announcement
February Umbrella Update
Umbrella update covering canon, pipeline, communication architecture, and TTRPG testing.
Hello everyone.
February in InterDead was not about individual publications. It was about a systemic restructuring of the project.
We finalized three architectural layers.
1. Canon as a Contract
We formalized the “Why” and reinforced canon discipline through a public wiki and SSOT.
Read more:
How We Turned the Why into a Reproducible Canon Contract for InterDead
2. Reproducible Artifact Pipeline
Video production was moved to a deterministic pipeline: ASR → LLM → FFmpeg. This reduced production time by 65–75%, while strengthening stylistic control.
Read more:
How We Reduced Video Artifact Production Time for InterDead and Built a Reproducible Pipeline
3. Communication Architecture
We unified the project voice through the system character Niro and built a cross-platform communication model.
Read more:
How We Structured Audience Communication in InterDead Through a System Character
4. TTRPG Layer — Live World Testing
We are now integrating tabletop RPG sessions as a live stress-test of the canon and mechanics. This layer allows us to validate causality, tension, and narrative resilience in real time.
New reports and dedicated cases on this process are coming soon.
Next comes an intermediate update of the prototype — the starting point of the entire system. After that, the focus will shift to the game’s narrative and world development.