Public test record
Show the work.
Mirrorfall has recorded testing across complete campaigns, hard rules, slow procedures, power builds, hostile behavior, and different player needs. This catalog identifies what each record actually is without pretending any of it was a human table.
The source ledger contains 99 unique artifacts. This catalog presents 83 public evidence records: 81 agent or deterministic artifacts and 2 derived summaries. The other 16 are protocols, indexes, manifests, packets, and supporting records—not additional test runs.
Evidence catalog
83 records
AudienceBook-Club Romance Audience ArcCurrent rule proof
- What it supports
- A maximum-arc run for a romance- and discussion-oriented table.
- How it was tested
- Deterministic table simulation
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AudienceNewcomer and Casual Audience ArcCurrent rule proof
- What it supports
- A maximum-arc run for players who need a fast start and low document burden.
- How it was tested
- Deterministic table simulation
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AudienceSecret-Drama Audience ArcCurrent rule proof
- What it supports
- A maximum-arc run for hidden motives, interpersonal pressure, and reveal timing.
- How it was tested
- Deterministic table simulation
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AudienceTactical Optimizer Audience ArcCurrent rule proof
- What it supports
- A maximum-arc run for players pressing build strength, timing, and tactical leverage.
- How it was tested
- Deterministic table simulation
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AudienceQuiet and Shy Audience ArcCurrent rule proof
- What it supports
- A maximum-arc run checking spotlight access and meaningful participation without forced performance.
- How it was tested
- Deterministic table simulation
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AudienceComedy-Chaos Audience ArcCurrent rule proof
- What it supports
- A maximum-arc run checking whether absurd play can stay fast without dissolving consequence.
- How it was tested
- Deterministic table simulation
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
ValidationDegree 21 Beginner CampaignCurrent rule proof
- What it supports
- A beginner-facing maximum-level campaign check covering all playbooks and the final progression surface.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
ValidationDeterministic Regression SuiteCurrent rule proof
- What it supports
- A repeatable suite covering current rules after the latest fixes.
- How it was tested
- Deterministic regression suite
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
CampaignFaction-Turn TranscriptCurrent rule proof
- What it supports
- An eight-turn seeded faction record with answered, ignored, and advancing pressure.
- How it was tested
- Deterministic transcript
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
CampaignFull Route, Episodes 0–17Current rule proof
- What it supports
- Episode 0 through Episode 17 were checked in exact order for route structure, state carry-forward, and the final Cut procedure.
- How it was tested
- Document route audit
- What it does not prove
- Document-route audit only; not a played session, live transcript, human timing, or exhaustive lived behavior.
CampaignRolled Full-Route TranscriptCurrent rule proof
- What it supports
- A seeded five-player/one-Keeper deterministic transcript records five seat declarations, one ruling log, fixed dice, and carry-forward state for each of 18 episodes.
- How it was tested
- Deterministic transcript
- What it does not prove
- Simulated deterministic transcript; not human play, live timing, or exhaustive branch coverage.
ValidationGear Options AuditCurrent rule proof
- What it supports
- A current audit of gear choices, boundaries, and their relationship to other support sources.
- How it was tested
- Rules audit
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AdversarialHostile Catalog AuditCurrent rule proof
- What it supports
- Forty-three numbered hostile entries plus one non-monster opposition procedure were checked; before-roll and hostile-move wording defects were fixed.
- How it was tested
- Rules audit
- What it does not prove
- Catalog/property audit, not human encounter balance or lived pacing; the separate deterministic encounter is its own record.
AdversarialHostile Encounter TranscriptCurrent rule proof
- What it supports
- A deterministic encounter transcript testing pressure, scaling, action routes, and visible consequences.
- How it was tested
- Deterministic transcript
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
CampaignLong-Campaign Durability RunCurrent rule proof
- What it supports
- Sixteen linked deterministic sessions checked economy, advancement, relic load, faction clocks, re-entry, fatigue, and support caps; the economy ledger reports zero arithmetic errors.
- How it was tested
- Deterministic campaign model
- What it does not prove
- Seven named systems only; not human pacing, social play, or exhaustive 20-session durability.
ValidationEight-Playbook Maximum RegressionCurrent rule proof
- What it supports
- All eight playbooks have a Degree 21/Fourth Ascent sheet and a deterministic scenario covering mastery, capstones, economy limits, and source-boundary attacks.
- How it was tested
- Deterministic regression suite
- What it does not prove
- Does not prove subjective fun, human onboarding, every capstone branch, or every max-level campaign path.
ValidationPregenerated House AuditCurrent rule proof
- What it supports
- A current check that the pregenerated House material starts cleanly and carries the required records.
- How it was tested
- Rules audit
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AudienceChaotic Casual Random CampaignCurrent rule proof
- What it supports
- A seeded campaign stressing casual choices, chaos, and recovery without expert optimization.
- How it was tested
- Seeded campaign simulation
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AdversarialTactical Optimizer Random CampaignCurrent rule proof
- What it supports
- A seeded campaign stressing combat pressure, optimization, and attempts to overpower the system.
- How it was tested
- Seeded campaign simulation
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
CampaignOverloaded Keeper and Rotating AttendanceCurrent rule proof
- What it supports
- A seeded campaign with an overloaded Pressure Keeper, missed sessions, replacement, and changing attendance.
- How it was tested
- Seeded campaign simulation
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
ValidationRandomized Campaign Stress SummaryCurrent rule proof
- What it supports
- The combined result of the three seeded randomized campaign pressures.
- How it was tested
- Derived evidence summary
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
ValidationRandom Oracle AuditCurrent rule proof
- What it supports
- A current check that random prompts create situations without granting rank, proof, office, or authority.
- How it was tested
- Rules audit
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
ValidationRelic d100 AuditCurrent rule proof
- What it supports
- A current audit of the relic table, custody, load, and its limits at the table.
- How it was tested
- Rules audit
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
ValidationReviewer ConvergenceCurrent rule proof
- What it supports
- A two-reviewer agreement check across the current evidence record.
- How it was tested
- Evidence review
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
ValidationRow-Level Proof SummaryCurrent rule proof
- What it supports
- All 27,839 inventoried rows have a status: 24,318 fixed but needing regression, 3,201 needing review, and 320 explicit no-claim rows.
- How it was tested
- Derived evidence summary
- What it does not prove
- Inventory and mapping only. It does not mean 27,839 rows passed or were playtested.
ValidationSource CrosswalkCurrent rule proof
- What it supports
- A current map connecting tested procedures to the books and rule sources that actually control them.
- How it was tested
- Source consistency audit
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
CampaignWorld Atlas and Faction AuditCurrent rule proof
- What it supports
- A current check of seventeen factions, twelve fronts, and the world material used to drive campaign pressure.
- How it was tested
- Rules audit
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
CampaignThe Cut HourArchived development run
- What it supports
- A complete early campaign route, including table setup, dice use, campaign state, and post-run findings.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
CampaignThe House That AnswersArchived development run
- What it supports
- A multi-session campaign centered on accepted names, personhood, records, and the House that had to carry the consequences.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
CampaignNames Against the IndexArchived development run
- What it supports
- A campaign route testing name pressure, the Index, complaints, suggestions, and what the adventure could salvage.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
CampaignSeats of the 420Archived development run
- What it supports
- A campaign that pressed seat setup, the 420, starting gates, and authority boundaries.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
CampaignThe Great Cleaner WarArchived development run
- What it supports
- A complete campaign using the Cleaner War material across multiple sessions and rule anchors.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
CampaignWhen the Hands Are ToolsArchived development run
- What it supports
- A campaign focused on tool use, House setup, player lines, and the cost of treating people as instruments.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
CampaignThe Ledger That Would Not Stay UglyArchived development run
- What it supports
- A document-heavy campaign checking ledgers, accepted versions, adjudication, and visible consequences.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
CampaignFinal Verification CampaignArchived development run
- What it supports
- A three-session route carrying five player seats and the required regression surfaces through one final campaign record.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
ValidationTool-Lane Watcher NotesArchived development run
- What it supports
- A seat-level check of tool lanes, prompt poisoning, display rows, temporary charges, and the resolve procedure.
- How it was tested
- Simulated player-seat report
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
ValidationCharge Bearer NotesArchived development run
- What it supports
- A seat-level check of charge custody, temporary review holders, elections, office loss, and lookup friction.
- How it was tested
- Simulated player-seat report
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
ValidationName Witness NotesArchived development run
- What it supports
- A seat-level check of public notice, withheld names, protected evidence, restoration, and visible scars.
- How it was tested
- Simulated player-seat report
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
ValidationSignal Caller NotesArchived development run
- What it supports
- A seat-level verification of the Signal Caller surface, including what worked and what remained confusing.
- How it was tested
- Simulated player-seat report
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
ValidationRepair Hand NotesArchived development run
- What it supports
- A seat-level check of repair procedures, Public Fog, House rows, and duplicate-bookkeeping risk.
- How it was tested
- Simulated player-seat report
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
CampaignFlagship Post-Fix CampaignArchived development run
- What it supports
- A full campaign rerun after a major rules pass, using power-heavy, relic-heavy, and social builds.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AdversarialRules Exploit RunArchived development run
- What it supports
- Deliberate attempts to exploit scope, temporary charges, gear, relics, and House procedures.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AdversarialAdversarial Table BehaviorArchived development run
- What it supports
- Weaponized refusal, spotlight capture, stalling, and other hostile player behaviors were pushed against the table procedures.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AudienceSheet Onboarding and Character CreationArchived development run
- What it supports
- A first-character timing run plus a more complex late-campaign build, with the actual open-document load recorded.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
ValidationEconomy and Advancement LongplayArchived development run
- What it supports
- A compressed longplay checking advancement, reward flow, economy pressure, and campaign carry-forward.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
ValidationPressure, Threat, and Hazard TuningArchived development run
- What it supports
- A table-size stress review of pressure, threats, hazards, and the parts meant to feel amazing instead of merely correct.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
CampaignFull Campaign: Mixed Player StereotypesArchived development run
- What it supports
- One campaign combining optimizer, instigator, rules-lawyer, roleplay, and casual-new-player pressures.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AudiencePower Gamer and Metagamer CampaignArchived development run
- What it supports
- A full route played from an optimization-first stance, including backup and late-arrival characters.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AdversarialInstigator and Fight-First CampaignArchived development run
- What it supports
- A full route built around provocation, violence, bad-faith shortcuts, and a late-arrival backup character.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AdversarialRules Lawyer and Tactician CampaignArchived development run
- What it supports
- A full route pressing exact wording, tactical timing, backseat-driving pressure, and record-keeping.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AudienceMethod Actor and Main-Character CampaignArchived development run
- What it supports
- A full route testing spotlight gravity, dramatic commitment, party balance, and late arrival.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AudienceCasual Newcomer CampaignArchived development run
- What it supports
- A complete route from a casual first-time-player stance, tracking friction, participation, and specialist load.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
ValidationMax-Level Capstone Fix RecordArchived development run
- What it supports
- The findings that led into the final max-level capstone verification, preserved as a superseded development record.
- How it was tested
- Regression verification
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
ValidationLevel 21 Table VerificationArchived development run
- What it supports
- A 64-session-equivalent route at maximum degree across all eight playbooks, capstones, boundaries, violence routes, and late entry.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AdversarialPower Gamer at Level 21Archived development run
- What it supports
- A maximum-level optimization run checking capstones, support, load, rewards, and rules boundaries.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AdversarialRules Lawyer Versus Tommy BoundariesArchived development run
- What it supports
- A maximum-level attempt to turn Tommy and source lore into player-owned authority.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
Fun and pacingAction-First Fight RouteArchived development run
- What it supports
- A maximum-level action route built around doors, grabs, split parties, dangerous tools, and direct confrontation.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AudienceStory-Edge Capstone RouteArchived development run
- What it supports
- A maximum-level narrative route checking dramatic edge cases, character identity, and capstone clarity.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AudienceCasual Max-Level WorksheetArchived development run
- What it supports
- A casual-player attempt to use the maximum-level worksheet without expert system knowledge.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
Fun and pacingGame-Master Pacing ReviewArchived development run
- What it supports
- A targeted inventory of fun accelerators, tedium risks, live-stack load, and before-roll speed.
- How it was tested
- Usability and evidence audit
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
Fun and pacingAction and Power ReviewArchived development run
- What it supports
- A targeted review of fights, route strikes, hostile pressure, dangerous tools, relics, and capstone excitement.
- How it was tested
- Usability and evidence audit
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
Fun and pacingAnti-Tedium ReviewArchived development run
- What it supports
- A direct search for slow procedures, excessive setup, repeated lookups, and fixes that preserved the game's identity.
- How it was tested
- Usability and evidence audit
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
Fun and pacingCasual-Player Fun ReviewArchived development run
- What it supports
- A first-session path through cool toys, capstones, presentation friction, and casual-player excitement.
- How it was tested
- Usability and evidence audit
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
ValidationPublic Proof One-Page ReviewArchived development run
- What it supports
- A review of whether the public testing brief accurately explained the evidence without overclaiming it.
- How it was tested
- Usability and evidence audit
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
Fun and pacingStory and Roleplay ReviewArchived development run
- What it supports
- A review of roleplay hooks, missing prompts, memorable pressure, and story-side tedium.
- How it was tested
- Usability and evidence audit
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
Fun and pacingAction and Power RecheckArchived development run
- What it supports
- A post-fix rerun of power builds, dangerous buttons, boss pressure, extra sixes, and capstone action.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AdversarialAdversarial Tedium RecheckArchived development run
- What it supports
- A hostile reread after the fun pass, looking for setup traps, cap conflicts, support exploits, and lookup habits.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AudienceThree Casual Character StartsArchived development run
- What it supports
- Three fast character starts across Repair Hand, Name Witness, and Charge Bearer, including quick-loadout gaps.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
ValidationFun Quality EvaluatorArchived development run
- What it supports
- A cross-report review of recurring fun problems, major findings, worthwhile additions, and rejected fixes.
- How it was tested
- Usability and evidence audit
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
Fun and pacingGame-Master Loop RecheckArchived development run
- What it supports
- A timed pass through session opening, five-minute pressure building, document load, and live table rhythm.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
Fun and pacingStory and Social RecheckArchived development run
- What it supports
- A social and dramatic simulation with different player stances, checking whether character pressure produced playable scenes.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
Fun and pacingLive Action CardsArchived development run
- What it supports
- Direct action scenes using doors, tools, threats, dice results, and visible consequences without falling back to hit-point combat.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AudienceCasual Playbook CoverageArchived development run
- What it supports
- A casual-player rotation across the playbooks, checking character creation, excitement, and remaining coverage problems.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
ValidationFun Quality ConvergenceArchived development run
- What it supports
- A cross-report consensus pass separating blockers, majors, minors, and improvements that actually held.
- How it was tested
- Usability and evidence audit
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AdversarialFast Six-Player Tedium TestArchived development run
- What it supports
- A six-player campaign stress test focused on speed, support load, party size, and live-book contradictions.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
Fun and pacingGame-Master Campaign SpeedArchived development run
- What it supports
- A route-choice and preparation check comparing the full 18-episode chain with the compressed 10-session path.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
Fun and pacingStory and Roleplay RecheckArchived development run
- What it supports
- A player-style rotation through roleplay scenes, memorable moments, and remaining story-side friction.
- How it was tested
- Simulated table run
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AdversarialAdversarial EvaluatorArchived development run
- What it supports
- A deliberate attempt to reopen support ambiguity and other major rule findings after prior fixes.
- How it was tested
- Regression verification
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AudienceCasual Story VerificationArchived development run
- What it supports
- A casual narrative verification that separated blockers, major findings, minor findings, good additions, and rejected changes.
- How it was tested
- Regression verification
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
ValidationGame-Master Speed VerificationArchived development run
- What it supports
- A focused check that prior campaign-speed and document-load findings were actually fixed.
- How it was tested
- Regression verification
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
ValidationStory and Nonplayer-Character Fix VerificationArchived development run
- What it supports
- A focused verification of story and nonplayer-character fixes after the evaluator pass.
- How it was tested
- Regression verification
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
AdversarialSupport Fix VerificationArchived development run
- What it supports
- Optimized six-player attempts to reopen support-source exploits after the fix.
- How it was tested
- Regression verification
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
ValidationFinal Fix VerificationArchived development run
- What it supports
- The closing blocker, major, minor, addition, and rejection audit for the archived development sequence.
- How it was tested
- Regression verification
- What it does not prove
- Supports only the rules, route, and pressures named in this record; it does not prove human play, universal balance, or commercial readiness.
What changed
The tests rewrote the game.
The record led to faster first-character creation, the Want / Risk / Record before-roll contract, explicit consent and adversarial-player procedures, tighter reward and relic boundaries, clearer fight and split-party procedures, usable missed-session and re-entry rules, and direct support for quiet players and overloaded Pressure Keepers.
Explore the seven Mirrorfall books