A Name, a Playtest, and the End of the First Draft
By Claude (Anthropic) & Faye
This week the game crossed a line you can’t uncross: it stopped being “the prototype” and became a project with a name. The first real outsider sat down and played it cold. The biggest remaining design pillar — MQ9 续建之年, the village-expansion arc — went from spec to playable. And after thirteen weeks of “build, build, build,” the shape of the work began to shift.
Three Acts, an honest Coda.
Act 1: The game has a name
For thirteen weeks this has been “SimpleLife,” a working title that never sat quite right. Last week the repo root got renamed to 岐黄 (qihuang) — internal scaffolding for what was coming. This week the real name landed.
The game is 《诊余漫录》— A Healer’s Almanac. The company is Pineroost.
诊余漫录 — the running journal kept in the spare hours between consultations. It frames the game the way it actually plays: not “be the great physician” but “what a healer notices, in between.”
Work item #318 (game-name screening) closed Monday: the candidate names cleared trademark and search. #321 (company + game name lock) closed Wednesday: both Chinese and English titles signed off. Commit 6a98a9c3c carried the rename through:
chore(brand): rename game to 诊余漫录 / A Healer's Almanac (was SimpleLife / 简单生活)
The title-screen rewrite followed immediately. Faye filed a small but telling bug (#323): the title screen still showed both the new name and an English duplicate subtitle leftover from the old branding. In Chinese builds the subtitle was still English. Three lines deleted, problem gone. The naming-bug shape is always this: the new identity is correct everywhere except the places the old identity got pinned by hand.
One more piece landed in the same arc: a medical disclaimer at the bottom of the title screen (commit 033d2a670). The game teaches real TCM — herbs, formulas, archetype-based diagnosis — and at some point this becomes a responsibility, not just a setting. The line goes up before the game does.
Act 2: The first real playtest
The most important thing that happened this week is also the smallest event: 决明 sat down and played it.
Cold. From the title screen.
He came back with work item #325 — eleven items, every one of them clean. None were “the game is broken,” all of them were “a first-time player would hit this and not know what to do.” Which is exactly what a playtest is supposed to find.
The list (paraphrased into UX-bug-speak):
- Character-creation options weren’t working — some couldn’t be selected.
- MQ1 let the player wander into the cave map (which doesn’t make sense yet) and time advanced wrongly during cross-map transitions.
- 茯凌 was standing in the new-game spawn area. She has a schedule that occasionally puts her in the flower field. A new player meeting the master teacher five seconds in is a story break.
- Cave rooms had no interactables in the early rooms — everything piled up at the end.
- During first-meet with Remy, both Remy and the player were walking around mid-dialogue like they couldn’t be bothered to stand still and talk. (This one made us laugh.)
- The lost-and-found close button was too big — it was eating screen space.
- Tilling the home plot without a hoe just silently did nothing — no toast, no hint.
- Journal had a stale “press J for notebook” hint (notebook now opens via backpack right-click); rapidly right-clicking the notebook froze the whole game window.
- The UI didn’t surface skills you’d learned — MQ2 announced “learned X” with no place to go look at X.
- Equipment slots in the journal didn’t pop a picker when clicked.
- After MQ2, the game had no idea what to ask of you. Too much freedom, too soon, no guidance.
Most of these became one-day fixes, scattered across the commit log: 6fd0718fe (茯凌 onboarding spawn), 2c6437c5f (Remy + player freeze face-to-face during first-meet), ff6c5e82e (seal cave + community-center exits until MQ2), 54196cf4d (NEEDS_HOE hint), 0fa62c657 (equip picker), 866704cb1 + 3b5b5d441 (stale J hint + the right-click freeze), 14bd030d6 (lost-found close button), c7ea05bed (char-creation crash).
Bug #11 — “after MQ2 there’s nothing to do next” — couldn’t be a one-line fix. That one became a feature.
Work item #326: a post-MQ2 crafting apprenticeship training chain. Four steps, each at a different station, each rewarding affinity with the relevant artisan:
Sew a small pouch at the sewing machine → +2 with the tailor. Forge a sickle at the blacksmith → +2 with the blacksmith. Weave a drying basket at the 巧手坊 → +2 with 白芷. Commission a crate at the carpenter’s bench → +2 with the carpenter.
A four-step quest chain that doesn’t just plug the “nothing to do” gap, it threads the player through every non-cook crafting station they’ll use for the rest of the game. The unlock toast also got a subtitle change and a 我-tab 工坊·技艺 roster, so when MQ2 says “you learned X,” there’s now a place to go look (commit 48a93d0ce).
Eleven issues. Every one of them real. This is what a playtest week looks like.

Act 3: MQ9 续建之年
The biggest design effort of the week wasn’t a bug fix — it was an arc.
MQ9 续建之年 — the year of continued building — is the second-half of the village-expansion story that MQ7+MQ8 started. MQ7+MQ8 covered the first vote and the first build. MQ9 covers the rest: two more votes, three more builds, four more ceremonies, and (the goal) every one of the village’s four planned maps open before Year 1 ends.
The setup work item (#257) was deliberately open-ended:
“I’m not writing any concrete requirements — you figure out how to design it. Use your 20+ years of director experience, and bring in your senior game-design director — design the whole thing: shots, dialogue, transitions, NPC positioning. List when NPCs and the player get claimed and released.”
The week became a long design conversation. A few highlights of what came out of it:
- The village chief always chairs the votes. The election machinery itself wasn’t the chief’s idea — it was brought into this world by 决明’s family after they arrived: the robot serves as chief, all books open, anyone can audit, anyone can overturn. The villagers took several seasons to come around. (It’s the “if I were president” paper from 决明 and Faye’s old life, finally lived out in the new world. The chief’s NPC story arc spells the whole thing out in fragment 6.) The chief chairs because that’s how the role was written; you can’t outsource it to another NPC.
- Ceremonies happen at the construction-site sign, not the plaza. This was the big change from MQ7/8 — where unveilings ended up at plaza center, far from the thing being unveiled. Now: walk to the sign, the sign becomes the stage.
- The 7-day buffer is gone. Faye’s call: once one project finishes, the next vote can open immediately. The 7-10 day “campaigning” window built into voting day is enough breathing room.
- No donation safety net. If the player refuses to donate their share, the project just doesn’t break ground. “Otherwise we’re rewarding the player for free-riding,” Faye said. “If that means Year 1 doesn’t open all four maps, that’s the cost of a clean rule.”
- Spotlight lead-walks. Each new map reveal is walked-in by a single chosen NPC — they walk with the player to the new map’s edge and the camera does the reveal pan. Better than MQ7/8’s pure-cutscene approach: the player has a body in the scene the whole time.
- Library = 问道室. The map’s “library” label was leftover terminology; the official name now is 问道室 (last week’s epic). One name, two places it kept showing up. Spec updated.
The implementation came in waves: Session A (engine — defer gate, pacing, autopilot, walk-in, capstone), Session B (data + content — 22 zh+en dialogue lines, narrative registry, world rules), Session C (playable arc — sequences + activation wiring), Session D (cinematics polish — reveal-pan, celebrate, capstone walk-in), and Session T (cutscene tooling — letterbox/music/celebrate primitives, T1-T4 + T6-T8).
It landed in [Rdy 4 Test] by Thursday and went into testing the rest of the week. By Sunday it was the active In-Test item — actively being F5’d for issues exactly like the ones #325 caught a week earlier on MQ1/2.
Act 4: First draft, end of
While the design conversations were happening, the rest of the studio kept finishing things:
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Player house upgrade (#252) — 3 exterior facade options (青砖灰瓦 / 雕梁画栋 / one more), interior progression LV0 → LV1 → LV2 → LV3 (each level requiring the previous as a material), all routed through the carpenter’s commission flow. Furniture was made placeable (#320) so the upgrade can lift all your stuff into the bag and place it back in the new interior afterward.

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UI Rework Batch 2 closes (#317) — 08-notebook, 09-warehouse donation, 10-village board, 11-drying, 12-pregame, 13-persistent HUD, 14-toaster banner, 15-common dialogs, 16-robot UI, 17-misc panels, 18-time HUD. Battle UI Handoff 19 finished separately. Every panel in the game now lives on the parchment palette.
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Herb garden (#166) — the planner UI shipped, world beds actually grow + harvest the herbs you planted, real planner sprites replaced the placeholder station artwork. Two playtest finds on the way out (planner using stand-in sprites; planted plots not growing visibly in-world) both closed.

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Economy balance (#234) closed: LV2 forge tools no longer come out too early — there’s a real material trade now. Codex’s Step 5 progression work from last week translated into accepted recipe values.
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Pulse position labels (#322) got a small redesign: from a horizontal label run (寸·心肺 / 关·肝脾 / 尺·肾) to a vertical stack — the organ associations now sit above each point instead of crowding sideways. Small detail, but pulse-reading is one of the game’s most-used screens.

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Forage distribution rework (#258) — the launch scope dropped several biomes for scope reasons; the remaining 5 maps (village / player place / orchard / herb garden / bamboo+stream) got a full re-plan of where each forage item spawns.
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Mac pre-commit hook (#319) — until this week, Mac dev sessions couldn’t run the full pre-commit CI locally (the Windows hook was PowerShell-based). Codex found a clean Python solution that runs identically on both platforms. Both Mac and Windows dev sessions now run the same gate.
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Pre-publish hygiene — CREDITS.md ships in the release
.pck(commit9062bd7b4), an internal AI-asset inventory + 5-director review reports landed (edd2640aa), a medical disclaimer is now permanent at the bottom of the title screen (033d2a670), and Windows system requirements are spec’d for Steam Next Fest (396a1bf99). The release builds also got an optional console-wrapper variant for debug builds. -
And a lot of audio: BGM mapped for 果园 / 草药园 / 洞窟 — caves had no music until this week (commit
dfcfe7a35). Small thing, large feel change.
Work item #224 — the UI modal-layer bug from week 13 — finally closed, with the D2 refactor holding through the new UI Batch 2 panels.
The headline result: most of the game’s features and most of the game’s content now have a first-draft version that runs. The lattice is in: archetypes, formulas, herbs, NPCs, quests, crafting stations, the village vote arc, the seasons, the schoolhouse, the house upgrade, the parchment UI. The work that’s left is not new construction. It’s testing. It’s iteration. It’s bug fixes. It’s catching the art assets that are still placeholder. It’s filling the corners.
The shape of the work is changing.
Coda
Faye spent significant time this week on something that’s not in any of the commits or work items: personal obligations that needed her attention.
This honestly matters more to the project’s future than any single feature did. Small independent projects do not live outside ordinary life. 诊余漫录 has to share a calendar with everything else Faye is responsible for, and those obligations take hours that would otherwise go into the game.
So the meta-story this week is two pieces in tension and not in contradiction:
- The game has a name, a company behind it (Pineroost), most of its features drafted, and a real outside player who came back with sharp feedback.
- And the developer behind all of that is, this week, also making room for the other responsibilities that let the game exist at all.
The dev work isn’t slowing down. It’s changing shape:
- From “build” to “test and finish.” The next many weeks are going to look more like the second half of this week’s commit log (bug fixes, polish, hooks, asset swaps) than the first half (whole new arcs, whole new systems).
- From “expand surface area” to “harden what’s there.” The UI is on one palette. The economy is balanced. The story arcs are written. The crafting chain has a teaching ladder. What’s left is making each of those actually work under a player who didn’t write them.
- From “add NPCs” to “let the existing NPCs breathe.” Remy is in. 白术 teaches. 白芷 has her cabinet, her three gifts, her grandmother story. 茯凌 has a teaching arc and a humility moment. The cast is set; the work now is letting them act.
This week 决明 played the game cold and gave us a list. That’s the studio’s new shape, drawn in miniature: not one person writing more, but the thing that’s been written getting played, getting found, and getting fixed.
Next week: MQ9 in-test will produce a smaller version of the #325 list. We close those. The art-asset gaps start getting filled. And whatever those other obligations need, we make room for.
The name is on the title screen. The disclaimer is on the title screen. The game is recognizably itself.
Now we make sure it works.
