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# AI Rogue Progression Depth Notes

Session: `phase30-session08-progression-depth` Date: 2026-06-22

## Worker Decision

Worker simulation remains deferred.

Evidence:

* Pure simulation tests cover deterministic class, relic, resource, objective, achievement, enemy, pickup, hazard, win, loss, and terminal no-op behavior.
* Focused Playwright runtime tests passed for canvas paint, keyboard input, movement pixels, pause gating, save, load, win/loss completion, route exit cleanup, Loadout selection, refresh persistence, and scoped reset.
* No focused test showed input blockage, render starvation, or save/load jank that requires a worker protocol in this session.

Decision:

* Keep simulation on the existing route-scoped runtime path.
* Do not add a worker, message protocol, transferable snapshot format, or worker lifecycle ownership until profiling shows measurable main-thread pressure.

## Bounded Inputs

Progression derives only from browser-safe LiveData fields:

* `skills.active` labels and usage counts.
* `localAgents.skillSources` kind, label, status, and count.
* `modelUsage` model labels, messages, tokens, and priced spend fields.

The progression helper validates the input subset with Zod and emits safe fallback states when malformed or unavailable data is encountered. Labels are bounded and private-looking text is replaced before it can reach runtime, persistence, or UI output.

Persisted progression data is limited to:

* Class, relic, objective, resource, and achievement IDs.
* Bounded display labels.
* Resource values and caps.
* Run depth, turns, shard deltas, and timestamps.
* Short provenance labels and warnings.

## Content Follow-ups

Deferred to later sessions:

* Mobile and pointer-first layout polish.
* Audio and presentation polish.
* Additional generated art or content packs.
* Seed sharing.
* Worker simulation protocol.

Session 09 can use the current catalogs and HUD descriptors for polish without changing the LiveData derivation boundary.


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