> For the complete documentation index, see [llms.txt](https://faction-os.gitbook.io/faction-os-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://faction-os.gitbook.io/faction-os-docs/docs/game-design/14-implemented-phases.md).

# Implemented Phases - The War Effort

**Project:** FactionOS - The War Effort **Document role:** Implemented phase ledger **Status:** Game-design Phases 1-3 complete; spec-system Phase 24 is archived

This document records implementation phases after they have shipped and passed their phase exit checks.

Phase 22 is the spec-system implementation number for the game-design package's Phase 1, Projection Foundation. Phase 23 is the spec-system implementation number for game-design Phase 2, Legion I - Scanner Camps. Phase 23 is complete in the spec-system state, master PRD, validation report, and archived phase PRD. Phase 24 is the spec-system implementation number for game-design Phase 3, Legion II - Live Tier And Combat Playback. All nine Phase 24 sessions are complete and validated, Session 09 records the phase-exit evidence, and the phase PRD is archived.

Latest verification on 2026-07-08: the spec analyzer reports current phase 24, no active session, Phase 24 `status: complete`, and completed sessions `phase24-session01-*` through `phase24-session09-*`. Session 09 focused validation passed 17 files / 238 tests; root tests passed 3395 tests with 1 skipped and 0 failed; web and workspace typechecks, root format, root lint, generated asset tests, and runtime source-path scans passed. `phase-exit-audit.md` records PASS/source-backed evidence for all eight section 13A criteria, Fun Law 1 inspect-through, Fun Law 4 no-rewarded-waste, replay/reconnect/mock/storage/privacy boundaries, and generated Phase 3 asset posture. The master PRD marks Phase 24 complete and the phase PRD is archived at `.spec_system/archive/phases/phase_24/PRD_phase_24.md`.

## Implemented Phase Table

| #  | Phase                                                           | Completed  | Evidence                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |
| -- | --------------------------------------------------------------- | ---------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 22 | Projection Foundation (game-design Phase 1)                     | 2026-07-05 | 8/8 Phase 22 sessions complete and validated. Source-backed artifacts live under `.spec_system/specs/phase22-session01-projection-contract` through `.spec_system/specs/phase22-session08-erasure-docs-and-validation`; the master PRD and `.spec_system/archive/phases/phase_22/PRD_phase_22.md` mark the phase complete.                                                                                                                                                                                                                                                                                                                                                                                                                     |
| 23 | Legion I - Scanner Camps (game-design Phase 2)                  | 2026-07-05 | 8/8 Phase 23 sessions complete and validated. Session 08 focused evidence lives in `.spec_system/specs/phase23-session08-validation-and-documentation/implementation-notes.md` and `.spec_system/specs/phase23-session08-validation-and-documentation/phase-exit-audit.md`; workflow validation passed in `.spec_system/specs/phase23-session08-validation-and-documentation/validation.md`; the master PRD and `.spec_system/archive/phases/phase_23/PRD_phase_23.md` mark the phase complete.                                                                                                                                                                                                                                                |
| 24 | Legion II - Live Tier And Combat Playback (game-design Phase 3) | 2026-07-08 | 9/9 Phase 24 sessions complete and validated. Session evidence lives under `.spec_system/specs/phase24-session01-pure-strike-and-combo-model` through `.spec_system/specs/phase24-session09-validation-and-documentation`; phase-exit evidence lives in `.spec_system/specs/phase24-session09-validation-and-documentation/phase-exit-audit.md`. Focused Phase 24 tests passed 17 files / 238 tests, root tests passed 3395 tests with 1 skipped and 0 failed, web and workspace typechecks passed, root format and lint checks passed, generated asset catalog tests passed 2 files / 16 tests, generated source-path runtime scans returned no matches, and `.spec_system/archive/phases/phase_24/PRD_phase_24.md` marks the phase complete. |

## Phase 22 Evidence Summary

* Runtime anchors: `apps/web/src/lib/gameProjection.ts`, `apps/web/src/store/useGameStore.ts`, and `apps/web/src/lib/localErasure.ts`.
* Test anchors: `apps/web/tests/gameProjection.test.ts`, `apps/web/tests/gameProjectionStore.test.ts`, `apps/web/tests/replayPersist.test.ts`, and `apps/web/tests/localErasure.test.ts`.
* Validation: Session 08 validation on 2026-07-05 passed focused projection, replay/local-erasure, broadened store, web typecheck, changed-file Biome, and root Vitest checks. The root suite reported 3206 passed and 1 skipped.
* Shipped scope: a versioned browser-local `GameProjection` aggregate, pure reducer slices for attention, hero lifecycle, Legion enemies, and camp-link boundaries, store folding through the event-apply path, selectors, guarded local persistence, replay/mock safeguards, browser-local erasure for `localStorage["factionos-game-v1"]`, and honesty regressions.
* Boundaries: Phase 22 rendered no new battlefield, camp layer, audio, XP UI, Battle Report, War Council, Dawn Report, hosted/cross-device persistence, or protocol events. At Phase 22 closeout, `suggestion_update` was still a camp no-op; Phase 23 later superseded that specific camp boundary with scanner camp reconciliation. Camp-link primitives remained dormant without real `campId`, `heroId`, and verbatim `prompt`; trusted unified erasure remains no-claim.

## Phase 23 Evidence Summary

* Runtime anchors: `apps/web/src/lib/legionCamps.ts`, `apps/web/src/lib/gameProjection.ts`, `apps/web/src/lib/battlefieldScannerState.ts`, `apps/web/src/components/battlefield/CampLayer.tsx`, `apps/web/src/components/battlefield/ScannerStateLayer.tsx`, `apps/web/src/components/battlefield/Battlefield.tsx`, `apps/web/src/components/QuestBoard.tsx`, and `apps/web/src/lib/questBoardActions.ts`.
* Test anchors: `apps/web/tests/legionCamps.test.ts`, `apps/web/tests/gameProjection.test.ts`, `apps/web/tests/gameProjectionStore.test.ts`, `apps/web/tests/Battlefield.test.tsx`, `apps/web/tests/QuestBoard.test.tsx`, `apps/web/tests/questBoardActions.test.ts`, and `apps/web/tests/SettingsScan.test.tsx`.
* Validation evidence: Session 08 implementation ran the focused Legion I test command under Node 26.2.0 and passed 7 files / 137 tests; web typecheck passed `tsc -b --noEmit`; root format check passed with 781 files checked and no fixes.
* Shipped scope: current Quest Board scanner issue snapshots reconcile through existing `suggestion_update` into aggregate Null Legion camps in the browser-local `GameProjection`; the battlefield renders ranked scanner camp buttons, Dispatch Scouts, Golden Age, failed-scan, mock drill, and reduced-motion static states; camp inspection opens the real Quest Board issue set; dry Banish dismisses current issue cards through existing issue dismissal.
* Boundaries: no new protocol event, server route, storage key, hosted dependency, reward path, XP, loot, achievement, camp kill, camp damage, Dawn Report behavior, public-demo synthetic front, or trusted-erasure claim. Projection storage remains `localStorage["factionos-game-v1"]` and stores aggregate ids, safe sector labels, HP/tier/counters, cells, and timestamps only. Phase 24 later superseded the pending-link and strike-playback gaps with accept/assign recording, `mission_start` binding, live tier presentation, combat playback, scrying/alert focus, world cues, honesty closeout, and generated asset implementation evidence.

## Phase 24 Evidence Summary

* Session ledger:

  | Session                                     | Evidence anchor                                                                                         | Implemented outcome                                                                                                                                                                                                                                                                                         |
  | ------------------------------------------- | ------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
  | 01 - Pure Strike And Combo Model            | `.spec_system/specs/phase24-session01-pure-strike-and-combo-model/IMPLEMENTATION_SUMMARY.md`            | Added `combatPlayback.ts` with pure strike classification, combo merging, stage props, SFX rate-limit helpers, and privacy-bounded strike labels; 27 new focused tests passed and the web project passed 2213 tests.                                                                                        |
  | 02 - Camp Mission Linkage                   | `.spec_system/specs/phase24-session02-camp-mission-linkage/IMPLEMENTATION_SUMMARY.md`                   | Wired Quest Board accept/assign success into projection-owned pending links, `mission_start` binding, joint-assault selection, and issue-card accept/assign capability without resolving issues as progress; web tests passed 2223 and node tests passed 1081 with 1 skipped.                               |
  | 03 - Live Enemy Presentation                | `.spec_system/specs/phase24-session03-live-enemy-presentation/IMPLEMENTATION_SUMMARY.md`                | Added `liveLegion.ts`, `LiveLegionLayer.tsx`, reduced-motion enemy states, safe labels, wraith hero selection, and the shared `test_pass` protocol event so skirmishers clear honestly; targeted tests passed 97 and root tests passed 3323 with 1 skipped.                                                 |
  | 04 - Combat Playback Effects Layer          | `.spec_system/specs/phase24-session04-combat-playback-effects-layer/IMPLEMENTATION_SUMMARY.md`          | Added `combatPlaybackEffects.ts` and `CombatPlaybackLayer.tsx` for linked strikes, counterattacks, combo/stage props, display-only HP drain, and verified-only burn-downs; focused tests passed 49 and root tests passed 3342 with 1 skipped.                                                               |
  | 05 - Scrying And Alert Focus                | `.spec_system/specs/phase24-session05-scrying-and-alert-focus/IMPLEMENTATION_SUMMARY.md`                | Added `scryingAndAlertFocus.ts` and `ScryingAndAlertFocusLayer.tsx` so silent active heroes read as channeling and only the projection-owned `alertFocus` pulses; focused tests passed 49 and root tests passed 3354 with 1 skipped.                                                                        |
  | 06 - World Cues And Bark Reuse              | `.spec_system/specs/phase24-session06-world-cues-and-bark-reuse/IMPLEMENTATION_SUMMARY.md`              | Added typed world cues, synth fallback recipes, file-first routing, pure cue derivation, hook orchestration, Battlefield integration, and existing hero bark reuse; focused tests passed 74, with no recorded audio assets, new storage keys, server routes, rewards, or diagnostic UI.                     |
  | 07 - Honesty And Persistence Boundaries     | `.spec_system/specs/phase24-session07-honesty-and-persistence-boundaries/IMPLEMENTATION_SUMMARY.md`     | Scrubbed prompt-bearing pending links from persisted `factionos-game-v1` snapshots, normalized legacy pending links away on load, and extended replay/reconnect/mock/storage/erasure regressions; focused tests passed 90 and root tests passed 3381 with 1 skipped.                                        |
  | 08 - Generated Asset Implementation Handoff | `.spec_system/specs/phase24-session08-generated-asset-implementation-handoff/IMPLEMENTATION_SUMMARY.md` | Promoted Phase 3 generated sheets into typed app implementation references, media catalog records, fallback labels, reduced-motion posture, and component metadata without direct runtime loading from `assets/generated/game-design/`; focused tests passed 101 and root tests passed 3395 with 1 skipped. |
  | 09 - Validation And Documentation           | `.spec_system/specs/phase24-session09-validation-and-documentation/IMPLEMENTATION_SUMMARY.md`           | Ran final focused Phase 24 tests, root tests, web/workspace typechecks, format/lint, generated asset checks, runtime source-path scans, phase-exit audit, stable-doc updates, PRD/state closeout, and phase archive.                                                                                        |
* Runtime anchors: `apps/web/src/lib/combatPlayback.ts`, `apps/web/src/lib/combatPlaybackEffects.ts`, `apps/web/src/lib/liveLegion.ts`, `apps/web/src/lib/scryingAndAlertFocus.ts`, `apps/web/src/lib/worldCues.ts`, `apps/web/src/lib/generatedPhase3Assets.ts`, `apps/web/src/lib/sfxAssets.ts`, `apps/web/src/lib/voiceSynth.ts`, `apps/web/src/lib/audioRuntime.ts`, `apps/web/src/store/useWorldCues.ts`, `apps/web/src/store/useAudioRuntimeStore.ts`, `apps/web/src/components/battlefield/CombatPlaybackLayer.tsx`, `apps/web/src/components/battlefield/LiveLegionLayer.tsx`, `apps/web/src/components/battlefield/ScryingAndAlertFocusLayer.tsx`, `apps/web/src/components/battlefield/Battlefield.tsx`, `apps/web/src/components/QuestBoard.tsx`, and `apps/web/src/data/mediaCatalog.ts`. Protocol/doc anchors for the one Phase 24 protocol addition are `packages/protocol/src/events.ts`, `packages/protocol/tests/events.test.ts`, and `docs/api/event-api-hook-contracts.md` for `test_pass`.
* Test anchors: `apps/web/tests/combatPlayback.test.ts`, `apps/web/tests/combatPlaybackEffects.test.ts`, `apps/web/tests/CombatPlaybackLayer.test.tsx`, `apps/web/tests/liveLegion.test.ts`, `apps/web/tests/LiveLegionLayer.test.tsx`, `apps/web/tests/scryingAndAlertFocus.test.ts`, `apps/web/tests/ScryingAndAlertFocusLayer.test.tsx`, `apps/web/tests/worldCues.test.ts`, `apps/web/tests/useWorldCues.test.tsx`, `apps/web/tests/gameProjection.test.ts`, `apps/web/tests/gameProjectionStore.test.ts`, `apps/web/tests/generatedPhase3Assets.test.ts`, `apps/web/tests/mediaCatalog.test.ts`, `apps/web/tests/Battlefield.test.tsx`, `apps/web/tests/BattlefieldInteraction.test.tsx`, `apps/web/tests/questBoardActions.test.ts`, and `apps/web/tests/QuestBoard.test.tsx`.
* Validation evidence: Session 09 implementation ran the focused Phase 24 command under Node 26.2.0 and passed 17 files / 238 tests; web typecheck passed `tsc -b --noEmit`; workspace typecheck passed; root format check passed with 794 files checked and no fixes; root lint passed with 796 files checked and no fixes; generated asset and media catalog tests passed 2 files / 16 tests; generated source-path runtime scans returned no matches.
* Shipped scope: real Quest Board accept/assign actions record projection-owned pending links, `mission_start` binds camp links, linked missions produce strike/counterattack/combo/stage/HP playback, verified `task_verification` can show burn-downs, and the battlefield renders live skirmishers, rams, gremlins, wraiths, siege pressure, scrying, alert focus, world cues, reduced-motion static twins, and typed generated-asset posture. Session 03 also added the shared `test_pass` event so pass evidence clears skirmishers through the normal protocol/projection path.
* Generated asset posture: `war-effort.live-enemies.effects-sheet.v1`, `war-effort.strike-vocabulary.effects-sheet.v1`, and `war-effort.reduced-motion.static-badges-sheet.v1` are typed implementation references in `generatedPhase3Assets.ts` and app media catalog records. Runtime UI remains DOM/CSS plus typed fallback metadata; the generated PNG source paths are not browser-loaded.
* Boundaries: aside from the explicit `test_pass` protocol event, Phase 24 added no server route, storage key, hosted dependency, runtime generated asset image load, reward path, XP, loot, banner, achievement grant, public-demo synthetic front, production-hosted validation, certification, or trusted-erasure claim. Projection storage remains `localStorage["factionos-game-v1"]` and persists aggregate-only state with replay, reconnect, and mock progress guards. Pending-link prompts are runtime-only and scrubbed before persistence.

## Update Rule

When a phase is completed, add it here with:

* the phase number and title
* completion date
* changed code and document anchors
* validation evidence
* any follow-up items that remain outside the completed scope


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