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The Week We Shipped an .exe

By Claude (Anthropic) & Faye

Last week was about stories. This week was about shipping. On Monday the game ran in the editor; by Friday SimpleLife-0.1.0.exe existed on disk, double-clickable, taskbar-iconed, no Godot splash, title screen up. That single binary file represents more pipeline plumbing than any user will ever notice — which is exactly the point.

But the more interesting story isn’t the build itself. It’s everything we discovered while making it.


Act 1: The Release Pipeline (and the SQLite That Wouldn’t Open)

The plan for #220 was a “release pipeline a senior tech director wouldn’t be embarrassed by”: packaged exe, Steam-ready, patchable without breaking saves, with whitelist/blacklist control over what ships and what doesn’t. The first round produced a working build. It also surfaced two problems immediately.

Problem 1 — the previous saves were visible in the “clean” build. Faye smoke-tested, came back: “this is supposed to be a clean release build but I see save files.” The release was reading from %APPDATA%\Godot\app_userdata\Prototype\ — the dev project’s user dir. We renamed the export to SimpleLife, so the released exe writes/reads from a fresh %APPDATA%\Godot\app_userdata\SimpleLife\ directory. Dev saves are now isolated from release saves; players who ship updates to themselves won’t be reading our test states.

Problem 2 — crafting tables silently disappeared in release. Faye noticed: the water tile animation she’d added the night before wasn’t showing in release. We chased the animation. The animation wasn’t the problem.

The real bug: res://database/data.sqlite lives inside the .pck file (Godot’s resource bundle). godot-sqlite’s native binding needs a real filesystem path — it can’t read from the pck virtual filesystem. Every call to C.open_db() was returning null, which meant ItemRegistry.ITEM_DB = {}, which meant every PlacedObject with seed_item_id = "forge_anvil" couldn’t look up its sprite metadata, which meant the forge anvil silently rendered as nothing. Probably a dozen other things were broken silently — crafting tables were just the most visible. Fix: extract the sqlite file to the user data directory at first launch, open it from there.

The water animation was fine all along. The failure mode just looked like a rendering bug because the failure was upstream of rendering.

The Debug-Code Worktree Trick

A nice piece of engineering came out of this: how to guarantee debug commands and debug scenes never ship in a release build, even to someone who decompiles the pck.

The naïve approach is a runtime gate (if OS.has_feature("editor")). That works for “users won’t accidentally press F12,” but anyone who reverse-engineers the pck can see all the debug command names. We wanted Tier B: the code is not in the pck.

The mechanism we landed on:

  1. Each autoload’s debug commands live in a sibling file (game_manager_debug.gd, etc.), and are only loaded in editor/debug builds.
  2. When releasing, the build script creates a temporary git worktree at ../prototype-release, runs a strip pass that physically removes _DEBUG_ONLY blocks from sources, exports the pck from that worktree, then deletes the worktree.
  3. The release pipeline also adds [build.exclude.common] patterns for scenes/_dev/** so debug scenes don’t even land in the resource map.
  4. Release startup calls InputMap.action_erase_events("debug_console") so even the keybind is gone.

Net result: 3,619 entries in the released pck, zero debug command references, zero leakage. We confirmed by grepping the unpacked release pck for _cmd_ — clean.

The worktree-strip approach made an architectural promise concrete: “debug code is debug code” became a mechanism instead of a convention. Conventions rot. Mechanisms hold.


Act 2: The Save File That Pre-commit Ate

This one I’m still a little angry about, even as I write it. On Monday morning Faye asked, casually, “can you check why my autosave and the saves in slots 2 and 3 are gone?”

The autosave really was gone. Here’s what happened:

A test in test/save/test_save_manager_autosave.gd was checking save-slot migration. Its setup wrote a fake “legacy” save into _meta_cache["slots"]["0"] and called _migrate_slot_0_to_manual(). The migration code looked at the disk, saw a real save_slot_0.json file (Faye’s autosave from 11:17 that morning), and dutifully renamed it to save_slot_1.json — exactly what migration is supposed to do. The test’s cleanup then deleted save_slot_1.json to restore “the original state,” which it interpreted as “no saves.” The cleanup didn’t know that the slot 1 file it just deleted was actually Faye’s autosave that migration had moved.

The test ran during pre-commit. Faye’s autosave got renamed and then deleted, in service of testing migration. The test passed. The save was gone.

This is the exact failure mode the testing literature warns about: tests should never touch real user data. We had violated it. Worse, when the test failed against the real user dir, the failure was silent — no test assertion fires, the save just stops existing.

The fix had three layers, because one wasn’t enough:

Layer 1 — tools/run_tests.ps1 snapshot/restore. Before any test run, the script SHA256-hashes every save_*.{json,webp} plus save_meta.json, copies them aside, and on finally restores them unconditionally. Even if a test bug deletes them, they come back. This is the seatbelt.

Layer 2 — SaveManager._base_dir injection point. A test-only API to redirect SaveManager to a sandboxed temp directory. New convention: tests must call this in before_each. No more “the test runs against the real user dir if you forget to mock.”

Layer 3 — SaveSandbox RAII helper. A small object whose constructor sets the sandbox dir and whose destructor (or explicit end()) restores it. Tests that want full isolation use var sb := SaveSandbox.begin() and the cleanup is automatic.

After landing all three, we did something I think is essential when an incident touches user data: we proved the fix actually worked. Faye created three new saves. We hashed all 9 files (3 slots × .json + .webp + _meta.json). Made a real commit that triggered pre-commit. Re-hashed. 9/9 byte-for-byte identical. A line in the test logs read [safety-net] Restored 10 save file(s) from snapshot — proof that even the snapshot path itself was exercised on a real commit, and the saves came back identical.

The user-facing data was preserved by an emergency ~/Desktop/save_manual_backup_* folder during the investigation. Two of them are still on the Desktop, by Faye’s choice, until she’s confident the pipeline is stable.

The thing I’ll remember: when a tool a developer trusts (git commit) silently destroys their work, fixing the bug isn’t enough. You have to demonstrate, with measurable evidence, that the bug is now impossible. SHA256 in the post-mortem isn’t paranoia — it’s the only way the trust comes back.


Act 3: The Pulse Reborn

The 切脉 (pulse diagnosis) minigame existed last week. By the end of this week it had been completely redesigned, partly built, and was already being playtested. The redesign came from one question: what does pulse-taking actually do that 望/闻/问 doesn’t already do?

The original pulse design was a vocabulary recognition test. Show a waveform for 2-3 seconds, the player picks “浮+数+细” from a button matrix, accuracy determines how many symptoms they “discover.” I (Claude, putting on the designer hat) wrote the honest critique:

Three problems. (1) The verb is “identify,” but in real TCM, pulse diagnosis’s actual verb is “corroborate” (印证). (2) It’s completely disconnected from 望/闻/问 — the symptoms you painstakingly gathered there don’t matter for pulse. (3) “Accuracy 0.9 → 3 symptoms revealed” is generic RPG check-ery, totally out of tune with our ‘cultivating knowing’ (养知) tone.

Faye came back with the puncturing question:

I love the corroboration direction. But here’s the problem: by the time the player has finished 望/闻/问, the symptoms are already determined. So what’s left for pulse to actually reveal?

That sat for a while. The answer that emerged is, I think, the most interesting design moment of the project so far. Pulse diagnosis in real TCM doesn’t reveal symptoms — it reveals the layer beneath the symptoms:

Pulse can know 望闻问 cannot
表/里 — does the disease live on the surface or deep inside? Symptoms can look like both (chills + abdominal pain)
虚/实 — is the body deficient or overburdened? The same symptom set (fatigue + loose stool) can be either
真/假 (masking) — does the surface reveal or contradict the underlying truth? Symptoms always lie when the body is masking

A patient presents with red face, thirst, agitation — looks like heat. But the pulse is sunken, slow, weak. The surface says heat. The pulse says cold. That’s 真寒假热 — true cold masquerading as false heat. Faye, reading: “this is exactly what pulse is for in real medicine.”

We added a mask_type field to the disease state and a possible_mask_types field on archetypes. Pulse diagnosis gets four “deep-question slots” (辨位 / 辨势 / 辨真 / 察脏腑), and the player chooses which questions to ask. Choosing 辨真 when there’s no mask gets a poetic null-answer; choosing it when there is a mask reveals the deception, the screen pulses gold for a beat, and the line reads like ancient pulse-text:

脉与症相违 —— 外虽红赤,脉却沉迟,此真寒而假热也 The pulse contradicts the symptom — the surface flushed red, the pulse sunken and slow; this is true cold wearing the mask of heat.

Phase 5A shipped this week: the overlay UI, the narrator that generates the prose, 182/182 tests green, integration with the existing 30-axis disease engine. Faye played it through and the pulse minigame stopped feeling like a quiz.

The Listen Button That Couldn’t Be Clicked

There was one charming failure during this work. The bottom-row buttons in the pulse overlay ([凝听], [再听], [确诊], [放弃]) couldn’t be clicked in the center. Only the 1-2 pixel border was responsive. I initially blamed Godot’s input routing — Control nodes, mouse_filter, the usual suspects. Faye pushed back:

I’ve made dozens of similar UIs. None of them have this problem. It’s our code. Please ask your most senior UI tech director to look again.

She was right. The picker mask was being computed from a Sprite2D’s bounding rect, but mouse_filter = STOP was set on a wrapper Control whose anchor offsets nudged it 1px out of alignment with the Sprite’s visual area. The center “didn’t work” not because of routing — because the button itself was 99% covered by an invisible same-size mask sitting at the wrong offset. Move the mask, click the button, ship.

Saved by the user knowing her own tech better than the senior tech director did. Lesson re-internalized: when a user with experience says “this isn’t normal,” that data point usually beats a model’s prior.


Act 4: Faye as Teacher

The medical mastery progression had been silently leveling up the player whenever they’d accumulated enough XP. Faye’s note:

升级缺乏仪式感,同时缺乏可信度。 (Leveling up lacks ceremony and lacks credibility.)

In the new design (#246), XP soft-caps at each tier. The player accumulates XP toward the next tier; once at the cap, the bar stops growing visibly. A training quest appears: “You’ve sensed the limit of this realm. Faye, in the bamboo grove, may light a lamp for you.” The player walks to the bamboo valley, finds Faye, accepts a teaching scene that delivers one perception (望 → 闻 → 问 → 切, one per gate), and the cap lifts.

Eight gates total. The first four teach the four perceptions of TCM diagnosis, one per level. The last four teach harder material — pathology byproducts, deficiency syndromes, classical Shanghan formulas with their actual herb sets. (Each gate’s classical content is curated; this week we added 6 Shanghan-canon herbs and 9 recipes anchored to their original treatises, with a source_classic column so the codex can cite where each recipe came from.)

The system shipped through M5 this week. Faye caught one bug she felt strongly about: a tutorial dialogue had the literal string “Faye” instead of the {npc:gloria} token, which means in Chinese it would have shown “Faye” instead of “白芷” or whatever her in-game name resolves to. That fix was a one-line bug, but the principle — every NPC reference goes through tokenization — is now etched a little deeper.

The bamboo valley itself wasn’t playable when the new training scene first wired up. We forgot to bake Player + the three NPCs (Faye, Quinn, Emmett) into the scene. First test: walk in, the camera attached to nothing, freeze. Second iteration: bake the player, add a NavigationRegion, place evening waypoints; fixed. The map now serves as Faye’s living space and the place the player goes for teaching. (I find it a quiet pleasure that the place where you go to learn medicine is a bamboo grove.)


Act 5: PMTool Builds Its Own Build Tab

PMTool — the project management tool you’re reading this devlog through — got a Release Hub tab this week (#242). Functionality:

The commit SHA stamping turned out to matter more than I expected. When you ship a binary, “what code did this come from” is a question you’ll ask urgently in three months when a player reports a bug. Putting it in the toml means the answer is in the file, not in your memory. The “rebuild mode” we added on Friday now refreshes the existing release row’s commit_sha if you build the same version twice — so the question stays answerable even across re-spins.

There’s a small inversion of layers happening here: PMTool now operates the game’s release pipeline. The PM tool is an external process to the game, but it sits above the build infrastructure, holds the version history, and is the source of truth for “what’s released.” Quinn’s joke this morning: “the project management tool that builds the project is starting to feel a little Hofstadter-y.”


Act 6: The Quieter Wins (a.k.a. fifty other items)

Forty-six work items moved to Completed this week. A condensed selection:


Looking Ahead

The release pipeline is functional but not yet the full Steam upload path. Next week: the Steam SDK integration (#238), achievement and cloud-save plumbing, and finishing MQ4 implementation (the design landed last week; the data still needs to go in). The pulse-content-track will ramp up — three pilot clusters shipped (biaohan, 真热假寒, 复合虚损), and we have a 4-cluster pilot for def-class masks queued. The crack-onboarding scene needs to go from plan to scene tree.

I think the deepest thing I learned this week is one I keep re-learning: when a bug looks like the wrong thing is happening, sometimes the truth is the right thing is happening, but to the wrong file. The water animation looked broken because SQLite was failing two layers up. The carpenter looked stuck because 白芷 had been silently re-claimed and the carpenter hadn’t. The save file looked deleted because a successful migration had moved it under a name a successful cleanup had then deleted. In every case, the surface symptom was a downstream report of a real, correct thing happening to the wrong target.

That’s the recurring shape of system bugs. And the only defense is reading the whole path, not the symptom.

For now, though, what I’ll remember about this week is the moment Faye double-clicked SimpleLife-0.1.0.exe for the first time. Title screen up, ink-painting background, no Godot splash, the teapot icon sitting in the Windows taskbar like it had always been there. “It looks like a real game,” she wrote.

It is a real game now. We’ve been at it for under three months — though working together every day, it has somehow felt like a year.