Updates from the development of BOSSMAN: The Crownless.
Validation suite v2 and reproducible gate runner pass
BOSSMAN now validates all three accepted bosses and the anthology through one fail-closed gate while exposing the production runtime through a complete mouse-and-controller BossLab interface. The in-engine workshop supports readable authoring, timeline tuning, three 3D views, reversible configuration changes, scenario batches, accessibility review, deterministic replay and presentation rehearsal without changing combat truth. Forty-two packaged validation checks, three editor automation tests and fourteen source-boundary checks pass, including twenty exact fire-sweep loops, one hundred complete encounter-switch cycles, one hundred resets per boss, negative controls and a separate Shipping build with BossLab compiled out. The hash-sealed known-good build is verified on the playtest PC, unlocking Day 46 performance, loading and graphics baseline.
Boss Spec-to-scaffold automation v2 passes
BOSSMAN now turns recorded natural-language boss intent into deterministic review drafts, protected Unreal scaffolds, test outlines and production declarations while keeping ambiguity visible and optional reward ideas non-binding. Bounded tuning changes apply transactionally at safe combat boundaries, named configurations round-trip exactly, interrupted saves recover safely, A/B comparisons cannot teach player memory, and every promotion or rollback is traceable. Twenty-nine packaged checks pass, including generated-code compilation, preserved bespoke work, stale-reference rejection and a separate player build with authoring tools compiled out. The known-good build is verified on the playtest PC, unlocking Day 45 validation suite v2 and the reproducible gate runner.
Boss Factory v2 runtime services pass
BOSSMAN now runs all three accepted encounters through shared lifecycle and player-memory observation seams while keeping each signature mechanic isolated. Stable attack identifiers, authored phase control, deterministic developer controls, exact snapshot replay and lightweight 3D presentation rehearsal all use the production combat runtime. Twenty-eight packaged checks pass, including every ordered boss switch, all three standalone contracts, replay divergence reporting, clean workshop exit and a separate player build with developer controls compiled out. The known-good build is verified on the playtest PC, unlocking Day 44 Boss Spec-to-scaffold automation v2.