Round: 1 Turn: Human State: Ready Encounter: 1/5 · Shoreline Pass Zone cue: Calm coast with exposed lanes Supplies: 3/5 World Front: Stable (0/2) Incident Ward: 0/2 Run Save: idle Supply Contract: Tide Ledger — Reach extraction with at least 5 energy in reserve. World Incident · Clear Skies: No temporary world incident is active. Cache Objective: Cache Objective · Clean Window — 0/0 max · Within budget Field Protocol · Salvage Drift: Harvest gains +1 energy in this zone. Zone Pulse · Rip Current: Every 4 turns, seats at ≤1 shield lose 1 energy; higher shield loses 1 shield. Pressure Clock · Tide Snap: activates in 8 turns. Shield floor: no defensive floor in next 4 turns. Stakes: Contract fail burns 1 supply + raises world front instability; contract pass lowers instability by 1; cache objective success restores 1 supply; incident wards can jam the next World Incident. Terrain now: Trail (neutral) Forecast: Ridge (high ground) Encounter end: KO or higher HP after 20 rounds

Encounter 1/5: Shoreline Pass · Stabilize opening tempo and secure first win.

Tide Ledger: 3/5+ · 2 to goal

Pressure Radar · Next 4 Turns

  • T+1 · Trail (neutral)Hazard calmPulse in 4 turns

Human

HP: 20/20

Energy: 3/8 · Shield: 0

Atlas

HP: 20/20

Energy: 3/8 · Shield: 0

Human Actions

Field Protocol · Neutral. World Incident · Clear Skies. Terrain watch active.

Terrain watch: Stormfront shocks for 1 damage + 1 energy drain at ≤1 shield, and Faultline escalates to 2 damage. Encounters now run a visible Zone Pulse cadence plus a Pressure Clock trigger (same timing for Human + Atlas), with world-front instability tiers, cache objectives that can restore supply, Jammer Sweep incident wards, shield-floor advisories, and persistent expedition stakes.

Your turn. Choose an action (or press 1-5).

Learning metric: pressure efficiency (damage dealt per energy spent) appears after each encounter.

Keyboard: 1–5 = actions, Enter = run Atlas turn when manual mode is on.