Deliverables

A standing weekly commitment to share real progress — made public. Every entry links back to the actual source material (design docs, proofs of concept, this site itself) rather than summarising from memory.

Since 2026-08-03, a deliverable can also be a promise: a file created the moment a commitment is made, ahead of the work landing, carrying acceptance criteria instead of a finished write-up. Promised entries flip to delivered — with live links — once the thing they describe actually ships.

Some entries are backdated, added on 2026-09-13 for things made before the log began — the early HTML experiments, each embedded here as it was — so the log reads true from the start. They carry their own dates, and the list runs by date.

show:

#43 · 2026-10-28

Furniture, twelve Persian rugs and Madame Zahra — and everything on a cell at once

Eight pieces of furniture for your home and twelve Persian rugs, each picked up, carried and put down like the chest — a rug carried rolled up and unrolling across the floor away from you. Madame Zahra, a wolf-faced rug seller, trades five dyes for a rug of your choice; the dyes burst out of Cinder Hollow's new Moon Well when you win it; Hob grew; the villagers' homes are furnished; and a step onto a cell now picks up everything on it. On the staging server, coming to everyone with the houses.

#42 · 2026-10-27

The App Store header — a moonlit Village, looping, and Esmeralda in search

The App Store's new product page has a header across the top, and search results show a big picture or video for each game. Spellgrove's are now two twenty-second loops made from the game itself — the Village of Lor at night, its lit house street and children walking toward a huge moon under the Spellgrove lettering, and Esmeralda asking whether you'd like to learn the spell to create a familiar. Kris chose the header with the lettering and Esmeralda for search, and is uploading them now.

#41 · 2026-10-26 · promised

Your own house in the Village — the design sheet, and how Kris voted

Every player is getting a house of their own in the Village of Lor — walls in the colour of their pants, the roof in the colour of their top, the lights on while they're in the game. Before building it into the game, the house was drawn in three shapes, inside and out, with the ways to mark an empty plot and to handle the door you can't see, and Kris voted. The Village grows south by six rows of streets and eighty plots to make room.

Kris, by voice, 26 October — a design that is largely Rah’s: “Instead of everyone having their own little room that they come out of through the same portal… it becomes a house, very much like the bazaar is a tent… the door will be away from where you’re seeing… the walls should be the same colour as the pants colour of the player and the roof the colour of the top… when the player is offline, a reduced, simpler, standard version — maybe the lights are out, probably just brown, but a nice little house.”

Every picture below is the game’s own renderer, from the chase camera at its normal height unless it says otherwise. The four owners in them are Rah (rose top, denim pants), Tom (marigold, khaki), Ivy (teal, wine) and Kris (scarlet, navy); a brown house with its shutters closed is somebody who isn’t in the game; four little marks on the grass are a plot nobody has yet. A design review had already been through the first renders and asked for taller walls under a lower roof, a door a child can walk through (the first one came up to Tom’s chest), cream trim so a dark pants colour still reads as a colour, and gold names for houses so a place never reads as a person.

1 — Which house? The cottage

A street of cottages: four in their owners' colours with lit windows, two brown and shuttered, one empty plot
A — the cottage (chosen)
The cottages closer, gold names over the coloured ones
A, closer
The door side of Rah's cottage, Tom on her doorstep
A, the door side — the north, away from the camera
The same street with hipped roofs
B — hipped
Hipped houses closer
B, closer
The door side of a hipped house
B, the door side
The same street with steep roofs and stone chimneys
C — storybook
Storybook houses closer
C, closer
The door side of a storybook house
C, the door side

2 — The walls: the owner’s true pants colour

Walls in the owners' true pants colours
True (chosen)
The walls lifted toward cream
Softened toward cream — navy, wine and khaki all drift to beige

3 — Offline houses

No vote: brown, a little smaller, the shutters closed, no name, and a tap does nothing — Kris: “if offline the house looks and acts like background decoration.” They are the brown houses in every picture.

4 — A plot nobody has yet: the corners

Four ways to mark an empty plot on the grass, left to right: a line, four corners, a dashed line, four pegs
Line · corners (chosen) · dashed · pegs — walkable until somebody moves in

5 — The door you can’t see: leave it

The camera looks north and the door is on the north side, so whoever is knocking stands behind the house. Three ways to deal with it were drawn; Kris chose to leave it — the house hides you while you knock.

Tom hidden behind Rah's house, only his name showing
Leave it (chosen)
Rah's house see-through, Tom visible
See-through
Rah's house with the roof off and the walls cut low
Cut away

6 — Inside: lower walls, a honey floor

Your home is the room you already have, chest and all, drawn inside the house’s walls in your colours, the roof’s edge in your top colour.

The room with tall walls, like the Bazaar's
a — tall, like the Bazaar
The room with lower walls and a grey plank floor
b — lower walls, the grey plank floor
The room with lower walls and a honey plank floor
b with the honey floor (chosen)
Closer, Rah on the honey floor
b with the honey floor, closer

Two changes from the sheet, in Kris’s words. The rug goes: “no rug on the floor, that is something to purchase in the game later and add.” And the door moves: “the door should be against the BACK wall… there should be a visible door against the middle of that back wall — because that is where the door IS, and you just can’t see it from the standard camera angle… with the portal kind of in front of it.” The honey planks became a ground of their own: the grey planks in the pictures turned out to be the ramp up to the high ground, not a floor, so Kris chose a hexagram for it — “use Wind over Fire… change Wind on Fire to be the wooden floor honey plank”: Wind over Fire (37), The Family — “warmth given out slowly, evenly, to everyone in the room”. Its lower trigram makes it a lava by type; as the Plank floor it is dry, flat and on the ground’s own level, and the ramps keep their look.

What comes next

The Village of Lor grows south by six rows of street blocks with eighty plots (Kris: “let’s go for 80 house sites to start — that’s an arbitrary but interesting milestone to hit”), and a “Player Home” in the area editor for adding more by hand. Each player is given a plot when they log in, the house shows their colours while they’re in the game, and anyone can knock on a lit house — the owner says Let in or Keep out, and a visitor can only walk around. It goes to the staging server first, with some test players living in the Village, before anyone else sees it. The work is GitHub issue #42.

#40 · 2026-10-24

Dying — lava burns, your bag spills, and you wake at home

A player can now die. Lava hurts everywhere — the fifth cell kills — and flames come up round you while you wade. Dead, you lie down; the chest you carry drops in front of you or falls apart; your bag spills on the ground round you for anyone to collect (what lands in the lava burns); the screen goes black and you get up at home. Health heals slowly and no longer refills at a door. The fire hounds bite three times as hard and take three times the beating.

#38 · 2026-10-24

The chest quest — Esmeralda's quests, Hob Hartwood, and a chest for your home

The game's first quests. Esmeralda sends you for a chest and teaches her familiar spell as a quest with steps; Hob Hartwood the carpenter sits in the Bazaar and makes chests for twenty Mushrooms; you carry one home in your arms, put it down, and keep your things in it. The Quests list lives in the menu, and the buttons on the screen now appear as you first need them.

#37 · 2026-10-24

The offline runner — when the realm is away, you run

When the game cannot reach the realm it no longer just says so — seven seconds later your own character is running, side on, Chrome's offline dinosaur game with Spellgrove's own grass, bushes, trees and dragon, day and night, until "The realm is back".

#36 · 2026-10-23

The Bazaar tent — a kind of room, drawn on both sides of its door

The Market became the Bazaar in one evening by voice. A striped tent now stands over its door in the Village, with the portal in the doorway; walk through and the same canvas walls stand round you inside. The comparison page Kris chose from is below, round by round — two palettes, two heights, and the shaded floor.

#33 · 2026-10-20

The trade marks are filed — SPELLGROVE and LEGEND OF RAH at IP Australia

Two Australian word-mark applications, SPELLGROVE (2706928) and LEGEND OF RAH (2706929), classes 9 and 41, owner CoCreations Australia Pty Ltd, filed on 19 October 2026. IP Australia's two "Your trade mark has been filed" letters arrived the next morning and are kept with the filing receipt. They are an acknowledgement, not a decision — the examiner's turn comes in about three to four months.

#31 · 2026-09-27

Rah's drawn faces — the parts, cut exactly, and a viewer

Rah drew the eyes, the mouths and the hair herself, digitally. Every part is cut out of her drawings exactly as drawn — no threshold, no redrawing, the ink's darkness is its opacity — a small viewer puts them on the game's player body so they can be judged on a head, and the same day they went into the game with shirt and pants colours, a hand-turned account box with six buttons, and a name the player can change.

#30 · 2026-09-22

Attempts at styling by AI

The record of the attempts to have an AI decide what a face in Spellgrove looks like — the sixty-four heads that were reverted in three days, and Rah's sketches cut into face parts that came out, in Kris's words, comically bad. Kept exactly as delivered, so the next attempt starts from what was actually seen. The faces will be hand-drawn by Rah next.

#29 · 2026-09-15

The floating islands — a trial build where the neighbouring places float beside the one you stand in

A trial APK, pointed at the staging server, that draws the public Areas next to yours on the world map as static islands floating around the one you are walking on — Market Stalls, Mountain Pass and Golem Hollow around the Village — reachable only through their doors as ever. Built to measure what it costs a phone and to see whether the world should be islands in the sky.

#27 · 2026-09-12

Spellgrove — the name, the icon, and a build on both stores' pipelines

The game got its name, its icon and its legal pages, an in-app "delete my account", a Codemagic pipeline that signs a bundle for Google Play and an archive for the App Store from one tag, and sign-in on phones through the platform's own player — Play Games on Android, Game Center on iOS — with no email asked for. The first Android bundle reached Play's internal testing and the first iOS build reached App Store Connect.

#26 · 2026-09-11

Tag — one game of chasey across the whole world

Playground tag as a core mechanic — opt in on your account, one "it" in the whole world at once, a cartoon glove over every player in the game and a white one over the it, a twenty-second lock against tagging straight back, doors that ask before they take you somewhere the game does not follow, and a fair pick when the it player goes offline.

tag

#25 · 2026-09-09

Golem Hollow — the first mini-game

West of the Village, a place with rules and an end — stone golems marching on the Grove Tree, the first spell (the Lightning Tower) found as a scroll on the ground and cast from what you have gathered, a volcano that throws fire crystals, an ice patch that grows ice, health on every creature, and a Life Seed for whoever stops thirty golems.

#24 · 2026-09-04

The Game World on the site, and the Builder behind it

The game's building blocks — the sixty-four elements, the same sixty-four as ground, the creatures, the world and each of its areas — shown on spellgrove.com live from the game, view-only for everyone and editable by Kris through the Builder, a separate admin service with the game's own sign-in; plus the first thing built through it, Dirt, the first item the ground grows.

#23 · 2026-09-03

One repo, one site — spellgrove.com

The workspace repo folded into the game's, the public site moved off the task-runner host onto the game's own droplet, and the whole thing came up at spellgrove.com — built on the box itself, two minutes after every push, with the game, the site and a staging realm behind one address.

#16 · 2026-08-19

Mountains are landform — a range is one mountain now, not a field of cones

A contiguous group of the same mountain flavour is now one continuous massif in the ground itself — smooth steep faces, a sheer foot, a real apex — a group of the blocky kind is one big rounded cube, and stacking needs the exact same hexagram so a mixed painting reads as a range of separate peaks; the ground mesh got cheaper doing it, from 64,800 triangles in the Badlands to 18,900.

#15 · 2026-08-19

The v3 tiles are in — Claude Design's set on the ground of Lor

The third tileset — 29 tiles and a painted cliff face from a dedicated Claude Design session, one colour per family, no motifs — dropped into the game the day it was delivered, approved by Kris on the in-game renders, and shipped to the browser and the phone; screenshots kept beside deliverable 14's so the step is visible, and the design session is on record because it will be reused for tweaks.

#14 · 2026-08-19

Levels, ramps and mountains — the ground of Lor before the v3 tiles

The Badlands as it stands the day before Claude Design's third tileset goes in — three levels of ground joined by ramps, stone plateaus with cliff faces, a deep lake, a cone range crowned by a volcano, a boulder square, moving water and lava — in ten screenshots and a contact sheet of the twenty-eight painted tiles the game draws today, kept beside deliverables 12 and 13 so the step is visible.

#11 · 2026-08-18 · promised

Honest connections — the game never pretends to be online, and your home works without the realm

When the connection stalls the character stops and says so; when it dies the game reconnects in the open or tells you it couldn't; every step you take is answered by the server. (The offline home this once promised was withdrawn on 2026-10-24 — offline play is the offline runner, deliverable 37.)

Promised 2026-08-18, the day the review landed. Kris played the phone and a browser side by side and watched them disagree; the review found why — a client that kept walking after its socket had silently died — and a dozen relatives of the same fault. This deliverable is the game becoming trustworthy about its own connection.

Acceptance criteria

  • On the phone: put the app in the background for 30 s and return, or switch airplane mode on for 20 s — the character freezes and a “Reconnecting…” notice shows within a few seconds; then either play resumes with the world caught up, or after ~15 s a “Connection lost” screen appears with Retry, and nothing moves until it’s back. Never a character walking through portal rings on a dead channel.
  • Two clients on the same account or two players in the same Area agree: the other body moves when it moves, and appears when it arrives — APK and browser alike.
  • A connection indicator on the HUD tells the truth (green / amber / red), and “Send diagnostics” delivers the phone’s own log to the server.
  • Areas carry single_player / multiplayer / either; the home is either: with no realm reachable, Start still puts you in your home (walk-only), and its doors to the shared world bump with “That way needs a connection”. Withdrawn 2026-10-24 (Kris): the Area “Connection” property and the offline home are dropped — nothing ever acted on them. Offline play is the offline runner (deliverable 37); the home needs the realm like everywhere else.
  • The server answers every step (ack, reject or superseded), delivers every kick with its reason, and never shuts an Area down under a player who is still standing in it.

Artifacts

Pending until delivery: the /play page and the APK; docs/handoff/connection-and-sync.md; the fault-injection harness and soak in game/director/test/.

#7 · 2026-08-03

The two phones — Android APK

A tap-to-download .apk on the deliverables page, built from the same unchanged Stage 3 client as the browser link, connecting to the same droplet-hosted world — proof this runs on real hardware in someone's hand, not just a desktop browser tab.

#3 · 2026-07-29

This website

The site itself, as this week's deliverable — and the principle it's built to demonstrate: the repo is the source of truth, the site is just a rendering of it.

#22 · 2026-07-25

Sourcing 3D objects — why primitives, not sprite sheets

The engineering note behind every model in the game — three ways of getting a large, growing library of low-poly creatures and gear actually tried against the one mechanic that matters, composing creatures from parts and attaching gear at runtime — and the verdict that has held since. A backdated entry, added 2026-09-13.

#21 · 2026-07-19

An explainer — the great inversion, written down

A twenty-minute read for someone arriving fresh — what was settled, what was on the shelf, and the most important move in the whole project — the day the game stopped living in its physics and started living in the things players make. A backdated entry, added 2026-09-13.

#20 · 2026-07-18

The Graph of Changes — every element one flip from six others

The sixty-four elements as a graph — each joined to the six it becomes when one of its lines flips — drawn live in the browser and arrangeable by dimension, by drive, or by line. A picture of what transmutation would mean before any of it was built. A backdated entry, added 2026-09-13.

#19 · 2026-07-18

The Periodic Table of 64 — every element read off its six lines

All sixty-four elements on one page, each fully determined by its hexagram — the upper trigram its face, the lower its body — with names, readings, uses and two computed stats, filterable by face and by body. The direct ancestor of the element table the game runs on. A backdated entry, added 2026-09-13.

#17 · 2026-07-16

The world design overview — the first written draft of the reboot

The earliest written statement of what this game is — ten commitments, from "creation happens inside the game" to a world of permission rings — set down the day of the founding conversation with Rah, as a page for humans and AI collaborators coming up to speed. A backdated entry, added 2026-09-13.