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Devblog
Phase 4 is done.
Phase 4 is done.
It closed out the way it should — not with a feature, but with a validation. The mission system now dispatches a world update event every time a mission ends. The district the mission happened in, the result, and the foundation structure for everything the world will eventually need to know all travel together in a single bundle. We ran the full loop today: mission start, objectives, resolution, dispatch, receipt. Every line came back correct.
Phase 4 took the game from "missions exist as a concept" to "missions run as real data-driven runtime structures that leave a mark on the world when they're done." Every objective can activate, complete, or fail. The HUD tracks it. The game announces it. The narrative records it. And when it's over, the city gets the signal.
Phase 5 starts next. Stealth, detection, AI perception — the systems that will start populating that world update with real information about how Ethan moved through the city.
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