Monopoly-Style 3D Board Game - AAA Three.js Build (Master Playbook v2)

Deliverables · 6 step(s) · $460.3115 total · generated 8/5/2026, 3:58:25 AM
Build and ship a polished, playable 3D property-trading board game (Monopoly genre) in Three.js, executed under threejs-aaa-master-playbook v2 - the first mission to apply the King's Gambit runtime-resilience learnings from day one. IP constraint: original name, street names, card names and art; no Hasbro trademarks (generic mechanics - dice movement, property purchase, rent, houses/hotels, jail, chance-style cards, bankruptcy win - are not protectable; branding is). Local project folder: C:\Users\Tks_Toledo\clawd\projects\monopoly-3d. V2 rules applied by design, not retrofit: (1) FIXED LIGHT POOL - dice glows, card flourishes and building-placement effects acquire()/release() from a pool added to the scene once; overflow runs unlit; scene light count NEVER changes at runtime. (2) BLACK-FRAME WATCHDOG - readPixels an 8x8 center block twice in first ~3s; two black reads => permanent forceDirect() to plain forward render. (3) FRAME-ERROR CONTAINMENT - try/catch in RAF loop; 3 repeated frame errors drop post-fx and keep playing; exactly ONE automatic quality step-down from a rolling 120-sample fps window. (4) DETERMINISM SCOPING - turn-based game: seeded RNG required for dice/card-deck streams (replayable games, deterministic QA fixtures), but performance.now-driven cosmetic animation is an acceptable documented trade-off. (5) Contract-first: ARCHITECTURE.md with subsystem interface, event vocabulary and quality presets BEFORE code - the 107KB sceneEngine.ts monolith is the negative proof. Publish under the user's own GitHub Pages account; never claim anything unverified.
1

S1 - Contract + rules spec + engine core: ARCHITECTURE.md (subsystem interface, full event vocabulary with payloads, quality presets, simulation constants, visual bar), complete written game-rules spec (board graph, dice, ownership, rent tables, cards, jail, houses/hotels, mortgage, bankruptcy, win), seeded RNG streams for dice + card decks, fixed-step-free turn engine skeleton, project scaffold with vitest

done
Agent: Game maker - Three JS · Cost: $2.9107

No output.

2

S2 - 3D board + visual foundation: board, tiles, tokens, dice, buildings, camera rig; PMREM environment lighting (AmbientLight law), fixed light pool wired from day one, no-post baseline gate, black-frame watchdog + frame-error containment installed

done
Agent: Game maker - Three JS · Cost: $4.0664

No output.

3

S3 - Gameplay integration: turn flow UI, token movement animation, buy/rent/card/jail/build interactions, trading, 1-4 players hotseat + AI opponents, save/load, deterministic review states via query params

done
Agent: Game maker - Three JS · Cost: $89.1628
Now the headless rules engine — the core of this step.
Now the render layer: board, tokens, dice, camera, fixed light pool, black-frame watchdog, and frame-error containment.
Float bug: `Math.ceil(400/2*1.1)` = 221 due to FP. Fixing both engine and AI to use an integer-safe formula.
All 23 tests pass. Now verifying a full AI-vs-AI game completes in a real browser. Checking for a local headless browser runner:
The screenshot was written — a run completed. Reading the full output:
Also, a quick headless check of game outcomes across seeds to make sure the economy actually produces bankruptcies (not only turn-cap endings):
All browser verifications pass. Let me grab the final screenshot as visual evidence:
Status: done

S3 delivered: full gameplay integration for **Meridian Estates** (original IP, Monopoly-genre) at `C:\Users\Tks_Toledo\clawd\projects\monopoly-3d`. Note: the project folder did not exist on this machine at step start (no S1/S2 artifacts on disk), so I built the required substrate contract-first — ARCHITECTURE.md written before code, headless rules engine, then the render/UI layers bound strictly through the event bus — exactly per playbook v2.

**What was built**
- **ARCHITECTURE.md first**: subsystem interface, directory ownership, 24-event vocabulary with exact payload keys, quality presets, determinism scoping, AI heuristic doc, auction rule.
- **Headless rules engine** (`src/rules/`, zero DOM/three.js): dice movement, buy/sealed-bid auction, rent (group-double, houses/hotel, rail/util scaling), even-build houses, mortgage (integer-safe 10% interest), jail (pay/card/doubles/forced fine), two original card decks, trading, bankruptcy with asset transfer, 400-round net-worth cap. Never blocks — every required input surfaces as `state.pending`, answered via `engine.act()`.
- **v2 runtime resilience by design**: fixed 6-light pool with acquire/release (dice glow, card flourish, build flash; overflow runs unlit; scene light count never changes), black-frame watchdog (2 in-frame 8x8 readPixels checks, 2 black => permanent forceDirect), RAF try/catch with 3-repeat error => post drop, exactly one auto step-down from a 120-sample fps window.
- **3D gameplay layer**: tile-by-tile token hop with camera follow, tumbling pip dice, 3D card flip, houses/hotels on tiles, owner rings, mortgage overlays.
- **UI**: buy/auction/rent/card/jail/tax panels, build/mortgage manage screen, trade builder + respond panel, hotseat 1-4 any human/AI mix, save/load (localStorage + JSON export), setup screen.
- **AI** with the documented heuristic (ROI buy priority, unmortgage order, even-build strategy, safety floor, trade acceptance) — all decisions consume seeded `ai`/`auction` streams. Added a decline-loop-proof group-completing trade proposer (pre-checked against the responder's own acceptance criterion).
- **Deterministic review states**: `?seed=`, `?fixture=midgame|endgame|jail|bankruptcy-imminent`, `?autoplay=1`, `?players=`, `?humans=`.

**Verification (all measured, not claimed)**
- Vitest: **23/23 pass** — event-contract conformance (vocabulary parsed from ARCHITECTURE.md and diffed against every event emitted in 3 seeded full games), turn-loop watchdog (12 seeds to completion, stall = fail), seed determinism (identical event logs), save/load fidelity, fixture continuation, plus 16 rules unit tests. One real bug caught and fixed: FP error in unmortgage cost (`400/2*1.1 -> 221`).
- Economy check across 20 seeds: after the trade proposer, **20/20 games end by bankruptcy** (p50 49 rounds) instead of 11/20 stalling to the turn cap.
- **Real browser (headless Chromium)**: `?seed=4242&autoplay=1&players=4` ran a complete AI-vs-AI game — `GAME OVER: Dune, lastSolvent, 41 rounds`, 0 page errors, watchdog reported 0 black reads, 0 frame errors, no forceDirect. All 4 fixtures load and verify in-browser. Screenshot minted to the board.

**Not proven**: visual polish at human framerates on real GPU (headless SwiftShader triggered the expected single quality step-down — that mechanism firing correctly is itself evidence the resilience path works); human-input UX only code-reviewed, not hand-played. Publishing to GitHub Pages belongs to a later step.
4

S4 - Perf matrix + polish: quality presets x game phases per-cell browser isolation, distribution metrics (p50/p95/p99/max) at real DPR, teardown/leak audit, audio pass, mobile touch + responsive layout

done
Agent: Game maker - Three JS · Cost: $194.5047
The mission's project folder doesn't exist locally. Before declaring this blocked, checking whether prior steps (S1-S3) pushed the game to GitHub.
Now the board, game rules, fx, audio, and UI subsystems.
Now the S4 harness. First a static server and a smoke test to confirm the game boots and runs.
QA surface is live (the remaining 404 is favicon). Running the smoke test.
phase=end kills the module before `window.__qa` is set, but no page error was captured. Reproducing with better error capture:
No error surfaced. Instrumenting: moving the QA export before forcePhase and wrapping it so the failure is visible.
Now update index.html for mobile touch ergonomics (touch targets, safe areas, no double-tap zoom):
Fix the per-frame allocation in the camera path (doctrine: allocate nothing per frame):
Now create docs dir, start the server, and run the harnesses:
Audio pass: 11/11. Now mobile:
One fix exposed: the mute button is 40px tall, below the 44px touch minimum. Fixing:
Mobile: 12/12. Now the leak audit (5x restart + 30s idle — takes ~1 minute):
Leak audit passes — textures 51→51, programs 6→6, geometries 78→78, lights 8→8, no per-cycle growth. Now the light-pool constancy check across a full AI game:
Light pool constant at 8 across a full 35-round AI game. Now the 9-cell perf matrix (fresh browser per cell, ~3 min):
The matrix is running (7/9 cells captured, tool call timed out mid-run). Waiting for the remaining cells:
The matrix process was killed when my tool call timed out. Restarting it detached so it survives:
All 23 unit tests pass after the refactor. Final regression check — full seeded AI game in a real browser with the modified renderer:
That script hardcodes port 8144 (its argument is the seed). Making the port an env override and running against 8146:
Full regression pass. Writing the S4 report and shutting down the test server:
Status: done

S4 complete — perf matrix, light-pool proof, leak audit, audio pass, and mobile QA all executed against the live build at `C:\Users\Tks_Toledo\clawd\projects\monopoly-3d`, with every defect the harnesses exposed fixed and re-verified.

**Perf matrix (9 cells, per-cell browser isolation, real DPR, camera orbiting + dice/card fx firing)**
- Hardware GL (RTX 3090, headless Chromium): all 9 cells (low/med/high x early/mid/end fixtures) vsync-locked — p50 16.7ms, p99 ≤16.9ms, max ≤18.8ms, ~60fps, 0 page errors, light count 8→8 in every cell. MATRIX PASS.
- SwiftShader CPU floor kept for reference (low 30–60fps, high 10fps); on that floor the resilience system fired exactly ONE automatic step-down and the game stayed playable — behaving as designed.
- Implemented real quality presets this step: low = DPR 1.0/no shadows, med = 1.5/1024 map, high = 2.0/2048 map, plus QA-only `?nostepdown=1` so a cell measures its declared preset.

**Light pool (v2 rule 1)**: scene light count sampled every 500ms across an entire 35-round AI game with all effects firing — distinct counts observed: `[8]`. Never changed.

**Leak audit**: in-page `__qa.restart()` teardown path built; 5x restart + 30s idle returns exactly to warm baseline (canvas 1→1, DOM 103→103, geometries 78→78, textures 51→51, programs 6→6, lights 8→8, no per-cycle growth). Fixed what it exposed: token geometry/material leak, per-build-event geometry allocation (now shared assets), shallow `dispose()` (now full scene walk + render-list disposal).

**Audio**: procedural WebAudio SFX (dice clatter, token hops, cash register, card flip, build thunk, win sting), zero assets, AudioContext created only on first gesture. 11/11 checks pass under enforced autoplay policy, all six handlers verified wired by instrumentation.

**Mobile**: 12/12 checks on a touch-emulated iPhone context — Roll button 44px+ and one-handed reachable, all touch targets ≥44px (fixed the 40px mute button it caught), portrait↔landscape rotation mid-game leaves serialized state byte-identical, safe-area insets, portrait camera aspect-fit.

**Regression**: 23/23 unit tests pass; full seeded AI game (seed 8899) runs to GAME OVER in a real browser — 0 errors, blackReads=0, forcedDirect=false.

Artifacts: `docs/s4/REPORT.md`, `matrix_results.json`, `matrix_gpu.log`, `matrix_run.log`, mobile screenshots; harnesses in `tools/s4/` (matrix.mjs, lightgame.mjs, leak.mjs, mobile.mjs, audio.mjs, serve.cjs). Honest limits recorded: GPU numbers are RTX 3090-class, mobile/audio verified by emulation/instrumentation, not physical devices.
5

S5 - QA gates: full player-journey matrix (new game -> purchase -> rent -> card -> jail -> build -> trade -> bankruptcy -> win) on desktop + touch portrait + landscape + reduced motion, seeded-fixture edge cases, zero console errors, runtime-resilience verification

done
Agent: Game maker - Three JS · Cost: $139.3186
I'll start by verifying what's actually on disk now — prior attempts found nothing, but S3 and S4 have since reported completion.
The build exists now. Mapping the full project structure.
Build is present. Reading the QA surface and the S4 baseline report so I can separate new regressions from known issues.
Now the engine API and resilience internals, which the journey harness must drive.
Reading the rules engine API — the journey harness must drive real UI clicks, so I need the pending types and the UI's DOM contract.
Now I'll check how the existing harnesses launch a browser, so S5 reuses a proven launch path.
Good. Now checking the RNG stream API (so the harness can script dice deterministically without touching production code) and whether reduced-motion is handled.
Reduced motion is not implemented anywhere — that's a required S5 surface. Let me inspect the render layer's animation and resilience hooks.
I have the full picture. Two gaps are already visible from source: **reduced-motion is not implemented anywhere**, and there is no pause/settings surface beyond mute. Let me stand up the harness and verify against the running build.
Node and Chromium are available. Starting the static server for the S5 run.
Server is live. Reading the board layout so journey stages target correct tiles.
Let me read the remaining engine internals (turn advance, trade, serialize) that the harness must drive correctly.
Now I'll build the S5 journey harness. Writing it in chunks — first the driver, profiles, and helpers.
Now the journey stages — each drives real UI and asserts on engine state.
Stage 09 has a malformed cash assertion I need to fix before running — and its dice would land on a card tile, perturbing cash.
Now the build, mortgage, trade, bankruptcy, win, save/load and edge-case stages.
Now the edge cases and runtime-resilience verification stages.
Now the fixture, pause/settings, reduced-motion, and responsive stages plus the report writer.
Running the desktop profile first to shake out harness issues before the full matrix.
Four failures. Let me diagnose each precisely rather than guess — starting with the save/load byte mismatch.
Four issues isolated — three are real product bugs, one is my harness. Reading the exact source paths to fix them properly.
Three real bugs, one harness error. Reading the exact code sites.
PowerShell mangled the inline script — writing it to a file instead per the local-execution rules.
All four diagnosed — three are real product defects, one was my harness asserting the wrong rule. Reading the exact code sites to fix.
All four root causes isolated. Three are real product defects; one was my harness asserting the wrong rule. Reading the two code sites I still need before fixing.
All four root causes isolated. Three are real product defects; one was my harness asserting the wrong rule. Applying fixes.
Fix 2: the RNG serializes only lazily-created streams, so a save taken before the AI stream existed doesn't round-trip byte-identically. Pre-instantiating the canonical stream set makes serialization stable.
Fix 3: during any modal decision the action bar renders only the utility buttons, yet the modal scrim sat above them — so Save/Load were unreachable exactly when mid-auction saving is required.
Fix 3 works because both `#actions` and `#panel-wrap` live inside `#ui`'s stacking context. Now the harness bug — stage 12 asserted against the even-build rule the engine correctly enforces.
The harness clicked the same tile three times; the engine's even-build rule correctly rejected repeats. But that exposed a real UX gap — checking whether the blocked button is disabled or fails silently.
The engine correctly enforces even-build, but the Manage screen offers a Build button that then fails with a toast. Making the UI honest — disable what the rules will reject.
That fix references `engine.groupTiles`, which may not exist. Verifying and adding it if needed.
`groupTiles` doesn't exist as a method. Adding it to the engine as a proper accessor rather than leaving the UI on a null fallback.
Now correcting my harness stage 12 to build across the group (respecting even-build) and assert the disabled-button affordance.
Also fixing the mid-auction stage to use force-click (the scrim is now passable, but the assertion should be explicit) and re-running desktop.
One failure left. Diagnosing whether my new z-index fix now covers the bid input — that would be a regression I introduced.
Bid input is hittable and unoverlapped — the timeout is my loop filling a hidden input after the auction already resolved. Also spotted a real defect: the bid input is 27px tall, under the 44px touch minimum.
Real defect: interactive inputs and selects are 25-27px tall, below the 44px touch minimum — my button-only scan missed them. Fixing all three.
Now fixing my harness loop (it filled a hidden input after the auction resolved) and extending the layout scan to cover inputs/selects, not just buttons.
The layout scan only checks the base screen; panel controls need to be open to be measured. Adding a dedicated panel-control audit stage.
Desktop is 37/37 with zero console errors. Now the remaining three profiles: touch portrait, touch landscape, and reduced motion.
The full matrix exceeds the tool timeout. Running it detached so it survives, then polling.
Poll returned empty twice — retrying with a simpler read.
Portrait passed 37/37 with zero errors. Waiting for landscape and reduced-motion to finish.
Desktop regressed under the matrix run while passing standalone — including a `page.goto` timeout, which points at machine load or a stale server rather than product defects. Waiting for the run to finish, then re-verifying cleanly.
Desktop passed 37/37 standalone but failed 6 stages inside the matrix — including a `page.goto` timeout, which means the static server stopped responding. Inspecting the server.
Desktop passed 37/37 standalone but failed the same stages inside the matrix — a `page.goto` timeout means the server/machine was saturated, not a product defect. Waiting for the run to end, then re-verifying on a clean machine.
Failures cluster on machine-load timeouts, and desktop passed standalone. Checking whether the harness starts its own server — a double-bind on the same port would explain this.
The harness doesn't start its own server — so these are contention timeouts from zombie processes left by earlier timed-out runs. Checking the machine.
Confirmed environmental: CPU pinned at 100% with 28 node and 16 chrome processes on an 8-core machine — leftovers from earlier timed-out runs. Those timeouts are contention, not product defects. Waiting for the run to end, then cleaning up and re-running.
Matrix is stalled on a saturated machine. Cleaning up only the harness's own processes — carefully scoped so nothing of the user's is touched.
CPU dropped from 100% to 28% after clearing the harness's own leftovers. Re-running the three unverified profiles sequentially on the now-idle machine.
Progress is good. Noting an AudioContext console error from the prior reduced run — headless audio-device artifact, to be classified. Waiting.
Desktop back to 37/37 on the idle machine, confirming the earlier failures were contention. Waiting for the remaining profiles.
Desktop and portrait both 37/37 clean. Landscape and reduced still to go.
Landscape trade stages fail on an idle machine while desktop and portrait pass — that pattern points at a real layout defect in the 844x390 viewport, not contention. Letting the run finish, then investigating directly.
Landscape reproducibly fails only the two trade stages on an idle machine — a real layout defect at 844x390. Diagnosing while reduced finishes.
Real regression from my own z-index fix: in the short landscape viewport the action bar now covers the trade panel. Checking the HUD layout before restructuring properly.
Found it: at 844x390 the landscape rules never apply — they're gated on `max-width: 700px` — so the action bar stays bottom-centered and my z-index fix put it over the panel. Fixing both the gate and the layering.
That fixes the layout, but the deeper issue is my z-index change made overlap possible at all. Making the panel structurally win while keeping utility buttons reachable.
Now verifying the landscape fix directly, and checking the reduced-motion AudioContext error.
Landscape now resolves to `tr-send` itself. Checking the reduced-motion AudioContext error before the final matrix run.
Reduced-motion is a genuine accessibility defect: the OS preference is detected but the renderer ignores it — animations still run at full 1335ms. Checking how the renderer handles motion.
Confirmed: the renderer has a `fast` path but nothing reads `prefers-reduced-motion` — a real accessibility gap. Wiring it in properly.
Reduced motion should also react if the user changes the OS setting mid-session. Adding a live listener.
That handler must be removed on teardown or it leaks — checking `opts` is stored and wiring cleanup into dispose().
`this.opts` is never stored — my handler would throw on a mid-session change. Fixing both that and the teardown.
Now the AudioContext console error seen in the reduced profile — that would violate the zero-console-errors gate.
`resume()` returns a promise — an unhandled rejection under autoplay policy prints a console error, which fails the zero-errors gate. Patching both async calls.
Now re-running the full three-profile matrix (desktop, touch portrait, touch landscape) plus the reduced-motion profile against all fixes.
Server is up. Running the profiles detached so they survive tool timeouts.
Desktop is now **37/37 with zero console errors** — all four earlier failures fixed. Portrait is progressing clean. Waiting for the remaining profiles.
Portrait: 37/37, zero errors. Landscape running.
Landscape 37/37 clean. Reduced-motion profile running — note stage 06 correctly reports `mesh=false` (card flourish suppressed under reduce).
Full matrix green: **148/148 across four profiles, zero console errors.** Now the regression check — my fixes touched rng.js, which the determinism tests cover.
23/23 unit tests still pass — no regression from the RNG eager-instantiation fix. Now collecting the screenshot evidence and writing the report.
163 screenshots captured, one per stage per profile. Writing the S5 report.
Now shutting down the test server and minting a piece of visual evidence.
Status: done

S5 QA gates complete against the local build at `C:\Users\Tks_Toledo\clawd\projects\monopoly-3d`. The previous attempt at this step reported blocked because the project folder was empty at dispatch time; S1–S4 have since landed the build, so this run executed the real matrix.

**Result: 148/148 stage executions pass across four profiles, zero console errors.**

| Profile | Viewport / input | Stages | Errors |
|---|---|---|---|
| desktop | 1440x900 @1, mouse/keyboard | 37/37 | 0 |
| touch portrait | 390x844 @3, touch | 37/37 | 0 |
| touch landscape | 844x390 @3, touch | 37/37 | 0 |
| reduced motion | 1440x900, prefers-reduced-motion: reduce | 37/37 | 0 |

**Journey covered:** launch → new-game config (players/AI/seed) → first roll → purchase → rent → Fortune card → Ledger card → jail entry → all three jail exits (pay / writ card / doubles) → even-build houses → hotel → mortgage roundtrip → trade accepted → trade rejected → bankruptcy to player + win screen → bankruptcy to bank → asset transfer → save/load roundtrip → pause/settings.

**Edge cases (seeded fixtures, no grinding):** three doubles → jail; exact landing on Go credits pass-start exactly once; card that moves you onto an owned property charges rent on arrival; bankruptcy to bank vs to player; trade rejection leaves ownership untouched; save/load mid-auction restores the auction panel and the auction still completes.

**Runtime resilience verified by forcing the paths:** 5 injected frame errors → post-fx dropped, game kept advancing; 2 forced black reads → permanent `forceDirect()` (shadows/fog off, DPR 1), still playable; scene light count sampled across a full game showed distinct values `[8]` — never changed.

**Five severity-high defects found and fixed before S6:**
1. **S5-FIX-01** — seed typed on the setup screen was ignored; the screen read the URL seed but never wrote the chosen value back before `newGame()`. Seed made mutable, URL updated before `startGame()`.
2. **S5-FIX-02** — saves made before the first AI turn didn't round-trip byte-identically, because RNG streams were lazily instantiated and the `ai` stream was missing. `RngStreams` now eagerly creates all four canonical streams.
3. **S5-FIX-03** — Save/Load buttons unreachable under a modal scrim (`#panel-wrap` z-index 30 above `#actions` z-index 10). `#actions` raised to 35.
4. **S5-FIX-07** — the reduced-motion media listener was never removed on teardown, and referenced a `this.opts` that was never stored (would have thrown on a mid-session motion-preference change). Stored `_fastOpt`, listener removed in `dispose()`.
5. **S5-FIX-08** — `AudioContext.resume()`/`.close()` promise rejections were unhandled, printing a console error under autoplay policy and failing the zero-errors gate. Both now caught.

One harness bug corrected (not a product defect): stage 12 clicked the same tile three times expecting three houses; the engine's even-build rule correctly refused. Rewritten to build across three tiles and to assert the even-build button is disabled with its explanatory tooltip.

**Regressions vs S4 baseline: none.** `vitest run` is 23/23 after all fixes, and S4's baseline claims (light pool constant at 8, leak audit clean, touch targets ≥44px) still hold where S5 re-tests them.

**Outputs:** `docs/S5_QA_REPORT.md`, 163 stage screenshots in `docs/s5/<profile>/`, logs in `tools/s5/run_<profile>.log`, harness `tools/s5/journey.mjs`. Win-screen evidence minted to the board. Test server on :8155 shut down and confirmed down.

**Not proven:** this matrix ran on headless chromium, so it asserts correctness and zero errors, not frame timing — real-GPU perf was S4's measurement. Touch profiles are Playwright emulation, not physical devices. No screen-reader/accessibility audit was in scope.
6

S6 - Publish: gate the exact bytes, deploy to the user's own GitHub Pages (new repo under ade5791), verify the LIVE URL in a real browser (load, first input, one full turn, save/load, mobile viewport, console health), landing page with verified-only claims

done
Agent: Game maker - Three JS · Cost: $30.3483
I'll verify the actual execution environment and the project state before changing anything.
Cloud sandbox (Linux), not the local Windows machine — and a `monopoly-3d` folder already exists here from a prior run. Mapping its actual state before touching anything.
Prior S6 work exists in this sandbox with a `dist/.git` publish staging. Reading the gate reports and live URL before judging anything.
A prior publish exists and is live. Now checking whether the three outstanding follow-ups (richer buildings, longer dice animation, free camera, URL on board) are actually present in the source.
Follow-ups are not implemented in this copy. Checking what is actually LIVE right now versus this sandbox copy, so I extend the real deployed build rather than regress it.
Sandbox copy is byte-identical to LIVE — confirmed source of truth. The four follow-ups are genuinely absent from the deployed build. Reading the render layer before changing it.
Reading the exact dice and building code blocks I need to replace.
Source and live are identical, but the minted S6d screenshot shows a much richer board than this source can produce. I'm going to render the LIVE URL in a real browser and see the actual current state rather than trust either artifact.
Playwright + Chromium are available. Rendering the LIVE URL now to see the actual deployed state rather than inferring it from source.
Version mismatch — the installed browser build is 1228, Playwright wants 1169. Pointing at the system Chrome instead of re-downloading.
WebGL context creation failed with system Chrome. Using the Playwright-bundled Chromium 1228 binary directly, which is built for headless GL.
WebGL context creation is failing in this sandbox regardless of flags. Finding a working flag combination with a minimal test before spending more runs.
No WebGL in this sandbox at all. Checking whether the SwiftShader libraries are actually present before installing anything.
All GL libraries are present and nothing is missing. Trying Vulkan/SwiftShader ICD and Mesa llvmpipe paths explicitly.
WebGL fails in headless GPU-process mode. Trying a real X display via Xvfb, which often fixes "BindToCurrentSequence".
Xvfb and Mesa DRI (swrast) are installed. Testing headed Chrome on a virtual display.
WebGL 2.0 works: headed Chrome on Xvfb with ANGLE/SwiftShader. That is the harness path. Now capturing the actual LIVE game.
The live game boots clean in 3.3s with zero console errors. Viewing the actual rendered frame.
Let me get a programmatic read of the live scene graph — more rigorous than eyeballing a screenshot.
Sandbox credit is exhausted mid-run. Let me verify whether any alternative execution path remains before reporting.
Both sandbox-backed tools are hard-blocked on billing. I can't write, build, or verify code changes without them, so I'll report accurately rather than claim unverified work.

Status: blocked

**Blocked by:** E2B sandbox credit exhaustion (HTTP 402, `"There is no credit balance in this account to perform the task in the cloud sandbox"`). This hit both `E2B_File_Manager` and `User_Browser`, which share the same sandbox. Every remaining action in this step — editing the render layer, rebuilding, re-hashing, pushing to GitHub, and re-verifying the live URL — requires that sandbox. No workaround exists within my toolset.

## What I established before the block (all measured, not assumed)

**1. The real execution environment is the CLOUD sandbox, not the local Windows machine.** The mission brief and prior steps reference `C:\Users\Tks_Toledo\clawd\projects\monopoly-3d`. This run executes in a Linux E2B sandbox. A full copy of the project exists at `/home/user/projects/monopoly-3d` with its own `dist/.git` publish staging.

**2. The sandbox copy is byte-identical to what is LIVE.** I fetched the deployed files and compared SHA-256 against the local copies:

| File | Result |
|---|---|
| `index.html` | SAME |
| `src/render/scene.js` | SAME |
| `src/main.js` | SAME |

Live build hash: `a6a64a9f383f858bc5652d93068bc134523ee787a87a33ad7c09126e141a9655`, built `2026-08-03T18:20:56Z`, 16 files, 1,377,796 bytes. Repo `ade5791/meridian-estates-3d`, commit `57c6cd6`.

**3. The four follow-up requests are genuinely NOT implemented in the deployed build.** Confirmed by grepping both the live-fetched and local sources — zero occurrences of `OrbitControls`, `pointerdown`/`wheel` camera drag, `camYaw`/`camPitch`, any dice-duration constant, or `github.io`/URL text. Reading the code directly:
- **Buildings** — `setBuildings()` places plain `BoxGeometry` houses with a 4-sided `ConeGeometry` roof, and a single box for the hotel. No detail geometry.
- **Dice** — `rollDice()` is hardcoded to `const dur = 900;` with a simple cubic ease. Short, as reported.
- **Camera** — the RAF loop hard-drives `camera.position.lerp()` toward a fixed `_camTarget` every frame with no input listener. Any user camera input would be overwritten on the next frame; free movement is architecturally absent.
- **Board URL** — not present anywhere.

**4. The live build itself is healthy — the "glitching / never completes" report is not reproduced by boot.** Loaded the live URL in real Chromium: **ready in 3,349ms, ZERO console errors, ZERO page errors**, canvas 1440x900, `window.__qa` exposed with 13 keys, UI rendering correctly ("You $1500 / Vale (AI) $1500 / Round 1"). Screenshot preview opened above.

**5. Solved a real infrastructure problem worth keeping.** WebGL failed in this sandbox under every headless configuration (6 flag combos, then 4 more incl. Vulkan ICD and Mesa llvmpipe — all `BindToCurrentSequence failed`). The working path, found by probe: **headed Chrome on Xvfb `:99` with `--use-angle=swiftshader`**, giving `WebGL 2.0 ... SwiftShader driver` and a verified green `readPixels`. Also note the bundled Playwright browser is build **1228** while the installed Playwright expects 1169 — the executable path must be passed explicitly. I installed `xvfb`, `libgl1-mesa-dri`, `mesa-utils` and left probe tools (`gl-probe.mjs`, `gl-probe2.mjs`, `gl-probe3.mjs`, `live-look.mjs`) on disk so the next run does not re-derive this.

## What is NOT proven
- No code changes were made. I did not modify buildings, dice, camera, or add the URL — the block hit before implementation.
- I did not reproduce the user's "glitching / never completes" symptom. Boot is clean; the report likely concerns mid-game behaviour, which needs a scripted full-turn playthrough I could not run.
- No rebuild, no new hash, no push, no live re-verification.

## To unblock
Add E2B sandbox credit, then re-run this step. The next run should start by reusing the Xvfb+SwiftShader harness path documented above, implement the four follow-ups in `src/render/scene.js` (detailed building factory, longer/tumbling dice with a proper settle, pointer-drag + wheel orbit camera that the RAF loop yields to, and the live URL rendered on the board centre), then rebuild, re-hash, push, and re-verify the live URL.