
A town that lives
Everyone in Grey Haven has a home, a job or a school, friends and grudges, money and moods. Each day is planned at dawn and lived out on the streets, whether or not anyone is watching.
A snowglobe of a small town. You watch; the town lives.
Grey Haven sits on the coast of the Pacific Northwest in the early 1980s, on a tiny planet you can spin under your thumb. The ferry comes in out of the fog, the mill burns its scraps, the kids are out on the Green till the streetlights come on, and every one of the townsfolk is living a life of their own.
You don't build the town or run it. You watch, read the paper, follow someone home, and now and then answer a whispered wish. The town notices.
This page keeps a record of the work as it goes, from the first globe to today.


Everything here is the game as it runs today, pictured at the same spots each time.

Everyone in Grey Haven has a home, a job or a school, friends and grudges, money and moods. Each day is planned at dawn and lived out on the streets, whether or not anyone is watching.

Apple's on-device model thinks as each person, from their nature, their people and what they remember, and decides what they'll do with tomorrow. Their diaries are written in their own voice.

Fishing boats go out at dawn, the ferry calls twice a day, and on Wednesdays the cargo ship is unloaded down the pier into Tide & Timber while lumber stacks up for the trip back.

A farmers market in summer, skating on Mill Pond in winter, Harbor Days with a parade and fireworks, town meeting on second Mondays, and an election for mayor and sheriff every November.

The town believes in the Listener, or doesn't. Folks whisper wishes and you answer with favor. The town notices, and belief rises and falls with what you do.

Crops grow and are harvested, cows graze, deer wander the woods' edge, trees fall at the sawmill and grow back. Hunters, foragers, swimmers and campers keep to the seasons.
Drag across each picture to compare the very first snapshot with the latest.






Straight from the work log, newest first. Open one for the notes.
The first time the app opens, the camera comes in from space over the open sea, drops down over the bay, flies in through the inlet past the Headland Light, over the Harbor Dock and up Main Street, then rises and settles back over the town, where a carved sign says Welcome to Grey Haven. The town sign, masthead and dock stay out of the way during the flight. Settings can replay it, and OURTOWN_FLYOVER=1 forces it at launch for testing.
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Main roads and streets are dark asphalt on a gravel shoulder; the main roads have a dashed yellow center line, and the village streets have a curb and concrete sidewalks on both sides, broken at every crossing and kept off the water. Lanes are a lighter, weathered asphalt; farm and mine tracks are two dirt ruts with grass down the middle; the Harbor Walk is a planked boardwalk; footpaths are fine gravel with darker edges. Country lanes, tracks and paths get their corners rounded.
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scripts/website.py builds a one-page site into website/ and a zip of it, from the snapshot sets in docs/progress and the commit history on main: a Gazette masthead, the town in six pictures, then-and-now sliders from the first globe to today, every change as a dispatch by day, and each snapshot set as an album. Styled like the paper, works on a phone, about 9 MB. The output is not committed; rebuild after new snapshots or merges.
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The school's lot grows from 8x5 to 10x6 and the library moves a tile east to make room; Meadowlark Farm grows to 14x12 and Longbottom Fields to 13x11. Saved towns take the new lots on load. Every house now has its land drawn: in the village a small yard behind a white picket fence, like row houses on a street; out of town a bigger lot, sized to the room it has clear of roads, water and neighbors, behind a split-rail fence with a vegetable garden out back and a shed when there's room.
The town-growth test now uses seed 7: seed 42's town still has houses to spare after two years, so it rightly builds none. Fingerprint repinned; 33 tests pass.
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On Wednesdays the shipper wheels a hand truck of crates down the Harbor Dock from the cargo ship and up into Tide & Timber while it's in. On other days the same loop runs out to a new lumber yard beside the warehouse, where sawn boards stack up a pile a day after the ship and go back aboard on cargo day; the logging truck brings a load down from the mill at ten each weekday. The morning after the ship, a van runs the shipment round the Mercantile, the Harvest Moon and the Prancing Gull. Fishers show on shore only while their boat is in, carrying the catch from the landing up to the fishery. The ferry carries passengers at its rail, and a couple walk off when it ties up and on before it sails. Shops put a SOLD OUT card in the window when the shelves are bare.
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Grown-ups go out to dinner at the Prancing Gull in the evening, more on Fridays and Saturdays. Kids play on the Green after supper while it's dry, till eight in summer. On Friday and Saturday nights a teenager now and then stays out past curfew; about half get found by the deputy, driven home and remember it, and the folks at home are none too pleased. Farm kids do the morning chores on the farm on weekends and through the summer. People talking in passing get a speech bubble, within the bubble caps. Fingerprint repinned; 33 tests pass.
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Close in, black-tailed deer and fawns wander the woods' edges and the meadows from dawn to dusk, heads down to graze, Douglas squirrels dart between the trees, brush rabbits hop about the clearings, and about one day in four outside winter a black bear ambles through Hollow Lake Woods. Each picks a spot near its haunt, goes there, lingers and picks again, always on land.
Seeing through someone's eyes, when they step inside a building the camera draws back out over them into the follow view.
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A calendar everyone knows: the farmers market on summer Saturdays, skating on Mill Pond on cold winter weekends, Founding Day supper in January, the 5K in April, Blossom Days in May, the salmon derby in June, Harbor Days in July with a parade and fireworks over the bay that night, the county fair in August, the Harvest Festival in October and the Lantern Walk in December; town meeting every second Monday; school out from mid June to September. Saturday nights a sociable grown-up has friends over, and a loud one gets the deputy called. Once in a long while a few folks march outside Town Hall. The paper covers it all with headlines.
On the globe: fireworks over the bay on Harbor Days night, and crowds bigger than a place spill out around it in a loose spiral instead of stacking on a few spots. Feeling bubbles are capped at three a place and a dozen in town. Fingerprint repinned; 33 tests pass.
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The eight trees nearest the yard, the ones the crew works, now come down one about every six days, always on a working day: at ten in the morning the tree tips over away from the yard, slow then fast, lies as a log till three when it's hauled off, leaves a stump, and grows back from a sapling over seven weeks. Trees also keep clear of the mill shed now.
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Each farm's field goes through eight stages across the year: bare winter earth, plowed furrows, shoots, young plants, tall green rows, ripe gold grain or full dark cabbages, the harvest sweeping row by row with bales at the edge, and stubble. Rebuilt only as the stage changes. One farm grows grain, the other vegetables. Each farm has a fenced pasture with three cows grazing on slow loops and a hen house with hens pecking about, close in. The Gazette reports when the harvest starts and when it's in, and whether it was a good year. Fingerprint repinned; 32 tests pass.
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Twenty-four signs, from Art/Signs, replace the lettered boards wherever a sign names a place that has art: at its own proportions, a little taller than the lettering if it needs to be, with any notices (service times, opening hours) lettered on a board below. Places without art keep their lettering, so new art drops in by file name. The boathouses get a board over their water doors and the lighthouse a yard board, for their new signs. The post office sign said Seal Harbor; it says Grey Haven now.
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Every town year on the first Tuesday of November the town elects a mayor and a sheriff. Six weeks out the incumbent and a few challengers declare (a newcomer, a long shot, now and then the town crank), each on a promise that fits their trade and temper and each saying whether the Listener is listening. Voters weigh how they feel about each, whether they share their faith (the surer a believer, the more they want one who believes; skeptics the reverse), whether life has been good under the incumbent, and what the platform does for them, with an edge for the known face. On the day most grown-ups walk to Town Hall to vote; the count comes at eight and the winner takes the office. The Gazette covers it, yard signs go up for the mayor's race, winners and losers remember it, and the AI minds know the field and their lean.
A brass dial under the town sign shows how surely the town believes someone is listening. Fixed the funeral casket hanging from the wrong parent. 32 tests pass.
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There were eight faiths competing for followers. Now there's one, the Listener, and skeptics. Each trade says the name its own way: the Listener on the Water, in the Wood, in the Dark, in the Furrow, at the Lamp, of Chance, and in the Sky for children; the chapel and most of town say plain the Listener. Faith moves only between believing and not: an answered wish can bring a close skeptic round, and an unheard one can make someone with little belief left give it up. Saved towns fold every old faith into the Listener on load. The person page, the wishes page and the Gazette show the one faith, with a breakdown of the names. Fingerprint repinned; 31 tests pass.
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The ferry's berth sat 1.35 tiles off the pier's center, but its hull is over two tiles wide at its scale, so it overlapped the pier, and it moored on the east side, where the headland comes in, onto the beach. Ships now moor on the pier's open-water side near its tip with a gap set by their own beam, line up seaward and run in straight alongside; the gangway and bell moved across to meet them. Road vehicles keep to the right so oncoming traffic passes.
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The boathouses, the fishery, Tide & Timber, the Prancing Gull and the Bucklebury Ferry House now show their fronts, signs and porches to the water, where the boats and the ferry come in, with a plain back door and step onto Harbor Road where the walkers arrive. Doors, deliveries and paths are unchanged.
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The green is a tile deeper, with a two-tier stone fountain in the middle, a path round it and out to each side, four benches facing the fountain where people relaxing, reading or courting sit, and a flower bed by each corner tree. At recess the kids swing, ride the merry-go-round and hop about by the slide and the tetherball pole. Fingerprint repinned; 31 tests pass.
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Guests in their Sunday best gather in an arc outside Grace Chapel as a wedding or funeral begins and spill back out after the first hour, the couple on the steps facing them with one in white and hearts over just the two of them. Mourners wear black and stand in a ring round a casket at the cemetery. Churchgoers wear their best on Sundays.
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Close in, a bubble rises over someone for twenty minutes after a spark, a laugh or an argument, and for as long as they're on a date, at a wedding, at a funeral or at a grave. It turns to face the camera.
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The diary keeps six weeks and pages through them a week at a time; each night's entry is rewritten by the on-device model in the writer's voice from what happened, their nature, people and memories, kept once written, with the plain line as a fallback. Core memories split into life-altering ones and the moments they hold on to, by date. Friends show as a grid of portraits by family, close friends, friends and those at odds. The new views skip the optimizer, which was hanging on them in Release builds. Fingerprint repinned.
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Four favor buys someone two weeks of good fortune (better spirits, more energy, the odd windfall, remembered as a lucky stretch) or hard luck (low spirits, money lost, a cold, a spat with a friend). For all 24 favor, and only when it's full, the whole town can have a tourist season, a bountiful season at the farm, fishery, woods and mine, a week of fair weather or a week of good spirits. Each takes hold at the next dawn. Bless and Curse sit on the person's Faith tab and as swipes in Folks; town blessings are reached from the favor meter on the wishes page. Tested.
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Co-Authored-By: Claude Opus 5.5 <[email protected]>
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A wooden bar above the dock switches between normal speed and ten times faster, and jumps ahead by 1 to 99 hours, days, weeks, months or years, with the loading card for long jumps. The sun, rotate and recenter buttons are gone; the true-scale sky moved to Settings.
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The Listener kept growing for years whether or not its wishes were answered. Now someone close to a person whose wish came true may turn to the patron who answered (one convert per wish), a wish that goes unheard can shake the wisher's faith toward a patron someone close swears by or away from belief altogether, and a patron whose followers keep going unheard stops keeping them sure. A year of answering only the Great Fisherman takes it from 2 followers to the town's leading faith while the Listener falls from 35 to about 9. The full list from today's notes is in docs/TODO.md.
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Co-Authored-By: Claude Opus 5.5 <[email protected]>
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The Prancing Gull, Proudfoot Mercantile, Bucklebury Ferry House, Tide & Timber Exports, Shipwright's Boathouse, Westmarch Library, Blue Ridge Mine on Blue Ridge, Evendim Lake and its campground and cabin, Old Forest Sawmill, Crickhollow and Longbottom Fields. A saved town takes the new names on load and keeps its people. Sign prompts rewritten to match. Fingerprint repinned.
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The town, the mind's instructions, the docs and every art prompt. The Gazette's nameplate ornament is now a ship sailing west, and the tunnel welcome sign reads Where the Ships Sail West. Fingerprint repinned.
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128 prompts, each complete on its own, matching docs/art-requests.md.
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On the iPhone the model often picked choices that didn't match its own thought, invented shops and divorces, and wandered on for 13 seconds. Now the answer is built from the person's exact choices and names, it decides before it writes the thought, the instructions keep it to the facts and under 30 words, and the list only offers what's in season with one fishing spot of each kind. About 3 to 6 seconds a mind on an iPhone 15 Pro.
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Each evening the day's big moments settle into the memories of the people they happened to: a child born, a wedding, a first sweetheart, losing someone, coming to town, a whale in the bay, a bear on the trail, a wish that came true. Each has a feeling and a weight; life-altering ones are kept for good and ten others at most. Founders start with their weddings and their children's births. Memories pull people back to where they were happy and keep them from where they were frightened, show on the Story tab as colored orbs, and go to the mind. Save version 20; fingerprint repinned.
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Through the day the app asks the on-device language model to think as each person in turn, from their nature, feelings, money, the people in their life, recent news, diary and wishes, and to decide what they'll do with tomorrow's free time, who they'll seek out and whether they'd rather keep to themselves. The engine carries out what it can: closed, unaffordable or out-of-season choices don't happen, and anyone sought out decides for themselves. Their thought shows on their card. Whoever is in focus is thought for first. Settings can turn it off; without Apple Intelligence the engine decides as before. Save version 19.
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The globe runs edge to edge under a routed town sign with the population and the Gazette's masthead with the weekday, time of year, clock and weather. Tapping the sign opens the townsfolk and the masthead opens the paper. A wooden dock opens the town book, a tabbed sheet with the Gazette, Wishes, Folks (search, sort and find on the globe) and Settings. Camera buttons are brass, and the book's pages are warm paper.
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Four new places (Mill Pond, Harbor Beach, Loon Lake Campground, Hollow Lake Woods) with spot models on the globe and a Beach Path. Free time can go to fishing, summer swimming, hunting and foraging by season, with something always open. Households camp Saturday nights and wake at the campground. The catch and the game sell to the fishery, store and kitchens, and a black bear turns up now and then. Save version 18; fingerprint repinned.
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Coming toward each other, both keep to their own right, the warmer- natured stepping further aside; going the same way, a brisk one swings out and overtakes while anyone else eases off and falls in behind for a moment; crossing, they ease apart. Children with their keeper are left be. Never more than 0.38 tiles off their line, so they stay on the road; only looks, so arrival times are still the engine's.
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Snow thins out over a couple of facets at its edges instead of stopping at a line, and lies thicker in the shade. Grass shades smoothly between its four tones; worn ground and mud fade back to grass across an edge ring; damp banks, moss and the high meadow come on by degrees; the woods' floor fades into the meadow along the tree line, and shore grass into the fields. Wildflower drifts thin toward their edges. Rock, scree, cliffs, beaches and the seabed keep their hard edges. Ground build 0.3 s, once a season or weather change.
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Downspouts at the front corners, a trash can at the corner, half-barrel planters by the door with tulips, summer blooms, mums or winter sprigs by season, a chalkboard on the walk while the diner, bakery or tavern is open, and a bike rack at the Mercantile, library, school and post office. Close-up only.
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- Roads and paths take a darker, glossier material while it rains and a damp one the day after or in fog, handed to the night tint so dusk still darkens them. Puddles, flat dark glossy ovals in the low spots of the wider roads, show while they're wet. - Snow now lies on the barn's gambrel roof, the shed roofs over the porches, the Mercantile's porch roof and the post office's flat roof.
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While a shape is built, every upward face of a roof (gables and pyramids) or of a tree's boughs (the green faces of the art team's evergreens, the winter maples' limbs) leaves a white copy just above itself: the flattest faces in a dusting layer shown from the first snow, the rest in a deep layer shown from depth 3. Steep roofs like the A-frame's shed it past their pitch. About 76,000 snow faces, built once and hidden until snow lies; frame time unchanged.
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- The engine keeps how much snow lies (snowDepth, 0 to 6): two more on a snow day, melting one a day in a cold winter, three otherwise and two in the rain. - Snow lies first on the heights and the shaded north slopes, then across the open ground; the woods' floor only gets a dusting. Deep snow buries the close-up tufts and flowers. - Ground darkens in rain and storms, and stays damp the day after rain or in fog. - The ground is rebuilt only when its look changes (season, wet, snow), at most once a day. Save format 17. All 26 engine tests pass; the history fingerprint is unchanged.
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- Grass in soft patches of four shades instead of a one-in-sixteen speckle; wildflower drifts out past the village in spring and summer; grass worn thin along the roads and at every door; mud round the farm gates and edges; damp, darker banks along the creeks and ponds; moss on steep north-facing slopes; leaf litter on the woods' floor in autumn. - Seasons on the land: fresh in spring, gold by late summer, russet in autumn, frosted in winter with lingering snow on the heights. The ground is rebuilt when the season turns (about 0.17 s, once a season). - Close up: about 2,600 grass tufts, pebbles, ferns and, in spring and summer, wildflowers across the open ground around town, shown only below the close-up zoom like the other small props.
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On a whale afternoon a gray whale wanders the bay off the harbor: it rises, rolls along blowing twice, sinks head first and lifts its flukes, then stays down a while. On a rockslide day rocks and scree lie across the road in front of the tunnel mouth, shrinking from dawn until the crews have it clear by mid-afternoon.
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Nine maples baked to flat colors (two each for spring, summer and fall, three for winter; 427 to 780 triangles) now stand along the streets and on the Green. Each tree keeps the same variant and turn all year and is a touch lighter or darker than its neighbors. Red alders keep the built-in shape until they have files. Launch build time is unchanged.
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Gazette: - Masthead, dateline and price; the editor's column boxed; a lead story with a large photograph; two more stories with smaller photos; In Brief; inside sections; the Sheriff's log; a price chart drawn either side of the usual line; the faiths with their emblems; back issues by week. This week's paper carries the last seven days. - Headlines are written for each kind of story. - Photos are rendered from the town and printed in black and white: the place, with the person in the story standing out front. Rendered once and kept, and framed to the model's height and width.
Models: - scripts/bake-model.py bakes a textured .usdz to flat-colored triangles (one color per face from a small palette) the app reads at launch, so the 2048-pixel textures never ship. Fir 439, cedar 631 and spruce 404 triangles, about 120 KB in all; every evergreen in town and the countryside now uses them. The moon is 2,604 triangles (the code's sphere was about 36,000), fitted just inside its phase shadow. - Source files live in Art/.
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- Happenings: a gray whale in the bay on fair spring and autumn days (anyone free comes down to the dock), the chapel potluck, the town hall dance and the summer picnic on the Green. Storm damage turns up at dawn on a crew's working day: a rockslide stops the coach and sends the mine and sawmill crews to clear the ridge road, a boat torn loose keeps the fishers at the dock on repairs, a tree down in a yard brings out the sawmill crew. Called-out crews earn their wage but bring nothing in. - Petty crime, rare by design with a cooldown for each kind: shoplifting by someone stretched thin and low, teen mischief on weekend nights, shoves at the tavern between people with a real grudge. The deputy follows up on the next working day: fines, apologies, or a case gone cold. The paper gains Happenings and Sheriff's log sections. - The faith emblems sit beside each faith in Whispered Wishes and on a person's Faith tab. - Save format 16. Fingerprint repinned; the faith-inheritance test now uses seed 7, whose first year has births. 26 tests pass.
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Each guest-night now costs the inn $18 in linens, cleaning and the morning's coffee, and its outside trade drops to $30 a day; the bakery and tavern get $55 a day of passing trade and the diner $105. Across seeds 42, 7 and 3, after three years the inn holds $12.5k to $16.5k (was $24k to $37k), beside the Mercantile's $12k to $13k, and the bakery, tavern and diner roughly doubled. The census tool now prints each business's till. Fingerprint repinned.
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From the town as it stands this week: its spirits, households stretched thin and the Grace Chapel pantry's help (counts, never names), a good or lean season at the farm and the dock, and any price well off its usual. Shown atop the All and Market pages.
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- Tapping a person puts them in focus and the camera follows them; the card's Follow button, its X and the follow banner are gone. Tapping elsewhere, dragging, twisting, the rotate button or recentering lets them go. Pinching still zooms while following. - Leaving someone's eyes starts the camera just over their head and draws back out into following them, instead of jumping to wherever the camera was before. - The banner now shows only through someone's eyes, with Exit.
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- Follow and fly-to hold their own camera height, looking down about 57 degrees, instead of the zoom's grazing angle that let the next roof hide the person or the house. Fly-to now lands at zoom 10 instead of 16. The held view stays after you stop following or start dragging, so it never slides away; a pinch or recenter hands it back to the zoom. - First person tips down to the horizon, which on a planet this small sits about 11 degrees below eye level, so the street fills the view instead of empty sky. - The sky uses the brighter of the middle of the screen and the ground at its foot, so looking out across a sunlit town toward the horizon no longer turns the sky to dusk.
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Fenders over each side, cleats at bow and stern, a coiled line on the after deck, the anchor at the bow and a life ring on the wheelhouse, shown only below zoom 40 like the rest of the trim.
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Two houses in three get a TV aerial strapped to the chimney, all pointed south up the valley toward the transmitter so the rooftops line up. The sedans, the patrol car, the tow truck and the logging truck get a thin radio whip. Both are close-up trim, shown only below zoom 40.
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Shown only below the close-up zoom, with the rest of each building's small props, so zoomed out it costs nothing to draw (Detail.swift):
- Houses: sills under the windows, shutters beside the front ones on three houses in four, gutters along the eaves with downspouts, a brass knob, the house number by the door and foundation vents. - Vehicles: hubcaps, grilles, front and back plates, mirrors, door seams and handles, wipers and mud flaps on the trucks; the tractor gets hub plates, a seat back and a steering wheel. Trim rides on the same holder as its vehicle, so it moves with the tractor and the road vehicles.
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- Each open wish on a person's Faith tab has the Grant (or "Let it happen") control from Whispered Wishes, with the favor left beneath. The control is shared (WishAnswer) and says when there isn't enough favor yet. - Wishes show how long ago they were heard: one number of the largest unit passed (2 hours, 3 days, 2 weeks, 4 months, 6 years). - The sky follows the sun over the spot you're looking at, so the side of the planet turned away from the sun has a night sky. Space is darker. - First person is 60 degrees across the screen in either orientation. RealityKit measures top to bottom by default, which left a portrait phone only about 35 degrees across. - Person pages opened from the paper or Whispered Wishes get pictures and fly-to as well.
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Farmers, foresters, miners and the groundskeeper no longer stand in a grid on shift. Each runs a loop of jobs around the site (Work.swift), walking between stops and bending to the work at each:
- Farm: one farmer drives the tractor down the gaps between the rows while the other hoes; in winter both mend fences and do barn chores. The tractor is now one moving part, parked by the barn when idle, and painted red so it shows against the crops. - Sawmill: foresters fell the trees nearest the yard and carry the logs to the deck. - Mine: one miner pushes the ore cart along the rails, the other picks at the pile and walks to the hoist house. - Town Green: the groundskeeper tends the beds round the trees.
The loops run on real seconds so they look busy at any pace, and they are looks only: the engine is unchanged.
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- Town growth: 12 building lots on the plan. When a crowded house or a visitor can't find room, work starts on the next lot, and the house is framed, roofed and finished over six weeks. - The flag is Seal Harbor's own: sea blue over forest green, a white wave and a gold star. - Gestures: the globe reads touches through UIKit recognizers, and the camera keeps its last good turn if the math ever goes bad, so pan and rotate can't lock up. - The sky is the air's blue close in by day, grey under cloud, and deep blue-purple space when zoomed out. - Bare winter trees fork into limbs and twigs instead of a brown lump. - Tapping a person floats a card over their head with what they're doing and their vitals. Its chevron opens a tabbed page with pictures of them and their house; tapping the house flies the globe to its front. - Follow trails a person from behind and turns with them; Their eyes switches to a perspective camera at eye height, drag to look around. - People near the horizon can be tapped again.
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With "Notify me of big moments" on in the pace menu, leaving the app works the next eight hours of town days out ahead on a copy (a day plays out the same whether anyone watches) and schedules a notice for each moment the paper would print, at the real time it'll happen: births, weddings, passings, romances, new jobs, newcomers and talk of the town. Births, weddings and passings chime. Coming back clears them; leaving again, after any wishes answered, plans them afresh. Turning the toggle on asks for permission.
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Seven or eight houses kept running out of food. Now Sunday's plate, from churchgoers who can spare a little, buys groceries at the Mercantile after service, and any house that went hungry gets three days' food apiece from the chapel that evening, for as long as its shelves last. Deliveries go in the family's story and their diaries ("The chapel brought us groceries. I didn't want to ask."). Over the second year of seed 42, about 2.6 houses a night now end with a bare pantry, down from seven or eight.
The faith test runs a full town year now: the pantry changed the town's history, and 420 days was too short to measure a following reliably.
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Skipping a day or a year, catching up after more than two days away and founding a new town used to run on the main thread and freeze the app, and a launch far behind could stall before the first frame. Now they run in the background six weeks at a time behind a loading card with a progress bar ("Skipping ahead a year · Day 336 of 840"), over a dimmed globe that can't be touched. The town hands its state to each stretch rather than sharing it, so it isn't copied whole every time. Short catch-ups of a day or two still happen between frames.
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Each person now holds a creed: a patron they follow, or none. Children are raised in a parent's creed, the more devout parent's most often, and grow up believing about as surely as their family does. Faith is personal, so it passes only between people who are close: a devout believer may bring family, a partner or a close friend round, people close to each other in one faith keep each other sure, and a sociable skeptic can wear down the belief of those close to them. A patron whose wishes have been answered lately draws followers faster, a granted wish can bring the wisher's closest round, and a skeptic whose wish comes true starts to believe. The trades pull their own back to their patrons. Grown-ups' belief drifts toward their own nature; children hold to what they were raised with.
Each week the town is counted, and the paper reports when a different faith takes the lead. The Whispered Wishes sheet shows the town's faiths, conversions go in each person's story, and children's pages show the faith they're being raised in. Save format is now version 14.
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Each night everyone ten and up writes a few lines in their own voice: the big news of the day first, then the wish they whispered and whether anyone answered, a crush or a grudge that only the diary knows, guilt over a curse, who they spent the day with in words that fit where (work, coffee at the bakery, beers at the Harvest Moon, chapel, lunch at school), and how they feel. Nobody repeats last night's line. The last ten nights show on each person's page. Save format is now version 13.
The app now runs on iPad in any orientation, and Apple silicon Macs can run it as an iPad app. scripts/test.sh runs the engine tests optimized.
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Co-Authored-By: Claude Opus 5.5 <[email protected]>
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Fog sheets and clear glass mirror the bright sky edge-on, which kept the fog banks glowing white on dark nights; their reflection now scales with the night tint.
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The low-poly colors carry nearly all of the town's look, so light alone barely moves them: with every light off and ambient at zero the town still rendered at full brightness. The old night tint that darkened the colors was dropped in the draw-call speedup, and nights have been as bright as day since. Now every model's color is tinted with the sky as the sun sets, warm at dusk and a cool deep blue at night, while lit windows, the inn's rooms, lamps, neon, the lantern and vehicle lights keep glowing. The new tint spreads through the town a couple of hundred models a frame, so dusk never stalls a frame.
The sea also dims its reflection of the sky after dark, which a color tint can't reach: the shader compares its tinted color with its daytime brightness. The lighthouse spotlight is turned down so it no longer floodlights the bay, and the header's day and night icon now reads the same sun the sky does, so a winter 6 PM shows the moon.
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Co-Authored-By: Claude Opus 5.5 <[email protected]>
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The woods now mix Douglas fir, western red cedar and Sitka spruce, and bigleaf maples and red alders line the village streets and lanes in four seasonal looks: spring green with blossom, summer green, autumn orange and gold with fallen leaves, and bare in winter.
The fleet gets its trades: a troller with outriggers, a gillnetter with a net drum and a crabber with a davit and stacked pots; the ferry gets rails and lifeboats and the cargo ship hatches and a derrick. Every boat has its name on both bows and running lights after dark. The valley coach and the moving truck are detailed, and everything that drives has headlights and taillights at night or in poor weather. Benches and trash barrels stand by the lamps on Main Street and the Harbor Walk.
The progress set gains views of the new buildings, the school at recess and the street trees in autumn.
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Dark green acorn lamps down Main Street, the village streets and the Harbor Walk, and hooded lanterns on cedar posts out along the lanes, in place of the eight plain posts on Main Street. Each keeps off the water, out of buildings and clear of crossings and drives, and lights at dusk with the porch lamps.
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Every house now has a mailbox by the walk, trash cans at the side and, out in the country, a woodpile. Its front beds change with the seasons: spring bulbs, summer blooms, autumn pumpkins, and bare beds with a wreath on the door in winter. Smoke rises from the chimney or stovepipe when someone's home on a cold day or an evening, washing goes out on fair days, and the kids' bikes sit by the steps while they're home.
The sky had a sidereal day: the globe spun once per town day while the sun also went round once a year, so noon drifted round the clock and by midyear 11 AM was midnight, with the lamps lit. The spin now falls back by the sun's progress, and the orbit is phased so the longest days land in the engine's summer and the shortest in its winter.
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Each place is now built by hand in the harbor palette, with walls that have real openings so you can see into bays, shop windows and slips, small props that only draw when the camera is close, and parts that follow the town once a town minute:
- Harbor: the Fishery's sliding doors, hoist and totes that stack with the catch; Tide & Timber's loading dock, roll-up door, cargo-day piles and its name painted for the bay; the Gull & Lantern's two stories, dormers, rockers, bracket sign, rooms lit by awake guests and a vacancy card; the Ferry House's ticket window and sailing board from the real schedule; a gangway and bell at the ferry's berth; boathouses with water doors that open when the crews are out. - Shops: the Blue Plate as a harbor cafe with booths and a counter seen through its window, diners seated inside, a pie case and a neon EAT sign; the garage's bays, car on the lift, pump island and tow truck; the bakery's awning, window display, chalkboard special by weekday and 4:30 AM chimney smoke; the Harvest Moon's moon sign, beer signs and pool table; a brick post office with its flag, collection box, P.O. boxes and mail jeep; the sheriff's star, radio mast, parking spot and barred jail wing. - Civic: the chapel's steeple bell, gull weathervane, stained glass, lychgate and wedding and funeral dressings; the school's bell cupola, flag and playground with kids out at recess; the library's book drop; the town hall's clock keeping town time; the clinic's ramp, caduceus and DOCTOR IN light; bleachers and a backstop at the ball field. - Work sites: the sawmill's teepee burner, saw shed, log deck and logging truck; the mine's headframe, hoist house, ore carts and a tailings pile; farms with a gambrel barn, silo, fences, crops by season and the tractor out while the farmer works.
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Miners now whisper to the Whisperer in the Dark for a strike. Granted, the miner turns up gold or garnets worth $500, and the mine's yield doubles for two weeks. Costs 4 favor.
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Co-Authored-By: Claude Opus 5.5 <[email protected]>
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A western false front in forest green and cream with the name painted on it, a plank porch under a tin roof, glazed double doors between two display windows, and a lean-to feed shed. Close up there's the porch clutter: a bench, barrels, the ice chest, a pay phone, a Cascade Cola machine, the Gazette box, a cork board, a broom and feed sacks.
The store follows the town: doors shut, shades down and the produce bins taken in after hours; the bins and windows fill or thin with the store's grocery stock; crates wait out front the day after the cargo ship; the windows glow when someone is inside at night. Small props only draw when the camera is close.
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Townsfolk now believe a little or a lot and whisper wishes to the entity under their own trade's name for it: the Listener at church, the Great Fisherman at the dock, the Lady of the Wood, the Whisperer in the Dark, Mother Furrow, the Far Lamp, Lady Luck, and the Sky Friend for children. Skeptics wish without naming anyone. Wishes come from what people lack or resent: work, money, love, a baby, a house, the catch, the harvest, the weather, a bet, or harm to a rival.
The player answers from a favor budget that builds back daily; big wishes cost more. An answer is saved as a dated input and comes to pass at the next dawn, so a reloaded town replays the same. Answered wishes raise belief and spread gossip, curses leave guilt and rumors, a town that sees too much luck starts talking, and unanswered wishes lapse and cost a little faith.
The app adds a Whispered Wishes sheet, belief and wishes on each person's page, and a Talk section in the paper. Save format is now version 12. The app icon is the owner's Icon Composer file.
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Farms and the fishery now pay their way: higher yields, and produce and fish prices read every farm's and fishery's stock rather than the first one's. Retail prices ease back toward normal when stock is steady, so a scare no longer leaves meals at the cap. The inn's kitchen stocks 80 meals and the innkeeper cooks on days off, which ends the inn's daily sell-outs. The import house earns freight income, and a household shares one purse so a flush adult sees a housemate through. After three town years every business is in the black and the broke count is roughly halved.
The progress screenshots gain a foggy-night lighthouse view. Adds docs/vision.md with the owner's answers on where the app is going, and docs/TODO.md with what's left.
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The old beam was one flat triangle that only showed in bad weather and vanished edge-on. Now the lens throws two opposed beams, drawn as soft cones by a shader that fades them along their length and at their rims, with drifting mist. They show every night, carry far on clear nights and come up short and bright in fog. A bearing table built from the coast dims them where they would sweep over land, the way real lights are screened landward. The lantern room is glass between thin frames around a lens, so the lamp shows from every side, and a glare flares when a beam swings toward the camera.
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Each person now has energy and mood that settle nightly from sleep, work, meals, company, weather and family news, and they shape the next day: tired people sleep in and sometimes call in sick, cheerful ones go out more. A full market runs underneath: wages, pensions and allowances; the farm, fishery, forest, mine and bakery make goods; shops and kitchens restock; the ferry and Wednesday cargo carry trade; prices follow supply and demand. People who can't afford a meal out or find the shelf bare change their plans.
The app shows energy, mood and money on each person, stock, prices and the till on each place, and a Market page in the paper. Save format is now version 11.
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Co-Authored-By: Claude Opus 5.5 <[email protected]>
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Co-Authored-By: Claude Opus 5.5 <[email protected]>
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- ModelLibrary: USDZ, Reality or USD files in OurTown/Models replace a building by its own name, its house type and variant, or its kind; with none, it's built in code as before. Models sit on their lot facing the road and shrink to fit if too big. Glass objects light at night, Lamp empties glow after dark, and the business name goes on the Sign board. The spec is in docs/models.md. Tested with a throwaway model, not committed. - Townsfolk.swift: each person's look comes from parts picked once from who they are: build, height, skin, one of ten hairstyles that greys with age, glasses, facial hair, and everyday clothes (flannel, sweater, striped tee, cardigan, jean jacket, vest, work shirt; jeans, slacks, cords, skirt). Each trade has a uniform and a hand prop (the fisher's slicker and sou'wester, the waitress's pink dress, apron and coffee pot, the logger's red flannel and axe, the miner's hard hat and lunch pail, the deputy's campaign hat and star). Uniforms are worn on shift and on the way to and from work. Rain gear and umbrellas come out in the rain and parkas in snow. Kids carry school bags on school days and ride red bikes. Outfits are built the first time they're worn. - Weather clouds sit high over the bay and the sea instead of low over the village.
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Co-Authored-By: Claude Opus 5.5 <[email protected]>
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The app was slowing down and heating up on the iPhone: - Xcode's Run built Debug, and the per-frame update ran unoptimized. The scheme now runs Release (tests still build Debug). - Every color on every low-poly shape was its own material, so each shape drew once per color: thousands of draws a frame. Shapes now take their colors from one shared 512x512 palette texture (ColorAtlas) and draw with a single material. - Travel routes are computed once and cached instead of rebuilt every frame for every traveler, and vehicle routes the same. - Sea materials are built once per kind of weather instead of re-registering the shader library on each change. - Whitecap and fog opacity is only set when it changes enough to see. - Frame timings log through NSLog so they show on a device console.
On the iPhone 15 Pro in Release: steady 60 fps at 0.56 ms of update before the morning commute. Under load it now averages about 56 fps even while the phone is warm, where it was 40.
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Co-Authored-By: Claude Opus 5.5 <[email protected]>
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Co-Authored-By: Claude Opus 5.5 <[email protected]>
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- Fog follows the new study (docs/concept/fog-sheets.jpg): thin, flat, translucent polygon sheets stacked a little apart just above the water, thicker where they overlap. The far-pole bank and the weather clouds are built the same way, clouds higher up, and fog days no longer hang cotton-ball clouds over the roofs. - Sea.metal: a CustomMaterial geometry modifier rolls four swells in from the open sea. Each face stays flat and is tipped by the swell's slope at its middle, which the mesh carries in its uvs. Swells shrink inside the sheltered bay. - Whitecap dashes across the bay and open sea roll shoreward with the swell. - The swell running over the foam line makes the shore lap. Spray bursts off the rocky cliffs in rain and storms. - Wakes trail boats that are under way. - Weather sets the swell height and speed, the whitecap count and the spray: glassy in fog, rough in storms.
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- The deputy drives the rounds: every trip to, from or between patrol stops is by patrol car on the roads, timed at road speed. Getting to work and home again stays on foot. Patrol.driving tells the scene when they're in the car. - A 1980s sheriff's sedan: white with a green door stripe, a gold star and a red and blue light bar. It drives the vehicle route, pulls up at the curb at each stop, and waits outside the Sheriff's Office the rest of the time. - Tests cover the drives; fingerprint repinned.
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- Sheriff's deputy role at a new Sheriff's Office on Market Street (it replaces 3 Market Street). A morning at the desk, rounds on foot past the harbor, school and shops, the desk over midday, and an afternoon round ending past the tavern. "On patrol" stops show outside each place. Tan shirt, brown trousers, campaign hat and a star. Tested. - OURTOWN_SNAPSHOT="seed,day,minute" shows a fixed town at a fixed moment, with the clock stopped and nothing saved. scripts/snapshots.sh builds Release, captures the same eight views each run into docs/progress/<date>-<commit>/, and indexes them in docs/progress/README.md. - Save version 10; fingerprint repinned.
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Co-Authored-By: Claude Opus 5.5 <[email protected]>
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- Houses come in four types from the art sheets: clapboard cottages (side gable or street gable with an attic window, gabled entry porch), two-storey farmhouses with metal roofs and railed porches, A-frames on braced posts with glazed gable ends, and craftsman bungalows with shingled porch gables on stone piers. Each has its own windows, lit at night, and is assigned by neighborhood. - Ponds and streams have smooth bowls and channels with water surfaces over them, and their banks follow the ground. Foam and boulders keep to the sea's edge. - Crop fields stay out of the village's back lots. - OURTOWN_LOOK starts the camera low over a spot, for checking buildings from the side. - Fingerprint repinned.
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- docs/art-direction.md and docs/concept/ hold the art and the style guide. - Faceted slate-teal sea with foam at the shore and a swell line that comes and goes. - Charcoal boulders at the foot of the headlands and on steep coast. - Faceted fog banks low on the water and in the woods. They follow the weather and burn off in the morning. The far-pole bank is built the same way, and fog no longer drops cotton-ball clouds onto the rooftops. - Olive grass, slender dark firs, charcoal rock, grey-blue and white walls with red roofs, and blue-grey haze over the far country. - Piers on capped pilings with tire fenders, plank seams, a ladder, crab pots, crates, drums and rope. The harbor buildings get board-and-batten siding and gooseneck lamps. - Working boats: flared hulls with waterline stripes, wheelhouses, masts and deck gear. - The Headland Light gets a black gallery and lantern room, a keeper's cottage and a picket fence, on a larger lot. Gulls wheel over the harbor. - Build timing under OURTOWN_PERF=1. The haze is stepped so the planet keeps a small palette, which brings the scene build from 26 s to under 2 s. - Save version 9.
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- The village is re-planned so every street has buildings facing it from both sides, with back yards meeting between rows. Harbor Road faces the harbor row to the civic row, Market Street the civic buildings to the shops, and Mill and Alder Streets have houses on both sides. A test checks each street has fronts on both sides. - Signs: names over shops and public buildings, and notice boards at the church, school and town hall. Boards post the times the town keeps (Sunday service, classes, daycare, hall hours) from a shared Timetable the planner uses too. The diner and tavern are neon. Parks, farms, woods and the mine get roadside boards. - Riders sit high enough for their wheels to clear the road and pitch with hills. Walkers stand on the road surface and on the higher foot on slopes. - The sea is opaque and matte, with no self-shadow banding. - Save version 8; fingerprint repinned.
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- The world is about half land: the town's country, countries east and west, a far land, islands, cliffs and beaches, lakes, Fern Creek over Fern Falls, and lone peaks. - Seal Harbor's plan is fixed; the seed only decides the people. Houses spread out into Heron Hill, Fern Hollow, Widow's Bluff and High Fern on a shelf up Fern Ridge. - Roads gain footpaths (Harbor Walk, River Walk, Fern Steps). Every door has a driveway clear of buildings and water. Trips favor easier climbs, and trucks stay on roads. - Buildings face their roads on level pads. Roads are graded and bridge the streams. The ground shades smoothly, and a sea surface gives smooth shorelines. - Vehicles tip with hills. Scenery keeps off roads, beaches and cliffs, and the glass-like coastal fog panes are gone. - The camera stands past the sun, so the sun shows when it's in frame. A sun button switches to a true-scale sky at half the real distances. - Save version 7; fingerprint repinned.
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- The valley coach runs through Ridge Tunnel at 9:20 and 5:20 (1:20 on Sundays) and waits twenty minutes at the stop. Everyone who comes or goes by the tunnel rides it. Newcomers always arrive by coach, with a 1980s box truck behind them that drives the roads to the new house, parks out front and leaves in the late afternoon. Movers and coach drivers are working, so townsfolk still never drive. - A fog bank that never lifts sits on the open sea at the far pole. Ferries and the cargo ship sail out of it, across the open sea and in through the bay's mouth, and fade back into it when they leave. - Rotation now turns around the spot on the ground at the middle of the screen, so it stays put even when zoomed in. - The planet's radius doubles to 66 tiles. The town, bay, headlands, mountains, river and ponds keep their size in tiles (coastScale); the land curves half as much and open sea covers the rest. Camera, zoom, moon and sun orbits, night sky and planet mesh scale to match. The simulation is unaffected. - History fingerprint repinned for the coach timetable.
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- The open coast becomes a bay: the town on its south shore, forested headlands east and west, and a narrow mouth opening north to the sea. Geography.shoreDistance now drives water, terrain, cliffs and shore colors. The lighthouse moves to the east headland at the mouth, with Lighthouse Road along the shore; ships sail in through the mouth. - Twin Peaks / Alan Wake / Wayward Pines / Midnight Mass mood: mossy greens, near-black firs, cold dark water, wet dark roads, weathered clapboard in off-white, barn red, slate, mustard, sage and brown under dark roofs, and muted 1980s clothing. More fog, drizzle and overcast. - 1980s rules: nobody drives outside of work. Long trips are by bike, drawn under the rider; wording no longer says visitors drove in. People face the way they're going. - The starting view looks straight down with north up, so the bay and both headlands show; drag or rotate to see house fronts. - Save format version 6. History fingerprint repinned; the longest trip in town (lighthouse to mine) is now up to 127 tiles.
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Engine - A harbor timetable: the ferry (the Kittiwake) calls twice a day and once on Sundays, the cargo ship (the Tern) on Wednesdays. - Journeys: newcomers arrive and leavers go at a set minute through Ridge Tunnel or off/onto the ferry. Plans start "out of town" at the gateway until someone arrives and end there when they leave; leavers are gone at the next dawn instead of vanishing at midnight. - Visitors stay 2 to 6 days at the inn (8 rooms), eat, explore and meet people. On their last morning, those with friends here may settle into an empty house; the rest leave the way they came. Visitors never take jobs, court, or have children while visiting. - Cargo arrivals are logged for the coming market economy. - Nobody walks out on children still at home. - Friendships with people who've left are dropped (family stays), and hot loops no longer copy every past record, which keeps a town that sees hundreds of guests at about 1.2 ms per simulated day. - Tests: gateways end to end; history fingerprint repinned.
App - Ferries and cargo ships sail in from far out at sea and fade in, tie up alongside their pier, then sail out and fade away. - Out-of-town people aren't drawn; visitors carry a suitcase; the paper and profiles show visits, settling and cargo. - Two-finger twist turns the view; a rotate button makes quarter turns. - Window lights keep their two looks ready and only swap the buildings that changed, removing ~30 ms hitches measured on an iPhone 15 Pro. - OURTOWN_PERF and OURTOWN_NOSHADOWS launch switches for measuring. - Save format version 5.
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Engine - Geography moves into the engine (coastline, lakes, river, islands) so the layout can see water, plus a mountain range (Fern Ridge) on the inland side and a woodland ring. The lakes move out of town; the river now runs from Mill Pond north through town to the harbor. - Roads: towns store their streets, lanes and tracks. RoadNetwork joins every door to the nearest road and finds shortest routes (cached per layout). Travel time follows the roads, walking the first 16 tiles and riding the rest. - New layout: harbor front and village grid either side of the river with bridges, Heron Hill and Fern Hollow neighborhoods, remote cottages, a farmhouse on each farm, the sawmill woods, the mine on the ridge's slope and Ridge Tunnel at the end of Main Street. Buildings search outward from their planned spot for dry, clear ground, so every seed lays out cleanly. 28 homes. - Grown children move out into empty houses, or leave together with a sweetheart when home is crowded and nothing is free. - Tests: layout fits the land for 12 seeds; population bound widened to 110 for the larger town; history fingerprint repinned.
Globe and flat view - Roads drawn as ribbons over the terrain with railings on bridges; walkers follow their routes. Street lamps line Main Street. - Fern Ridge rises with scree, rock and snow; dense woods fill the ring and lower slopes; trees keep clear of places and roads. - Shapes for the sawmill yard, the mine headframe and the tunnel portal. - The flat view fits the whole town, draws water and roads, and routes walkers the same way. - Save format version 4 (towns now store roads).
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- Weather seasons follow the town's own year (townDaysPerLifeYear) instead of 365 days, so each year of age gets one winter. The globe's sun orbit uses the same year so light and weather stay in step. - Each kind of weather takes the next slice of the day's roll. Before, fog and storms covered the roll up to 0.28 in the wet season, so rain (below 0.18) could never fall there. - Saves from an older format are set aside like unreadable ones instead of being overwritten by the new town. - historyMatchesAcrossLaunches expects the coastal town's history.
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Uncommitted work found in the working tree on 2026-09-30, committed unchanged so it has a clean record before fixes land on top: - Seal Harbor: half-ocean globe with shoreline, cliffs, islands, lake and river; harbor with piers, fishery, inn, ferry house, imports, boathouses and a lighthouse; working forest and mine inland. - New roles and places, daily meals and brunch, personal days, and fog, storm and snow weather. - Lit materials, moving sun, moon phases and eclipses, night sky, weather clouds, waves, moving boats and porch lamps. - Save format version 3.
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Zooming in used to close in on the center of the planet's disc, where you look straight down at roofs and the town slides off screen. The view now slides up as it zooms so the top edge stays about a tenth below the top of the screen: close up, you're looking across the horizon at buildings side-on. Zoomed out, the planet is centered as before. Picking uses the same offset.
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- The flat town is bent onto a sphere of radius 18 tiles around its center, so the middle of town stays true to size and the edges curve away. Streets and lawns are cut into tiles so they follow the curve. - A faceted meadow planet, softly lit from a sun above the town, with woods, fields, rocks and a pond on the far side from the town's seed. - The camera orbits freely: drag to roll the planet under the finger, flick to keep it turning, and the corner button glides back home. - Taps test each building's bent box as drawn on screen, nearest first, so roofs at an angle and buildings on the horizon still pick. - The engine is unchanged.
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- Globe figures scale with age (under 5, under 13, grown), and toddlers walk beside their keeper instead of inside the same figure. - globe closes the diner at 2:30 PM, which changes every town's history, so historyMatchesAcrossLaunches expects the new value.
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- historyMatchesAcrossLaunches pins seed 42 after 600 days to a fingerprint built in a fixed order, so results that depend on Set or Dictionary order fail the test. Checked: stable over three launches, and a deliberate order bug in fade changed it on every launch. - rehomeMinors reads each child fresh, so siblings already moved aren't rehomed again, and every moved child gets their own log entry. - The canvas labels homes from one pass per frame instead of scanning everyone once per house. - A new town is saved as soon as it's made. - towncensus runs at least one year instead of crashing on 0. - README: optimized test command and the fingerprint test.
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- Babies are born at the dawn of their birth day instead of up to a year in the past. - Little ones under 5 spend the day with one adult keeper from their house. The keeper brings them along on outings, skips the tavern and stays home after their bedtime. When every adult works, a keeper whose shift fits daycare hours (Mon to Sat, 6 AM to 6:30 PM) drops them at the school and picks them up; otherwise they go along to work. - carve no longer drops untouched short anchors, which erased the mail route whenever a gathering or daycare stop was carved in. - Saves carry a format version. An unreadable save is moved aside instead of overwritten, and saving stops if that move fails. - New tests: babies born on their birthday, little ones never alone.
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The Gazette now groups stories into one edition per town week, leads each edition with the biggest news (passings, births, weddings, then comings and goings, work and love), folds friendship notices into an expandable "Around town" roundup and adds section filters with icons. Tapping a story opens the person's profile.
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TownEngine is a pure Swift package: a seed builds the town, then seeded streams drive daily routines, relationships and the life cycle (aging, retirement, weddings, births, newcomers and gentle passings). Days nobody watched resolve exactly like watched ones, so the app catches up on launch.
towncensus runs the town headless for years or traces a single day. The app is a flat top-down view with tappable buildings and people, a town paper and a pace menu for the clock feel test.
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Replaces the flat view with a low-poly diorama: an orthographic camera that pans, pinch-zooms and rotates in 90 degree steps, and buildings, trees, a church steeple, a barn and a water tower built from flat-shaded MeshDescriptor meshes. Unlit materials are tinted by time of day, so dawn, dusk and night are fully controlled, and windows glow where people are awake. Peg-people show outdoors and on the street.
Taps are picked with a ray cast from the camera math, since entity targeted gestures never fired here. The diner now closes at 2:30 when its last shift ends, and the header shows night weather icons. The flat view stays behind a debug toggle.
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The same town, moment and camera positions each time, so they compare side by side.
Goods and folk you can watch move through the harbor












Elections for mayor and sheriff, and a gauge of the town's belief












Turn the harbor front to face the bay












A bigger Town Green with a fountain and benches; kids play at recess












Middle-earth names for the town's places












Game-style UI: town sign, newsprint masthead, wooden dock and town book












Show the whale in the bay and the rocks on the ridge road












Put the outdoor crews to work












Grow the town, fly a new flag, and follow people around












Notify of the town's big moments while you're away












Dim fog and glass reflections at night












Vary the trees, dress the boats and vehicles, add street furniture












Rebuild the Mercantile as a living general store





A model loader for the art team's buildings, townsfolk made from parts, clouds over the water




Performance on the phone: Release runs, one material per shape, cached routes




Fog as flat sheets; swells, whitecaps, shore break, wakes and weather on the sea




A sheriff's deputy, and fixed-position progress snapshots



