The Chorus: a district with a purpose beyond the factory - #7
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The district uplink now opens The Chorus, a second playable chapter. Build nine gardens, archives and foundries on a living signal atlas, choose a permanent charter, and send one of four first transmissions determined by what you actually built.
Every post-uplink chip earns signal. Places produce resonance at different rates. A charter requires seven matching places for its promised ending; a district that diverges sends The Common Ground. The deterministic utility controller uses the player's purchase methods and reserves money for silicon. At six places it favors foundries for their higher output, explicitly announces departures, and can be revoked. Those departures can change the ending. The player alone chooses the charter and final transmission.
Existing version 1 factory saves migrate in place to version 2. The atlas hides factory geometry and suspends machine/chamber animation; it draws nine places and at most 27 travelling signals at 10 Hz. Existing 30 fps and resolution limits remain. Factory and district share one simulation and switch with Tab.
Validation passed remotely in GitHub Actions: 128 classic unit tests, 50 Godot checks and two scene smoke checks, 12 chooser/classic browser tests, and 14 Godot browser tests across Chromium and Firefox. Coverage includes simulation playthroughs for all four endings, unchecked drift changing an ending, JSON save migration and round trips, and real desktop/mobile browser controls plus ending persistence. The existing classic/chooser and audio-allocation regressions remain in the pipeline. No local servers, browsers or Godot processes were launched.
The performance investigation remains open. The user reports smoother hosted play; cross-machine testing is still pending. Documentation preserves that evidence and the local shutdown instruction.
Desktop, phone, and first-light screenshots were reviewed from CI artifacts. Firefox’s source-less navigation-away console diagnostic is classified only during the test’s intentional reload and retained in the artifact; live-game errors still fail the test.