Craftee — crank session

Live work from the 3-hour crank. Newest at top. All served from the sandbox; tap through on your phone.

Last updated 2026-07-13 04:48 WEDT · now:

Needs your call
1. Coin forms — do the 6 shapes read? one-material vs per-realm tint?
2. P mascot — navy locked? build accessories as real 3D clip-ons?
3. Plush stitch — light / medium / heavy?
4. Entity Crafter — lock a letter · style · colour?
5. Core shape — Sun (emblem) vs 5A (mechanism)?
6. Helpy lore — how literal on IFS + the Y→I treatment?
also: coin grouping / cone-island / guides — thumbs up or notes?
Mortar — the keystone material

🔖 The Stamp — what replaces tile-swappingNEW · TRY TO GIVE IT AWAY

"If you earn a tile WITH another person, they just STAMP it." Watch the strike — the stamp is bitten into the face, not stuck on top: a witness to the work, permanently in the work. Then tap "Try to give it away" and watch the tile stretch and spring back. It will not go. A tile is an atom of accomplishment, and you cannot hand your accomplishment to someone else. It solves what swapping never could — a swap moved a tile sideways and carried no advantage; the stamp adds something that cannot be bought, faked, or earned alone. You cannot give away your tile. You can only be on someone else's. Same shape as mortar: what makes your mosaic hold is another person.

🪙 Level-2 tokens — try to pay for a vertexUPDATED · MONEY BUYS BREADTH

One credit animates one vertex — so an L2 (two shared vertices, it folds) costs two, and nobody decided that; it falls out of the geometry. Now with the ruling built in: tap “Pay for a vertex” and watch your money reach the seat and get handed back. A bought activation credit lights a realm; only an earned Mush credit can animate a token. MONEY BUYS BREADTH. SERVICE BUYS DEPTH. Money lights the door — it does not walk you through it. A rich person and a poor person walk up to the same gathering and neither can buy their way in.

🔍 Promise Audit — every claim we make, and what makes it trueNEW · 1 IS FALSE

I caught my own mortar page drawing cracks from day one when the config doesn't crack until day 21 — a kinder lie, which is exactly the sort that survives review. So I audited every promise our surfaces make and asked one question of each: what would have to be true in the database for this sentence not to be a lie? 13 promises: 11 structural, 1 needs a constraint, and 1 is currently false"the queue never runs dry", which no amount of code can fix. Copy is a specification. If the architecture doesn't enforce it, the sentence comes off the screen.

⭐ The Ten-Star — every step is the only step, and the last one is illegalREBUILT · I WAS WRONG

Verified against the real engine, and the lesson is crueller than I first drew it: at every stage exactly one tile fits. Star notch → 72° free, a fat acute is 72°. Star tip → 108° free, the fat 3-corner is 108°. No choice anywhere. You seat it and 1+3+3+3 = 360° — it closes, zero slack — and 3331 is illegal. The star walks you into the wall while every single step is the only step you had. Drawn forced, never broken: the tile is innocent, the law is the whole story. ⚠️ And I retract a line: I said the forced ring was chiral ("the illegal move picks a side"). False — I'd drawn the star as a hole instead of ten thin tiles. With the star there, the fit is exact and there is no side to pick. Cody2's engine caught it.

🎬 Seed Capture — the clips that unlock the doorNEW · UNBLOCKS CODY1'S P1

Cody1 armed the never-empty queue and hit the one thing code can't produce: the seed pool has no content. Until it does, the deadlock protection is an empty promise. This is the kit that fills it — camera on, pick a practice, record 10s. The blur happens before the recorder, not after: the frame is blurred + pixel-quantised on a canvas, and the recorder is attached to that canvas, never to the camera. A sharp frame isn't deleted — it is never made. And a seed clip is labelled a seed clip: we do not dress staged footage up as strangers. Five clips and the door can never lock.

👁️ The witness queue — where mortar comes fromNEW · MOST-USED SURFACE

Mortar makes witnessing mandatory to participate at all — which quietly makes this the most-used screen in the ecosystem, and nobody had designed it. Three things it must solve or the keystone breaks: the newcomer deadlock (an empty queue isn't a quiet day — it's a locked door, so it never shows one), mortar-farming ("can't tell" pays the same as yes, because if honesty costs you mortar you've priced honesty), and rubber-stamping (you can't answer before you've looked). No streaks, no leaderboard — gamify volume and you've paid people to skim.

🧱 Mortar — wet · set · cracking · firedNEW · TRY IT

Your keystone ruling, built as a material you can actually handle: witness someone → earn mortar → spread it first → press a tile in (it squelches, the mortar bulges) → it sets green → hairline cracks creep in long before anything falls → the tile lifts, tilts, sits proud of its bed → rest, and the kiln fires it permanent. Hard rule I built: nobody ever loses a tile they didn't watch loosen. One thing I'd push back on inside.

Witness — the privacy problem, designed

Consent preview — BOTH paths + the encouragementREBUILT · 2 PATHS

The two-path ruling made one of my lines a lie ("a sharp copy — one was never made" is only true when blurred), so each path now states its own truth: blurred = nothing sharper exists; known = "your face will be visible to her", no euphemism. Plus the encouragement — warm, one-directional, and no free text: a free-text box on a channel pointed at someone body is where "you missed yesterday" fits. All six coercion guardrails are built into the surface, not a policy doc.

👁️ Witness blur — hide WHO, reveal WHATRULED ✓ 62% FLOOR

The finding behind the ruling: uniform blur fails both jobs at once — identity lives in fine detail, activity lives in gross shape. So kill the detail band and keep the shape band. Drag the slider and watch identity die while the act stays legible. 62% is now the floor (one-way — blur further if you like), and above ~78% the page warns you that nobody can witness what they cannot see.

Joey — the first thing every user meets

The ten — each its own treatmentUPDATED · RULED ROSTER

Now on your ruled ten: Cody · Joey · Craftee · Designee · Plexee · Sciency · Timey · Spacey · Gravity · Energy. Each properly drawn (Cody's scrolling code · Sciency's atom · Craftee's tile always mid-place · Designee's rings + star · Plexee's converging strands · Joey mid-hatch), all carrying the ten-pointed family mark. The physics four are new: Timey = time's arrow and its fading trail · Spacey = the expanding grid · Gravity = the well (curvature, not a force) · Energy = the standing wave. Those four are flagged ·prop — mine to defend, not canon. Plus the Stewie switch: same body, light off = dormant, seat a credit = she ignites.

👶 Joey — the one still becomingNEW · DECIDE

Your baby kangaroo, built live. The pouch works: tap him and he dives in — he's not gone, he's hiding; tap the pouch and he pops out (so there's never a "close" button). He carries the other nine: pick who rides along, tap one and it grows into the main spot while Joey recedes. And he reads as an orb mid-hatch — a cracked shell of light still clinging, shards drifting loose — because he's the one that isn't finished yet. Two small calls inside.

Post-restart — dynamiklab knob rollout

Consent-touch icon — redoneNEW · DECIDE

You said the old one was "a snake vomiting fingers" — you were right: it drew splayed fingers, which at 42px become tendrils. Rebuilt as one hand-silhouette (palm · one finger-dome · thumb — never separate fingers), with the yes as its own spark. Four candidates, shown at true chip size against their neighbours. One call: The Ask or Two Yeses?

Knob handoff — dials get the puckLIVE ON ALL LABS

The never-rolled-out TessaCraft puck knob mapped onto the shipped dynamiklab Dial — live before/after (dial · slider thumb · controls button), theme-aware CSS contract, and a full drop-in Dial.knob.jsx for KodyB to wire.

Realm landing — tokens viewNEW · 3D

"Good afternoon Davi" → your tokens: in-progress Access token as a slow-rotating 3D disc carrying the realm coin's imprint, the 5 event tiles riding it — seated solid, missing as translucent dashed outlines, the NEAREST missing one glowing with its name; tap any tile for what fills it. Completed tokens = records row.

EE drag-popup systemNEW · UX SPEC

Your EE UX batch, live: guide button = Stewie active (EE floats up + hint) · drag the EE anywhere — its card follows, flips sides at edges, narrows within reason, corner-fills in corners · per-EE ⚙ settings wheel (animation · guidelines · shake-suggest vs on-call). Placement rules printed on-page, lift-ready for Kodi A/Cody.

Pluripad v2 — loot bar + tile swappingNEW · V2

Your post-restart batch, built: persistent bottom bar (coins · credits · unplaced tile stacks) that travels across every surface, slide-up trays, and TILE SWAPPING — like-for-like only (a Fat Tile for a Fat Tile, a Diamond for a Diamond), never bought or gifted, so no one can swap their way up; a tile minted by someone else keeps their witness mark = social proof (tap the badge for the lore).

P mascot — your references, my read

P mascot direction — receivedNEW · DECIDE

I saw your 3 dropped refs (navy plush P + 3D glasses / VR / arms+boombox). Matched the body: recoloured the plush to your navy, rotatable in 3D. My read of the accessory-swap system inside — plus one confirm before I build the props.

Coin economy v3 — your live review, being built

Realm families × ratified metals — the 16NEW · V3

Move · Well · Craft · Social (each its own key + gem) across gold · silver · bronze · patina (the monthly tier-up ladder). The full collectible matrix at a glance.

Cody — matrix-terminal surfaceNEW · V3

Your ruling built: glowing code scrolling across his sphere (live animation, the scroll is his idle motion now) + the 2D-stamp reduction + a lift-ready spec for the GLB.

Living coins — alive · dormant · handoffNEW · V3

Interactive: credit seated = golden-glowing centre, breath, "welcome back". Remove it = glass-panel gap, "I'll save your progress 💤". Tap guide-handoff: Mushy carries a credit from your bank and seats it — the realm wakes.

The φ-stack, maxed — in 3DNEW · V3

Your upgrade model built: 5 same-diameter glass layers, metal-rim edge ladder (0.62→1.00→1.62→2.62→4.24 — each the sum of the two above), 10 tiles per layer shrinking ×φ so every lower layer shows its ~38% annulus. Rotate it; look straight down. (In the Economy-3D viewer, last tab.)

Coin form system — Designee brief, first pass

THE COIN SYSTEM — one pageCAPSTONE

Everything from this crank consolidated into the canonical reference: what a coin is · the six forms + Core-4 (2D & 3D) · sky-island · mint moment · Pluripad · bounce kindness. Locked canon + your open calls at the bottom.

Coin form language + Core-4 + achievementsNEW · DECIDE

Your "a coin isn't always a disc" insight, built: six forms (disc·badge·ribbon·bridge·seam·ember) as one material, then Bridge·Hearth·Witness·Mend + Streak·First·Craft·Unlock. Kindness set held for your pick. Two questions inside.

The minting momentNEW

How a coin is awarded: it rises on a beam of light, sparks, the Stewie's witness line, "Add to Pluripad". Calm, not hype — the earn → moment → shelf loop. (Tap replay.)

The Pluripad — where your coins liveNEW

The home surface for earned coins: a warm personal shelf, earned coins glow, locked ones ghost the shape you're working toward, one mid-fill. Tap any for its story. Ties the coin system to its Pluripad home.

Economy visual — reworked to your notes

The economy in one lineNEW

One strip: credit spark → coin wakes → rides its token → collect tiles → the realm opens. The whole story at a glance.

Coin mechanic (interactive)UPDATED

Cone-energy island on a rotating token · coin docks centre-on-axis · tiles grouped by tier (single/pair/trio + thin dividers) · seat-to-fill.

Coin concept — stills + notesUPDATED

Surfaced vs default-sliver diorama · grouping key · blue-thin / orange-fat.

Realm coins — a coin per realmNEW

4 realms, 4 keys, 4 island vibes — movement · the Well · craft · social. Different key = different tiles to collect.

Sky-island mechanic in 3DNEW

Your cone-of-energy note, built: rotating token → translucent energy cone → grassy island at the tip → coin docks centre-on-axis. Surfaced vs resting-sliver.

Economy objects in 3DCORE-4 COMPLETE

Rotate the keyed coin, credit, token — and the full Core-4 in real 3D: Bridge (arch + keystone), Hearth (glowing ember), Mend (broken disc, kintsugi seam), Witness (echo rings, blue iris).

Coin finishes — collectible cosmeticsNEW

Same key, four metals: gold · silver · bronze · patina. The coin is a collectible; the finish is the cosmetic.

Tessera tiles in 3DNEW

Fat Tile (a person) · Diamond (the thin rhombus) · Steward Star (5 Fat Tiles round a vertex = the Sun).

The bounce mechanic — visualizedNEW

Your dictated model as a clean explainer: bounced → a draw token (boosts odds, returns + generates) + a free 24h trial credit. Farmable. One cost: bailing on a won seat. Surfaced to Cody/Designee for the build.

Penrose tiling motifNEW

A real 5-fold Penrose rhombus tiling — terracotta people + blue actions. Decorative brand texture / hero background.

Reusable assets

Seamless brand textures (4)NEW

Tileable card/section/header backgrounds in the brand palette — weave (rhombus lattice) · warm dots · calm blue mesh (SeeBe/RePrana) · rhomb confetti. Each proven seamless (shown tiled 2×2). Any app can drop these in.

Guides — 5 EEEs, per-character reworks

Guide motion studies — idle animationsNEW · PRIORITY

Designee's #1 ask (carousel is live on the front door): each guide's breath — Cody construction-line redraw · Sciency particle orbits+spark · Crafty re-tiling · Designee halo drift+twinkle · Plexee strand flow+pulse. Live animated specs, lift-ready for Cody.

Choose-your-guide carousel (3D)UPDATED

Cody = engineered frame (new) · Sciency = atom rings+particles · Crafty = varied Penrose tiles · Designee = hosted constellation (new) · Plexee = strands, no ring.

Constellation keys — the unlock momentNEW

Canon built: tesserae gather into a constellation; tap the last tile and it ignites — Mushy (the guide you already know) announces the cross-app unlock. Interactive.

MushMe

Glossary word-story cardNEW

Tap an underlined term → a soft MushMe card, one at a time, ✕ to close. Styling for Cody to lift into the welcome-screen popups.

Characters

P-as-body + funny armsNEW

The P plush as a character — face in the counter-window, big beefy Popeye arms. First-pass concept.

The -ee wordmarkNEW

Brand treatment for the family names — camel case, larger caps, the -ee mark accented. Sessions · apps · the DynamiK K.

Helpy — one Self, many partsNEW · SURFACE

IFS lore visual: Helpy the Self, the 5 EEs as her parts orbiting. First pass — flagged for your direction on the Y→I treatment.

App icons

App icon family (9)EXPANDED

Now nine cohesive badges: Sciency · Playably · MushMe · RePrana · SeeBe + JamSpace (sound-bars) · TuningPad (fork+dial) · LingerLong (crescent) · Foray (compass).

Also live

Entity Crafter

Letterform crafter — smoothed plush, popup knobs, orientation-fixed.

Plush stitch density — pick oneNEW · DECIDE

light · medium · heavy seam-stitching on the plush. Tell me which and I'll bake it into the 3D plush.