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Batch 32 · Rewards, pickups and progression

2026-10-26. One R0 design/source-audit batch. No gameplay/source/scene/prefab/package/settings/profile changes, Unity run, commit or push. Preserve earlier planning and stabilization evidence, unresolved audio deletions, generated Linux metadata and local recovery data. Tutorial and GAME-01 stay parked.

Owner decision and contract

The owner confirmed shared cards with distinct picks and at least one extra card beyond living participants. The reward/pickup/progression contract records max(existing count, living count+1), preserving larger existing offers. This is an approved target policy, not implemented four-player support or approval of fallback rewards, payout changes or card redesign.

The contract defines party XP/level/currency/counter ownership, FIFO reward admission, offer/recipient snapshots, reservations and guarded confirmation/reroll/application; pickup/merge/evolution lifetime; once-only result/profile handoffs; authoring and ordered migration. It preserves current formulas, key identities, shared acquisition counts and prior reward pause/selection fixes, while naming RP-01–RP-05 application/participation/payout/scarcity/import follow-ups. The core architecture remains unimplemented.

Source evidence

The existing 177-upgrade route inventory was expanded in place with reward IDs/values/weights/limits/prerequisites/evolution/unlock fields and source hashes; its prior columns/rows were preserved. New maps record 21 item prefab components, 40 reward/item/result bindings, all 45 effect enum members, 27 lexical caller-category rows across 21 scripts and nine persistent method-name candidates. The common serialized scan covers 1,256 files. Existing weapon-evolution callback and GameManager scene maps are reused rather than duplicated.

There are 26 comparison cases: 23 derived from source, two from the owner's confirmed future policy, and one unresolved scarcity-safety requirement. Cases cover XP and weighted arithmetic/order, staged pending levels, same-card locks, revive/reroll during pending confirmation, shared taken counts, pooled claims/merges, delayed evolution, result/unlock math and target card sizing. None is an executed Unity/player test.

GAME-25 is a new source defect: casting mastery difficulty multipliers to int before multiplication yields 0/0/1/1/1 for Easy through Chaos. Numerical examples are source-derived; no runtime/profile reproduction or payout correction is claimed. Existing integer score division, rounding and three/four-player distribution remain separate decisions. GAME-09's inactive-slot risk now also links the source path where P1 Revive can activate P2 during the 0.5-second confirmation process and allow an unconfirmed second selection. Reproduce the complete path before implementing that correction.

Verification and next work

Validate the existing 2,819-file source/data/settings/package snapshot and 608 prior gameplay pins; unchanged runtime workspace status/HEAD; preserved prior upgrade-inventory columns; authored values/component identities, effect cases, caller/callback line references, source/target case labels, arithmetic, local links/whitespace and all 53 current issue IDs routed once. Static map correctness does not establish imported scene wiring, production content reachability or gameplay equivalence.

Next: persistence/input schema and UI/service integration contracts, then the exact first implementation slice. Resolve scarce-offer fallback, mastery/additional-player payout and participation/recovery details before their affected production paths. No unrelated features or placeholder effects are introduced, and R0 remains open.

Validation passed: all 2,819 snapshotted source/data/settings/package files and 608 gameplay pins remain unchanged, with unchanged runtime workspace status/HEAD. All old columns of the 177-upgrade inventory are preserved. Item/binding/effect/caller/case identities and values match source; nine reroll callback candidates contain eight resolved local targets and one unassigned Tutorial target, not nine verified live routes. The 23 source cases, two approved target cases and one undecided scarcity case remain distinctly labelled. Arithmetic, 570 local links, whitespace and all 53 issue IDs routed once pass. No runtime or normal-profile result is claimed; documentation remains uncommitted.