around the tank, visible to overhead and through the same openings. Seed event pieces with distance-along-route and lateral lane; pool/recycle them, preserve shared timing so two portholes show one coherent external event. Add per-opening grime/shutter/debris overlays as occlusion, not random unrelated movies. External state must drive traction, hull shocks, visibility and crew demand so the glimpses mean something.

Separate physical symptom from cause (heat, misfire, drag, vibration, chatter) to support diagnosis; make machine-spirit state, damage, crew condition and corruption interact through observable evidence. Integrate rites into hands-on sequences with time/reagent cost. Keep correct execution and clever prioritization assessable in deterministic scenarios.

Kadabra cassette/page integration

Root Local archive: kadabra.games. Verified clean main, tracking sites/main, ahead 6; read-only audit only. Do not reset/rebase based on that difference.

PathResponsibility
public/index.htmlPhysical cassette shelf buttons, labels and accessibility text
public/assets/js/vhs-console.jsGAMES, GAME_EDITORIAL, cassette titles, transport, showcase renderer
public/assets/css/vhs-cassette-v27.cssSix-face cassette model, held/loaded/ejected states
public/assets/css/cassette-series.cssExisting Golden Keep series hierarchy; new game is not automatically a Golden Keep subtitle
public/assets/css/showcase-v28.cssResponsive individual showcase pages
public/assets/js/demo-builds.jsBrowser demo entry, build links; web-only game belongs here
scripts/build-collection.mjsGames collection list/order and generation
public/assets/js/tape-films.js, film-catalog.jsActual reviewed cinematic/gameplay tape routes; do not fabricate these before approval
public/golden-ocean.htmlSmall standalone page/social-metadata entry routes to /#golden-ocean
public/play/poot-poot/, docs/poot-poot-web.mdRecent small standalone browser game integration pattern
review-tests/cassette-series.test.cjs, vhs-flow.test.cjs, poot-poot-browser.cjsShelf-to-player and real player controls/persistence verification patterns

Existing build checks preserve native downloads, film routes, edge functions and public file boundary. Publication must update the complete existing deployment package, not replace it with a game-only directory. Existing source is plain public HTML/CSS/JS with Vite build, Node >=22.12. Run appropriate integration checks after editing. A new game can initially get honest concept/foundation status, cover art and playable prototype link; it should not claim a finished cinematic before the user's demo approval.

Reuse, provenance and licensing

Audit references for memory attribution

Memory located projects and QA rules; current filesystem and Drive contents above were verified directly.

MEMORY.md:574-581 (Golden Ocean path/server pattern; rollout 01a0c1bc-82af-7d72-bd49-afedb2cde2fe).

MEMORY.md:759-773 (bounded QA and player journey; rollout 01a0a718-2d43-7870-a588-aeaa45fcd66e).

MEMORY.md:665-677 (Kadabra ownership/preservation and source paths; rollout 01a0b1e5-fb40-70e3-88e1-891e8d3fb3a6).

No builds, recordings, large writes or downloads were performed. This research therefore did not consume storage reserve. All large future work still needs live filesystem headroom checks.