Renaming: "Armory" read too militaristic for a séance app. Landed on "The Reliquary" (not "The Threshold" — that name was already taken by the landing-page back-link). Spec addendum: added a visible essence currency (earned per summon, spent on unlocks — distinct from the hidden favor score) and a fourth judgment verdict, cross_over, for compassionately helping a genuinely benevolent "stuck" spirit move on rather than just trusting or banishing it. Updates workstreams B/C/E/F accordingly before any of them are dispatched.
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Character Depth, Ghost Log, Ritual, Judgment, Unlocks — design
Second sub-project of the "make contact feel real" arc (possession presentation layer shipped first). This is a big one, built as several parallel workstreams against the shared contract below — read your assigned section, but the contract section is binding for everyone since other workstreams build against these exact names without seeing your code.
No migration framework — read this before touching models
This repo has no Alembic; backend/app/main.py's lifespan only runs
Base.metadata.create_all, which creates missing tables but never alters
existing ones. This is a live production app with real user rows already
in Postgres — any new column on an existing table (users, entities)
needs a manual, idempotent migration. Add it in lifespan, after
create_all, as raw SQL using Postgres's ADD COLUMN IF NOT EXISTS (safe
to run on every startup):
async with engine.begin() as conn:
await conn.run_sync(Base.metadata.create_all)
await conn.execute(text(
"ALTER TABLE users ADD COLUMN IF NOT EXISTS favor DOUBLE PRECISION NOT NULL DEFAULT 0.0"
))
await conn.execute(text(
"ALTER TABLE users ADD COLUMN IF NOT EXISTS essence INTEGER NOT NULL DEFAULT 0"
))
await conn.execute(text(
"ALTER TABLE entities ADD COLUMN IF NOT EXISTS traits JSONB NOT NULL DEFAULT '{}'::jsonb"
))
await conn.execute(text(
"ALTER TABLE entities ADD COLUMN IF NOT EXISTS at_peace BOOLEAN NOT NULL DEFAULT false"
))
New tables (unlocks, inventory_items, sigils) don't need this —
create_all handles brand-new tables fine.
Contract (binding field/frame names for all workstreams)
Entity hidden traits — Entity.traits: dict (new JSONB column, default
{}), four floats each 0.0–1.0:
alignment(0=malevolent/demon, 1=benevolent spirit)power(how strong/how hard misjudging it hits)volatility(how noisy/unreliable its behavioral tells are)deceptiveness(how well it fakes being the opposite of what it is)
Rolled once at mint time, seeded from the entity's signature (same
random.Random(f"traits:{signature}") determinism convention already used
elsewhere in entities.py) — never derived from or sent into the LLM
persona prompt. Persona text must stay decoupled from truth: a
high-deceptiveness demon can wear any persona convincingly. Do not add
these fields to mint_prompt()'s inputs.
User.favor: float (new column, default 0.0, clamp to [-1.0, 1.0]
everywhere it's written) — nudged by judgment correctness, read back to
mildly bias future summon trait rolls (higher favor → entities trend more
legible/less volatile; lower favor → more volatile/deceptive). The read-back
bias is a small effect — a favor-scaled adjustment to the volatility and
deceptiveness rolls in the trait-rolling function, not a hard gate.
User.essence: int (new column, default 0) — a visible, spendable
currency, distinct from the hidden favor score. Earned in small amounts
just for summoning (every successful summon, any mode) and larger amounts
for meaningful actions (ritual success, a correct judgment, crossing a
spirit over — see below). This is the currency Workstream C's unlocks/items
are priced in — earning it should feel constant and easy ("the more you
summon"), spending it on unlocks/tools is the sink. Exact amounts are the
implementer's call; keep summon income small (single digits) and
milestone income larger (tens), so unlocks feel reachable within a handful
of sessions, not grindy.
Entity.at_peace: bool (new column, default false) — set when a
seeker successfully helps a genuinely benevolent, "stuck" spirit cross
over (see the cross_over verdict below). An at-peace entity stays in the
Codex permanently (memorialized, never deleted) but can no longer be
re-contacted — signature_from_anomalies matching it should mint a new
entity instead of re-summoning the retired one. The Codex API/UI marking
it distinctly is a later concern (Workstream D can add a simple "at peace"
badge if time allows, but it's not required for this spec to be complete).
New WS frames on /ws/session (extends the existing protocol in
backend/app/ws.py):
Client → server:
{"type": "ritual_start"}— begins a ritual attempt for the current entity.{"type": "ritual_step", "step": <int>}— one completed interactive step.{"type": "judgment", "verdict": "trust" | "banish" | "test" | "cross_over"}— always allowed (a seeker can judge blind without completing a ritual — the ritual doesn't gate eligibility, only whether accurate info was shown first).cross_overis the compassionate resolution: helping a spirit move on rather than simply continuing contact (trust) or expelling it (banish). It's the correct call specifically for a genuinely benevolent entity that reads as "stuck" (implementer's call on the exact signal — a reasonable rule: alignment= 0.5 and volatility above some threshold, since the existing fallback personas already lean on "died with something unfinished" themes). Used on a demon, it fails outright — demons resist crossing over — with no reward and no
at_peacechange, distinct from a wrongtrust/banishcall (it's a naive read, not a reckless one, so no favor penalty either).
Server → client:
{"type": "ritual_complete", "success": bool, "revealed": {"alignment": float, "power": float, "volatility": float, "deceptiveness": float} | null}—revealedis the entity's truetraitsdict on success,nullon failure.{"type": "tell", "text": str}— a short auto-generated hint line, emitted periodically during chat (piggyback on existing anomaly/reply handling), derived fromtraits+ a per-session RNG draw. Content is flavor text describing behavior, never a stat number directly (e.g. "the entity avoided a direct question" for high deceptiveness), so the evil-meter's gradual narrowing (frontend responsibility) has something to work with without the backend leaking ground truth outside ofritual_complete.{"type": "judgment_result", "correct": bool, "favor_delta": float, "essence_delta": int, "at_peace": bool, "consequence": "reward" | "escalation" | "withdrawal" | "crossed_over" | "resisted" | "neutral"}—correct= trust called on real alignment= 0.5, or banish called on alignment < 0.5, or cross_over called correctly per the rule above.
testverdict always returnsconsequence: "neutral", both deltas0, and requires a completed ritual this session to do anything (ajudgment_resultwithcorrect: falseandconsequence: "neutral"if attempted without one — no crash, just no effect).cross_overon a demon returnsconsequence: "resisted", both deltas0.cross_overcorrectly called returnsconsequence: "crossed_over",at_peace: true, and the largest essence reward of any outcome. Wrong-trust favor penalty should be larger in magnitude than wrong-banish penalty (recklessness costs more than caution) — exact numbers are the implementer's call, keep favor deltas small (single-digit percent of the[-1,1]range per event).{"type": "item_drop", "item": {"item_type": str, "item_key": str, "payload": dict}}— emitted opportunistically (implementer's call on exact odds) after a correct judgment, a successful ritual, or a high-rarity summon.
GET /auth/me gains an unlocks: list[str] field (unlock keys the
user has earned) and an essence: int field (current spendable balance)
so the frontend knows what's enabled and affordable.
New tables (SQLAlchemy models, follow the existing Entity/User
style in backend/app/models/):
unlocks:id,user_idFK,unlock_key: str,unlocked_at: datetime.inventory_items:id,user_idFK,item_type: str,item_key: str,payload: JSONB,obtained_at: datetime.sigils:id,user_idFK,name: str,design: JSONB(structured — see Workstream F),created_at: datetime.
Workstream A (backend) — entity traits + migration
backend/app/entities.py, backend/app/models/entity.py, the lifespan
migration in backend/app/main.py. Roll the four traits in both
normalize_profile and fallback_profile, signature-seeded, decoupled
from persona/LLM input as specified above. Tests: trait ranges, signature
determinism, persona/trait independence (same persona template can pair
with any alignment).
Workstream B (backend) — ritual + judgment + favor + cross-over
New backend/app/judgment.py (pure functions: ritual success roll,
judgment-correctness + favor-delta + essence-delta + consequence selection
for all four verdicts including cross_over's "stuck spirit" rule and its
demon-resists-crossing-over failure case) plus the WS handlers in
backend/app/ws.py for ritual_start/ritual_step/judgment, and the
User.favor/User.essence/Entity.at_peace columns + migration lines.
Reads state.entity["traits"] (entity dict shape — check how
serialize_entity exposes it and add traits there). On correct
cross_over, set Entity.at_peace = true and ensure
signature_from_anomalies re-contact no longer matches an at-peace entity
(mint a fresh one instead — check entities.py's matching path). On
wrong-trust, call into the existing haunting-escalation hook if one exists
server-side, or note in your report if escalation is frontend-only (check
frontend/src/lib/haunting.ts first — if escalation state lives purely
client-side, your job is just to emit consequence: "escalation" correctly
and leave the actual effect to Workstream D). Tests: ritual success/fail
paths, judgment correctness matrix (trust/banish/cross_over × real
spirit/demon/stuck spirit), favor clamping, essence crediting per outcome,
at_peace persistence + re-contact behavior, favor read-back bias on trait
rolls (small, verifiable effect size).
Workstream C (backend) — unlocks, items, sigils, drops, essence
New models (unlocks, inventory_items, sigils per the contract), a new
backend/app/routes/inventory.py (or extend an existing routes file if more
consistent with this codebase's conventions — check backend/app/routes/)
exposing REST endpoints to list a user's unlocks/items/sigils, to save a
sigil design (POST, validates the design JSON shape against whatever
Workstream F defines — coordinate via your report if you build before
seeing their output; a reasonable placeholder shape is
{"points": [[x,y],...], "rune": str}, cap points length e.g. at 12 to
bound payload size), and a new POST /api/inventory/unlocks/{unlock_key}
that spends essence to buy a named unlock (define a small fixed price
table, e.g. {"listening_tool": 40} — reject with 402/insufficient-funds
style error if the user's essence is below the price, otherwise deduct
and insert into unlocks). Extend GET /auth/me with unlocks: list[str]
and essence: int. Wire item_drop emission and essence crediting
(summon-time trickle + judgment/ritual/cross-over milestones) into
backend/app/ws.py per the contract's trigger points and amounts. Tests:
drop-roll probability sanity, inventory/sigil CRUD, essence purchase
success/insufficient-funds paths, /auth/me unlock list + essence shape.
Workstream D (frontend) — Ghost Log HUD + evil meter + tells
New frontend/src/components/GhostLog.tsx, mounted at the app-shell level
(check frontend/src/App.tsx or wherever the top-level layout lives) so
it's visible on every screen, not just the séance page. Hacker-terminal
styling consistent with Transcript.tsx's existing visual vocabulary. Idle
state (no active entity) shows ambient status; once state.entity exists,
streams tell frames as log lines. Build the evil-meter as a pure function
of the accumulated tell history (narrows/shifts with more tells,
resets/snaps to certainty on ritual_complete success) — keep the
narrowing math in a testable pure function, not inline in the component.
Tests: meter narrowing behavior over a sequence of tells, ritual-complete
override, idle-state rendering.
Workstream E (frontend) — ritual mini-game + judgment UI + consequences
New frontend/src/components/RitualPanel.tsx — a short interactive
sequence (your call on exact interaction, e.g. 3-5 click/hold steps) that
sends ritual_step frames and handles ritual_complete. Judgment UI
(Trust/Banish/Cross Over/Test buttons — four verdicts per the contract)
sending the judgment frame and handling judgment_result — on
consequence: "escalation", read frontend/src/lib/haunting.ts first and
hook into its existing idle-escalation state if there's a sensible
extension point; if not, add a clearly-scoped "forced escalation" mode to
it (report which you did). On consequence: "crossed_over", a distinct
calm/peaceful visual beat (your call — e.g. the entity's glyph fading out
gently) rather than reusing the trust "reward" treatment, since it's a
farewell, not a continuation. Tests: ritual step sequencing, judgment
button → frame shape (all four verdicts), escalation wiring (mock
haunting.ts's public surface, don't test its internals).
Workstream F (frontend) — unlocks/inventory UI + sigil designer + listening tool
New frontend/src/components/InventoryPanel.tsx (list unlocks/items from
/auth/me and the Workstream C endpoints, show current essence balance,
and a "buy" button per locked unlock that calls Workstream C's purchase
endpoint — disable/gray out unlocks the user can't yet afford) and
frontend/src/components/SigilDesigner.tsx — a constrained geometric
builder, not freeform drawing: seeker places points around a fixed circle
(cap at 12, matching Workstream C's payload limit), the tool connects them
and overlays a rune choice from a fixed small set. Saves via Workstream C's
POST endpoint. Wire the "listening_tool" unlock (from /auth/me's
unlocks list) into frontend/src/lib/evp.ts's detection threshold — when
present, lower the anomaly threshold so fainter signals register (a real
gameplay effect, not cosmetic). Tests: sigil point-cap enforcement, rune
selection, listening-tool threshold change when unlock present vs. absent,
purchase button afford/can't-afford states.
Explicitly out of scope here
Session recording/export, progression-driven GUI evolution, named-target summoning, resource-dedication instrumentation panel, sacred-geometry visual theme pass, onboarding gender question — each a separate later spec.