⧉ VOID EXODUS

INTEGRATION BACKLOG — design that's ready but NOT yet in the game

STATUS: NEW — pipeline upgrade. The priority queue for starborne-autobuild. Design grows fast in the bibles
+ gamedata.json, but only a little reaches starborne.html each run. This file tells the integrator **what to
port next, ranked by value** — so it stops picking arbitrary increments. Source of truth for "is it in the game":
the inGame flag in gamedata.json. Autobuild: take the top unchecked item, port it, flip inGame:true, check it
off here with a 1-line note + date.

HOW TO USE (autobuild, each run)

  1. Read gamedata.json + this file. Pick the highest-priority unchecked item below (or the highest-value

inGame:false record if this list is exhausted).

  1. Back up starborne.html (copy to .backups/), make ONE validated change, node --check if available.
  2. Flip the record's inGame:true in gamedata.json; check the box here with — done YYYY-MM-DD.
  3. Gate as today: Horror-mood ≥86 + Game-Director ≥86. Revert from backup on regression.

P0 — FLAGSHIP REALIGNMENT (NEW 2026-07-05 · do before everything below · canon: FLAGSHIP-REALIGNMENT.md)

2026-07-05 REPAIR NOTE: starborne.html was found tail-truncated (~119 lines lost mid-rdCast, game
could not boot). Restored by splicing the intact tail from the live server copy onto the newer local
body (settings/rebind system, rare-Watcher redesign preserved). Backups in .backups/.
Run starborne-backup.bat and schedule it hourly — the git history it creates is the real safety net.

cap simultaneous plantings at 12–16 ("the field only keeps so many counts"). Watering becomes a

+1-bonus-stage accelerator, never a requirement. — done 2026-07-05 (grass Till offered once the hoe

is carried; Camp keeps verb priority on grass; cap = 16 growing at once)

(+1 extra stage if watered). Kill the watered-gate, keep the watered-reward. — done 2026-07-05

CROPS ONLY — world day, Blood Moon, enemies untouched. Toast: "the field kept the count without you."

— done 2026-07-05

damage −25% ("the count weakens you") instead of HP chip. The Fibonacci starvation tally moves

behind a Full Count hard-mode setting (default OFF). Drain rates, teaching toasts, dungeon

drain-multiplier all unchanged. — done 2026-07-05 (toggle in Settings → Display; Hardcore mode

keeps the lethal rule automatically; weakness = ½ stamina cap + −25% melee/spell damage)

proses (they're already written in starborne.html); visible empty slots from hour one; complements

the 12-Medal spine (medals = spine, ledger = breadth), does not compete with it.

camp/hoe/pot introduced after first blood (audit intro flow first; keep all faction starts intact).

P1 — core loop / progression (do first)

~70% through their dungeon and gate the final 30% (ZONES §2). Populate the menu's Key Items region. — done 2026-06-29

husks): unique attack + tell, per ENEMIES.md. Currently all non-animal foes share the generic husk. — done 2026-06-29

P1b — CAMPAIGNS & PROGRESSION TREE (NEW · top priority · see CAMPAIGNS.md)

P2 — zones / world

distance-from-home.

P3 — systems / menu depth

DONE (most recent first)

1103 linked entries · source: content · living wiki, auto-synced from the game's design.