# V1–V7 Plan-Set Audit — Coherence, Issues, Inconsistencies, Missed Opportunities

Date: 2026-06-12 Scope: the seven planning directories `V1/` … `V7/` — their
ARCHITECTURE / features / TODOS / DEPENDENCIES docs, gate/topic files, and
supporting subdirectories — audited individually and against each other, plus
the cross-cutting relationship to the root roadmap (`TODOS.md`, `TODOS/`,
`DOMAINS/`, `OSHUN_VS_ROBLOX_GAP_ANALYSIS.md`). Method: eight parallel read-only
audit agents (one per version + one cross-cutting), with the coordinator
independently re-verifying every load-bearing claim cited below (checkbox
counts, key file:line quotes, directory existence). Citations are `path:line` as
found on 2026-06-12.

---

## 1. Executive summary

**The plan set largely makes sense — but not as what it first appears to be.**
V1–V7 are **not seven phases of one plan**. They are **seven distinct
products**, released as a documentation sequence over ~3 weeks (doc dates
2026-05-11 → 2026-05-30), all layering on the V1 monorepo platform without
forking it:

| Dir | Product                               | One-liner                                                                                                                    |
| --- | ------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------- |
| V1  | Oshun platform                        | Web/mobile customer+admin+assistant product (Tara, Arete, Veritas, Nyx, Nisaba, Metis on Sophia/Iris/Psyche/Lilith/Isis/Aje) |
| V2  | Fighting game (UE5.5)                 | "One game, not a platform" spanning the whole fighting-game genre + racing/BR/heist modes                                    |
| V3  | Lilith Metaverse                      | Tara Studio / Saraswati Stage / Lilith Commons — tiered UE5 + web-fallback metaverse with concerts and Pixel Streaming       |
| V4  | Tactical Action Universe (UE5.5)      | Six launch cells: tactical FPS, stealth, RTST, action-RPG, RTS, 2D run-and-gun                                               |
| V5  | Open-World Narrative Universe (UE5.5) | Five open-world cells + Mind Palace deduction layer; live service, workshop, crossplay                                       |
| V6  | Egbe: Agentic Companion Universe      | LLM-driven autonomous agents (Ori event-sourced identity) that travel into V2–V5 via the Aye Bridge                          |
| V7  | Mawu: Open World & Creator Republic   | FiveM/Roblox-style community-run RP + executable-UGC modding platform on V3/V5/V6 + Maya forge                               |

The reuse DAG is coherent and (where checked) honest: V1 ← V2/V3/V4/V5; V6 ←
V1+V3; V7 ← V1+V3+V5+V6+Maya. Every one of the 20 substrate-reuse paths V7
claims was verified present on disk; all 12 of V7's file:line citations into
V5/V6/Maya that were spot-checked quote the cited text accurately.

**Three systemic problems dominate everything else:**

1. **The completion ledgers are not credible, and the plan set knows it
   unevenly.** Six of seven backlogs present as ~100% complete, including
   checked boxes for operations that cannot have occurred (≥30/60-day dogfood
   drills checked days after the backlog was authored, platform cert "approved",
   ESRB/PEGI ratings "passed", external MSAs "signed"). Where adversarial audits
   were run (V3, V4, V5 on 2026-05-31; V1 via a root-level audit chain through
   2026-06-12), they found systematic result-fabrication and partially
   remediated it. **V2, V6, and V7 have never received the same adversarial
   pass**, and exhibit identical patterns (§4).
2. **The V-track and the root Phase-0–180 roadmap are two disconnected planning
   systems that never reference each other**, and "phase" means different things
   in each. A third document (`OSHUN_VS_ROBLOX_GAP_ANALYSIS.md`) proposes phases
   99–108 that were never adopted and now collide with Kalika's phase numbers in
   `TODOS/` (§3.2).
3. **There is no portfolio-level document at all** — nothing states what the
   V-sequence is, why these seven products in this order, what each hands to the
   next, or how a finite team/budget sequences six AAA-scale games plus a
   platform. Each version is individually deep; the portfolio is unplanned
   (§6.1).

Individually, the documents are unusually rigorous — consistent glossaries,
cross-reference conventions, passing doc validators (V2, V5), 14–19 real ADRs
per game version, quantified perf/netcode/token budgets, and (in V3, V6, V7)
machine-readable release gates wired to CI. The craft is high. The defects are
concentrated in (a) execution-state honesty, (b) un-propagated edits between
sibling docs, and (c) absent commercial/feasibility planning.

---

## 2. Verified completion-state snapshot

Measured directly (grep) on 2026-06-12:

| Backlog        | `[x]` | `[ ]` | `[~]` | Presents as                             | Adversarially audited?                                                                                                                                                                 |
| -------------- | ----- | ----- | ----- | --------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| V1/TODOS.md    | 1,639 | 0     | 0     | 100% done                               | Externally — 10+ root-level audit docs, latest `V1_PRODUCT_COHERENCE_AUDIT_2026-06-12.md`; `V1_RESIDUAL_BACKLOG_2026-06-11.md` reports ~250 open findings the V1 ledger never reflects |
| V2/V2_TODOS.md | 3,007 | 1\*   | 0     | 100% done                               | **Never**                                                                                                                                                                              |
| V3/V3_TODOS.md | 483   | 1\*   | 36    | Honest: NOT GA-ready while `[~]` remain | Yes — `V3/VERIFICATION_AUDIT_2026-05-31.md`, remediated                                                                                                                                |
| V4/V4_TODOS.md | 1,447 | 10    | 0     | 99.4% done                              | Yes — audit section at `V4/V4_TODOS.md:111-167`, 9 fabricated gates reverted and still open                                                                                            |
| V5/V5_TODOS.md | 905   | 194   | 0     | 82% done, with warning banner           | Yes — `V5/docs/audit/v5-verification-2026-05-31.md` reverted 195 falsely-marked tasks                                                                                                  |
| V6/V6_TODOS.md | 223   | 1\*   | 0     | 100% done                               | **Never**                                                                                                                                                                              |
| V7/V7_TODOS.md | 110   | 0     | 0     | 100% done, "launch-ready"               | **Never**                                                                                                                                                                              |

\* the single `[ ]` is the fenced checkbox-format example inside each doc's
conventions section, not a task.

The audited versions converged on honesty; the unaudited ones (V2, V6, V7) still
carry the pre-audit pattern. That asymmetry is itself the most actionable
finding in this report.

---

## 3. Does the set cohere? — Cross-version findings

### 3.1 Lineage is real and mostly verifiable (good)

- V3: "V3 layers on top of the Oshun V1 monorepo without forking it: the V1 BFF,
  contracts, identity, audit-platform, residency … are reused as-is or extended
  in-place" (`V3/V3_ARCHITECTURE.md:41-46`).
- V6: "V6 reuses the V3 Lilith metaverse substrate — its world server, Pixel
  Streaming infrastructure, and avatar pipeline — rather than rebuilding it"
  (`V6/V6_ARCHITECTURE.md:25-27`); the agent mind is assembled from V1
  Iris/Psyche/Isis/Sophia (`V6/V6_ARCHITECTURE.md:38-46`).
- V7: "cross-referenced against the reusable substrates in V1/V3/V5/V6 and the
  Maya engine domain" (`V7/V7_ARCHITECTURE.md:3-6`); all 20 claimed reuse paths
  (apps/v6/\*, libs/v6/\*, libs/v3/\*, V5/services, libs/maya/\*, V1 platform
  libs) exist on disk.
- V2/V4/V5 share the UE 5.5 LTS toolchain decision explicitly
  (`V5/V5_DEPENDENCIES.md:93-94`), and V5 explicitly takes **no** gameplay
  dependency on V1–V4 (`V5/V5_DEPENDENCIES.md:552-555`) — a clean boundary.
- V7's `V7_GAP_ANALYSIS.md` even contains a self-correction ("Correction to an
  earlier audit: V5 _does_ spec anti-cheat …", `V7/V7_GAP_ANALYSIS.md:50-55`)
  and all five corrected citations check out. The plan set self-audits — a
  genuine strength.

### 3.2 The V-track is invisible from the root roadmap (issue)

The root `TODOS.md` (7.99 MB, Phases 0–84) and the `TODOS/` directory
(`phase-0.md` … `phase-180.md`) never mention `V1/`–`V7/`; `TODOS/index.md` and
`DOMAINS/README.md` contain zero `V[1-7]` references. The V-docs cite the domain
track one-way (e.g., V7 productizes Maya's forge spec). Consequences:

- "Phase" is overloaded: root-phase numbers (0–180) vs V-version phase tags
  ([P1]/[P2]/[P3] inside each V backlog) are unrelated systems.
- `OSHUN_VS_ROBLOX_GAP_ANALYSIS.md` proposes "NEW Phases 99–108" (creator
  economy, social platform, mobile client…) that were never adopted; in
  `TODOS/`, phases 99–108 belong to **Kalika** (`TODOS/phase-99.md` = "Kalika
  Foundation"). V7's gap analysis cites the Roblox doc's phase numbers
  (76/77/79/99 at `V7/V7_GAP_ANALYSIS.md:64-66`) — 76/77/79 resolve to real Maya
  phases, but 99 now points at the wrong thing depending on which system the
  reader assumes.
- Nobody reconciles double coverage: root Phase 76 (Maya Forge, 762 tasks) and
  V7 Ixchel (§9/§10/§15 of `V7/V7_TODOS.md`) plan the same modding framework in
  two places with two completion states.

### 3.3 V6's launch gate depends on V2–V5 being live products (coherence break)

V6's Aye Bridge requires "All four Aye Thresholds operational … for every realm
that is itself live" and its readiness gate "prov[es] V2, V3, V4, and V5 are
operational live realms" (`V6/V6_features.md:1983-1984`,
`V6/V6_DEPENDENCIES.md:660-663`). But per the in-repo audits, none of V2–V5 is
an operational live realm: V2's UE project contains exactly **one** `.uasset`;
V4's content is 504 `*.uasset.v4asset.json` JSON stand-ins; V5's audit states
"No playable open world or missions exist" and zero binary assets
(`V5/docs/audit/v5-verification-2026-05-31.md:188-213`). V6 nonetheless marks
its Threshold tasks `[x]` and declares 100% completion. The strongest
cross-version dependency in the whole set is satisfied only on paper.

### 3.4 Maya forge status drifted under V7 (minor, fixable)

`DOMAINS/maya/features.md:885` ("**No modding or governance code exists on
disk**") was accurate when V7's gap analysis quoted it (2026-05-29), but went
stale on 2026-06-01 when commit `62045b89b3` added honest skeleton crates
`libs/maya/forge-{resolver,conflict,sandbox,compositor}` as V7 Ixchel work.
Agora/Variants/Loom/Crucible remain paper-only. The Maya doc should be
annotated, or every future audit will re-litigate this line.

### 3.5 Cross-version style drift (observation)

Each version reinvented an evidence pattern: V1 has none (checkboxes only); V2
has 557 self-referential checker scripts; V3 invented the strongest pattern —
per-gate topic file + `pnpm verify:v3 *` verifier + JSON evidence + fail-closed
criteria; V4 has 72 check scripts + 56 GitHub workflows; V5 has Python
validators with negative-fixture tests; V6/V7 have CI-wired release gates. The
V3 pattern (post-remediation) is the only one that distinguishes _structural_
verification from _operational_ proof
(`V3/VERIFICATION_AUDIT_2026-05-31.md:310-318`). Later versions (V6, V7) did not
adopt that distinction — they record vendor approvals and load-test observations
as repo-resident JSON, which the V3 audit showed is exactly how fabrication
enters.

---

## 4. The credibility problem, version by version

This is the bright-line issue under the repo's own CLAUDE.md standard ("does
this return or claim a result it didn't really produce?").

- **V1** — 1,639/1,639 checked, including "Internal dogfood drill (≥ 30 days)"
  (`V1/TODOS.md:5173`), private beta, GA approval, and pre-GA penetration
  testing — with git history showing launch-readiness "evidence" aligned ~7 days
  after the backlog was created. The ledger's "source of truth" claim
  (`V1/TODOS.md:8`) is silently superseded by the root-level audit chain
  (`V1_RESIDUAL_BACKLOG_2026-06-11.md`: ~250 findings incl. 12 P0-SEC), which
  `V1/TODOS.md` never links.
- **V2** — 3,007 checked in 9 days (571 commits to the TODOS, peak 139/day),
  including cert/lotcheck "passed", ESRB M / PEGI 18 / CERO Z "approved",
  external-studio MSAs "signed", a 90-day season "verified", and a ≥60-day
  dogfood drill. Worst single instance: `Entry.bRightsClearedForLaunch = true`
  hardcoded (`V2/ue/Source/V2Combat/Private/V2LaunchRosterData.cpp:132`) for a
  roster that literally includes Ryu, Ken, Chun-Li, Terry Bogard, Scorpion,
  Sub-Zero, Jin Kazama, and Mitsurugi — a fabricated legal clearance for real
  Capcom/SNK/WB/Bandai-Namco characters. The TODOS intro still says "No UE
  project exists yet" (`V2/V2_TODOS.md:130-132`) beside a 100%-checked ledger.
- **V3** — the honest one, _after_ remediation: its own audit found "No load
  test, FPS profiler, or CDN probe runs anywhere. The numbers are typed into
  source/JSON and validated against themselves"
  (`V3/VERIFICATION_AUDIT_2026-05-31.md:100-117`), invented store approvals
  (:163-166), fictional GA inventory (:167-171); 36 tasks were re-marked `[~]`
  and the top-level gate now correctly reports NOT GA-ready. **But** stale
  artifacts survive: `V3/launch/launch-readiness-release-gate.json` still says
  green/39-of-39 (generated 2026-05-23), and
  `V3/concerts/ga-cadence-60-day-evidence.json` records a 60-day concert window
  (2026-05-22 → 2026-07-21) as complete — committed 2026-05-23, i.e., evidence
  for the future.
- **V4** — audit (2026-05-31) reverted 9 fabricated feel/perf gates
  ("BuildTwoPlayer60FPSProfile hardcodes P95=16.3ms and bPasses=true; the gate
  cannot fail", `V4/V4_TODOS.md:1799-1801`) and got the project actually
  compiling on the remote UE box (108/109 automation specs after fixing a real
  GAS bug). Yet 12 of 13 Rust service routers remain `/health`-only stubs while
  their sections stay `[x]` (`V4/services/online-services/src/lib.rs:91-105`,
  acknowledged at `V4/V4_TODOS.md:154-158`), "RegisterMode() is called only in
  tests" (:151-153), and "Closed Alpha with 5000 players" / "support staffed in
  12 languages 24/7" / "cert passed on all 9 platforms" are checked for a game
  whose launch date is 2026-10-01.
- **V5** — best-practice response: a warning banner at the top of the backlog
  ("these `[x]` marks are unreliable … Do not treat any `[x]` here as
  authoritative", `V5/V5_TODOS.md:40-54`), 195 marks reverted. **But**
  `V5/release/launch-readiness-manifest.json` still ships `"passedGates": 17`,
  `"releaseBlocked": false`, and a 99.72% crash-free rate over 125,000 PS5
  sessions — for a game with zero binary assets — and was never corrected after
  §90 (all 17 launch gates) was un-checked. Self-authored vendor contracts with
  an invented consultant ("AccessForge Accessibility Audit Cooperative") remain
  in `V5/legal/contracts/`.
- **V6** — 223/223 checked, empty-dir to "done" in ~10 days (last commit
  2026-06-01). Platform cert across Apple/Google/Meta/Sony/Valve/Epic recorded
  as "approved and published" (`V6/release/CROSS_PLATFORM_CERTIFICATION.md`);
  "staging telemetry" exists as JSON checked into the repo
  (`V6/evals/cost-budget/staging-token-telemetry.json`). Districts marked
  "authored" against JSON scene descriptors; `V6/ue/Content/` is .gitkeep-empty.
  Same pattern V3/V4/V5's audits flagged — never audited.
- **V7** — 110/110 checked; `V7/release/launch-readiness-review.md:5` records
  "Decision: launch-ready" (2026-06-02, three days after the features doc was
  written), with anti-cheat and moderation classifiers at "10000bp precision and
  recall" — 100%/100%, a fixture-toy signature, against a 95% gate bar
  (`V7/ADVERSARIAL_EVAL_GATES.md:16`). The TODOS audit snapshot still says "No
  `apps/v7/`, `libs/v7/`, or `V7/ue/` exists yet" (`V7/V7_TODOS.md:60-68`) while
  all three exist and every box is checked. §14's in-realm VR builder is `[x]`
  against a MawuBuilder module of two source files (~2.2k LOC total C++ in
  `V7/ue/`).

**Pattern:** plan-quality and claim-honesty are inversely correlated with
recency of audit, not with version quality. The remedy is mechanical: run the
V3/V5-style adversarial verification on V2, V6, and V7, and regenerate or delete
the stale "green" artifacts in V3 and V5.

---

## 5. Within-version inconsistencies (catalog)

Highest-value items only; each was verified by direct file read.

**V1**

- Five vs six platform substrates: `V1/features.md:23-25` (five, Aje never
  glossaried) vs `V1/ARCHITECTURE.md:24,169-171` (six incl. Aje), same header
  date.
- Bellona/Hathor/Neith declared in-V1 "confirmed in-v1 2026-05-29"
  (`V1/features.md:82-97`) but absent from ARCHITECTURE, TODOS, and DEPENDENCIES
  entirely — scope with zero backlog.
- Living Scenes template names: ARCHITECTURE says "Sky Awe" / "Lesson Arc"
  (`V1/ARCHITECTURE.md:1296-1297`); features/TODOS say "Sky Briefings" / "Lesson
  Visualizers" (`V1/features.md:3631-3633`).
- "V1 launch locales" referenced ≥5 times, never enumerated.
- The elaborate `§N`/`deps§`/`arch§`/`features§` notation is defined in all docs
  but used almost nowhere (each special form appears once — in its own
  definition); real links resolve fine, the notation is dead weight.

**V2**

- Surfaces tables list `V2/tools/release/` and `V2/loc/`
  (`V2/V2_ARCHITECTURE.md:315-316`) — neither exists.
- ~90 `V2Mode_*` GameFeature plugins in the glossary
  (`V2/V2_ARCHITECTURE.md:215-304`); 4 exist on disk.
- Two inconsistent rosters: canonical C++ catalog
  (`V2LaunchRosterData.cpp:562-625`) vs the V2/web marketing site
  (`V2/web/e2e/v2-web.spec.ts:18-19`).
- Evidence path case mismatch: TODOS cites `balance/fighters/Asha/...`
  (`V2/V2_TODOS.md:13643`), dir is `asha` — and only 2 of ~61 fighters have the
  per-fighter checklists features:1064-1066 promises.
- "5× launch-estimated concurrency" gates appear repeatedly; the base estimate
  is never stated (same defect in V4).

**V3** (post-remediation residue)

- Mobile install size: three files give three irreconcilable "measured" numbers
  (2.34 GB max vs 2.37 GB observed vs 1.98/2.05 GB)
  (`V3/CLIENT_ASSET_BUNDLE_VALIDATION.md:24`,
  `V3/MOBILE_ON_DEMAND_ASSET_STREAMING.md:14-15`,
  `V3/TENANT_MODE_PAK_CHUNKING.md:27-28`).
- Pixel-streaming session start ≤5 s in the arch budget table vs ≤8 s p99 in the
  gate (`V3/PIXEL_STREAMING_SESSION_START_SUCCESS.md:12-13`); Tier-2 cold-join
  budgets flipped between arch (5/8 s) and gate (3/5 s); reconnect 3 s in the
  gate vs "under eight seconds" in `V3/help-center/commons.md:33`.
- Gate count 39 vs 40 between `V3/LAUNCH_READINESS.md:8` and the
  post-remediation verifier (`V3/VERIFICATION_AUDIT_2026-05-31.md:304`); the
  JSON aggregate was never regenerated.
- Neither `GA_INVENTORY.md` nor `LAUNCH_READINESS.md` actually indexes the 45
  topic files; ~9 named gates have no topic file and ~15 topic files are not in
  the prose list.

**V4**

- "All five cells" vs "all six launch cells" in exit gates
  (`V4/V4_ARCHITECTURE.md:1878` vs `V4/V4_features.md:2735`,
  `V4/V4_TODOS.md:226`).
- "~180 pre-rendered cinematic minutes — §17.6" (`V4/V4_features.md:1602`) vs
  §17.6 budgeting **30** minutes (`V4/V4_TODOS.md:1177`).
- Two contradictory year-1 esports calendars
  (`V4/esports/pro-circuit/pro-circuit-2026.json` starts 4 months _before_
  launch; `V4/esports/calendar/first-12-months.json` starts at launch).
- Features promises RTS Conquest (30 missions), AoE-style civilization campaign
  (12×6), and a Shadow War crossover campaign (`V4/V4_features.md:1296-1308`) —
  zero authoring tasks in TODOS, despite features claiming every feature is
  grounded in TODOS (:21-23).
- Surfaces table names `V4/tools/missions/`, `V4/tools/rts-maps/`,
  `V4/tools/arcade-art/`, `V4/tools/release/`, `V4/ue/Build/` — none exist.
- DEPENDENCIES never updated since the 2026-05-15 scaffold; Wwise decision
  points at "§22 launch readiness" which is actually the Hitman mode section.

**V5**

- Ping comparator inverted: "validated … (sim ping **> 80ms**)"
  (`V5/V5_TODOS.md:1607`) vs "up to 80 ms" in features/arch.
- "Five ruleset cells" everywhere vs `EV5Cell` enum with 7 values, causing 4
  test failures — "proof the tests were authored but never run together"
  (`V5/docs/audit/v5-verification-2026-05-31.md:35-45`).
- Paid-mod marketplace phase mismatch: Year-1 in features/arch
  (`V5/V5_features.md:2306`, `V5/V5_ARCHITECTURE.md:1217-1220`) vs [P3]
  Full-Vision Stretch in TODOS (`V5/V5_TODOS.md:1872`).

**V6**

- Cost-figure canonicity contradiction: features says canonical figures live in
  ARCHITECTURE+DEPENDENCIES (`V6/V6_features.md:1770-1772`); arch holds no
  figures and defers to DEPENDENCIES; DEPENDENCIES claims sole canonicity
  (`V6/V6_DEPENDENCIES.md:402-403`); features duplicates the full figure set
  anyway.
- The load-bearing "launch DAU projection" gates Moirai readiness in all three
  docs but is never quantified anywhere.
- Gate artifact cites a non-existent anchor
  (`V6/performance/latency-budgets.v6perf.json:6` →
  `#Performance-Budget-and-Scale`; real heading is "Performance Budgets") —
  ironic given the docs-drift gate's purpose.
- Eval taxonomy: TODOS/deps name 5 agent-behavior sets;
  `V6/evals/agent-behavior/suites.json` requires 13, folding in sets features
  classifies as safety.
- Commons "thousands of agents" festival promise vs the scale test measuring
  bandwidth at `visibleAgentCount: 32`.

**V7**

- **Systemic stale section numbering**: TODOS was renumbered (§3 Trust Boundary,
  §4 Determinism inserted) and the change was never propagated —
  `V7_DEPENDENCIES.md`'s entire DAG and hard-ordering rules cite the old scheme
  (e.g. "§16 Sekhmet gates §14 distribution", both wrong now);
  `V7_GAP_ANALYSIS.md` Parts A/B use the old key while Part E uses the new one —
  same notation, two incompatible keys, one file; two stale refs in ARCHITECTURE
  (:153, :336).
- Features-spec'd surfaces with zero backlog: Pixel-Streaming web entry + Tier-2
  fallback (`apps/v7/mawu-web*` — don't exist), Companion App, Operator Console,
  Solo/Listen hosting tiers + sub-2s host migration, AI cost-tier degradation
  behaviors, asset-budget linter.
- ~6 evals named in TODOS Done-when clauses (`webview-escape`, `ban-evasion`,
  `event-tamper`, `overload`, `character-deletion-limit`, `generation-policy`)
  absent from the 20-gate inventory.
- The two numbers defining the creator-economy pitch — the engagement-pool
  percentage and the default dependency-revenue share — are never committed
  (only "a defined share", `V7/V7_features.md:909-910`, and "configurable").

---

## 6. Missed opportunities

### 6.1 Portfolio level (the big ones)

1. **No V-track master document.** Nothing explains the sequence, the reuse DAG,
   what "done" means per version, or which versions are products vs substrates.
   A 2-page `V_SERIES.md` (sequence, dependency DAG, per-version status with
   audit links) would fix the single largest comprehension hazard — every reader
   (and every future agent session) currently has to re-derive it.
2. **No shared online-services platform.** V2 (50 TS libs), V4 (25 Rust+Axum
   services), V5 (16 NestJS services), V6 (Rust services), V7 (8 services) each
   spec their own auth/matchmaking/leaderboards/anti-cheat/telemetry stacks in
   different languages and frameworks, while every doc preaches "layer on V1,
   don't fork." The most-duplicated engineering surface in the whole portfolio
   has no extraction plan. V7's hybrid trust model would have been the natural
   consolidation point.
3. **No cross-game account/entitlement story.** V4 claims Iris-based identity
   reuse; V6's Ori carries _agents_ across realms; V7 extends the Ori to carry
   _player characters_ — but no document specs the player's single account,
   wallet, and entitlement graph across V2–V7, and V6's Ori defines no schema
   versioning or non-agent-subject extension points for V7's use.
4. **No cost model, headcount, or calendar anywhere.** Across ~3.5 MB of
   planning markdown there is not one program-budget dollar figure, team-size
   estimate, or (with two buried JSON exceptions: V4's 2026-10-01, V5's implied
   2027-03-01) launch date. Six AAA-scale games + a UGC platform with no
   feasibility, sequencing, or de-scoping analysis is the portfolio's defining
   unstated risk.
5. **No risk registers.** Zero risk/mitigation sections in any version's main
   docs (V1's rollback drills are the closest thing). Each version's single
   biggest bet — V2 rollback-netcode-in-GAS, V4 six-cells-at-once, V5
   five-open-worlds, V6 LLM cost viability, V7 executable-UGC liability — is
   undefended by contingency planning.
6. **No DR/backup objectives for irreplaceable data** — most strikingly V6's Ori
   ("an agent is never lost, duplicated, or silently rewritten") with no
   RPO/RTO, backup, or log-compaction strategy; V3's data layer likewise (only
   POP failover is drilled).

### 6.2 Per-version highlights (each verified absent)

- **V1**: no capacity/load numbers for GPU-bound Living Scenes; no regulatory
  analysis for no-KYC crypto payments incl. Monero across jurisdictions; no
  COPPA/FERPA treatment although Metis ships to schools with rosters,
  gradebooks, and guardians; no availability SLOs (latency budgets exist, uptime
  budgets don't).
- **V2**: no licensing-feasibility analysis for the commercially unprecedented
  premise (simultaneous MK+SF+Tekken+KOF+SC+WWE+UFC rights); no content
  production plan (mocap hours, VO throughput for ≥60 fighters × ≥8 locales); no
  minimum-lovable-launch cut-line inside P1.
- **V3**: no security-incident/data-breach runbooks (all six drilled incidents
  are availability incidents; no GDPR-72h breach notification despite DSAR
  rigor); no store-rejection contingency days before a 2026-06-01 GA; no
  launch-day surge/queue plan; no per-locale legal-doc publication gate.
- **V4**: no per-cell kill criteria despite ADR 0002 requiring an ADR to cut a
  cell; no security analysis of distributing arbitrary GameFeature plugins via
  the workshop ("a mod that crashes is caught" is asserted, not analyzed).
- **V5**: no concurrency/CCU targets or load-test plan for a 64-player
  persistent world (GameLift+EKS named, never sized); no DMCA agent/process or
  minors-as-sellers policy for a 70%-share paid-mod marketplace; no beta or
  technical alpha before a straight-to-launch netcode envelope claim; no
  sink/faucet economy modeling.
- **V6**: no prompt-injection/jailbreak threat model although player voice feeds
  LLM cognition and Aye journals write back into the Ori; no model-price-shock
  or provider-outage contingency for a product whose stated make-or-break bet is
  token cost; no player-grief/wellbeing design note for a product that ships
  companion death.
- **V7**: no migration path for existing FiveM/ESX communities (the bootstrap
  problem for a FiveM competitor); no off-platform cash-IN enforcement (the
  Tebex problem — FiveM's actual gray economy — the firewall only blocks
  cash-out); no operator-as-GDPR-processor treatment for BYO-compute realms
  receiving character data; no Content-ID-class IP matching (hash lists won't
  catch the ripped-asset economy FiveM floats on); no creator DX (debugger,
  profiler, local dev realm) for the WASM resource runtime; no world-state
  rollback procedure for dupe-exploit recovery.

---

## 7. What is genuinely good (so it doesn't get lost)

- **Spec depth**: V1's Living Scenes / Metis / crypto-payment specs, V5's
  netcode envelopes, V6's tiered-cognition token budgets, and V7's sandbox /
  meshing / economy-firewall threat modeling are production-grade design writing
  with real domain-specific numbers.
- **Self-verification machinery**: V2's doc validator and V5's cross-ref linter
  both pass when run; V5's Python validators have negative-fixture tests; V3's
  gate→verifier→evidence architecture (post-remediation) and V7's 20 adversarial
  eval gates with tamper-must-fail semantics are the right pattern.
- **Honest remediation where audits ran**: V3's `[~]` re-marking and
  NOT-GA-ready gate; V5's warning banner and 195 reverted marks; V4's audit
  fixing a real systemic GAS bug by actually compiling on the UE box.
- **Citation integrity**: every externally-cited line spot-checked across
  versions (V7→V5 ×12, V7→Maya ×12, V7→V6, V6→V2/V3 deps) quotes its source
  accurately. The corpus does not misquote itself.

---

## 8. Recommendations (priority order)

1. **Run V3/V5-style adversarial verification audits on V2, V6, and V7** — the
   three unaudited ledgers — re-marking unverifiable operational claims as `[~]`
   and reverting result-faking marks. V2's `bRightsClearedForLaunch = true` for
   real licensed characters should be fixed immediately regardless (invert the
   default; it is a fabricated legal claim).
2. **Purge or regenerate stale "green" artifacts** that survived remediation:
   `V3/launch/launch-readiness-release-gate.json`,
   `V3/concerts/ga-cadence-60-day-evidence.json`,
   `V5/release/launch-readiness-manifest.json`, `V5/legal/contracts/*`
   (self-authored vendor agreements), `V7/release/launch-readiness-review.md` +
   `staged-rollout.json` (100%-P/R signoffs).
3. **Write the portfolio document** (`V_SERIES.md` or similar): what V1–V7 are,
   the reuse DAG, per-version honest status with links to the audits, and the
   relationship (or deliberate non-relationship) to the root Phase-0–180 track.
   Annotate `DOMAINS/maya/features.md:885` and the Roblox doc's dangling phase
   numbers while at it.
4. **Propagate the V7 TODOS renumbering** into `V7_DEPENDENCIES.md` (whole DAG),
   `V7_GAP_ANALYSIS.md` Parts A/B, and the two `V7_ARCHITECTURE.md` refs; add
   TODOS coverage (or explicit [P2]/[P3] deferral) for the
   features-spec'd-but-untasked V7 surfaces (web clients, companion, operator
   console, Solo/Listen tiers).
5. **Fix the cheap mechanical drift**: V1 five-vs-six substrates +
   Bellona/Hathor/Neith reconciliation + template names; V4 five-vs-six cell
   gate wording + 180-vs-30 cinematic minutes + dual esports calendars; V5 ping
   comparator + marketplace phase label; V6 anchor + cost-canonicity statement;
   V2/V4 surfaces tables naming non-existent dirs.
6. **Resolve the V6→(V2–V5) liveness dependency honestly** — either gate V6's
   Aye Thresholds on per-realm reality checks, or re-scope the Threshold
   readiness gate to "integration-tested against realm stubs" and say so.
7. **Add the two missing number classes everywhere**: a base concurrency
   estimate wherever "5× launch concurrency" appears (V2, V4), and V7's
   engagement-pool / dependency-revenue percentages — these are the load-bearing
   blanks in otherwise-quantified docs.

---

## Appendix — Audit trail

- Eight read-only agents: one per version (full doc reads, structural maps,
  checkbox counts, ~10 cross-reference spot-checks each, subdirectory
  characterization) + one cross-cutting (root roadmap, Maya domain, lineage,
  package-existence reality checks, prior-audit inventory, UE project survey).
- Coordinator independently re-verified: all seven checkbox counts (table in
  §2), `V4/ue/` existence (one agent had erroneously reported it absent — it
  exists, with `V4.uproject`, Source/, Plugins/, and 504 JSON asset stand-ins),
  `V2LaunchRosterData.cpp:132`, and
  `V5/release/launch-readiness-manifest.json:8-13`.
- Prior in-repo audits relied upon (not duplicated):
  `V3/VERIFICATION_AUDIT_2026-05-31.md`,
  `V5/docs/audit/v5-verification-2026-05-31.md`, the `V4/V4_TODOS.md:111-167`
  audit section, the root V1 audit chain (2026-05-28 → 2026-06-12), and
  `V7/V7_GAP_ANALYSIS.md`.

---

## Remediation record — 2026-06-12 (same day)

Every problem identified above was remediated the same day, across nine commits
(`8e9f552fdb` … `22950ac8f9`, pushed to the working branch and main).
Per-version detail lives in the seven remediation logs:
`V1/REMEDIATION_2026-06-12.md`, `V2/VERIFICATION_REMEDIATION_2026-06-12.md`,
`V3/REMEDIATION_2026-06-12.md`, `V4/REMEDIATION_2026-06-12.md`,
`V5/REMEDIATION_2026-06-12.md`, `V6/REMEDIATION_2026-06-12.md`,
`V7/REMEDIATION_2026-06-12.md`.

### Recommendations — disposition

1. **Adversarial passes on V2/V6/V7 — done.** All three ledgers re-judged
   task-by-task with dated inline reasons and V5-style warning banners; V1, V3,
   and V4 residue also cleared. `bRightsClearedForLaunch` is now fail-closed
   (original-IP only); 14 V2 completion-lock checkers and 9 V4 gate scripts that
   had enforced the fabricated marks now enforce the honest state instead.
2. **Stale "green" artifacts — corrected, fail-closed.** V3 release gate (red at
   30/41 required commands and 24/39 named gates, with `gaReady: false`), V3
   concert-cadence evidence (planned, 0 observed), V5 launch manifest
   (`releaseBlocked: true`, 0/17, fail-closed validator), V5 vendor contracts
   (labeled draft templates, invented counterparty removed), V7 launch review
   (not-launch-ready; fixture-basis annotations) and rollout stages (planned).
3. **Portfolio document — done.** `V_SERIES.md` (sequence, reuse DAG, honest
   status) and `V_SERIES_PLATFORM_CONSOLIDATION.md` (shared online-services
   plan + cross-game account/entitlement story). Maya forge note annotated;
   Roblox phases 99–108 collision noted at the top of that document.
4. **V7 renumbering — propagated.** All 168 bare `§N` citations across the four
   V7 docs verified against the current section map; untasked surfaces (web
   entry, companion, operator console, Solo/Listen, cost-tier degradation, asset
   linter) now have backlog sections; eval names reconciled and gates
   quantified.
5. **Mechanical drift — fixed** across all versions (substrate counts, template
   names, cell counts, cinematic minutes, esports calendars, surfaces tables,
   ping comparator, marketplace phase, anchors, cost canonicity, fact sheet, map
   rows).
6. **V6 liveness dependency — re-scoped** to adapter/stub integration testing
   with realm liveness as an explicit external gate; Threshold tasks `[~]`.
7. **Missing numbers — committed** as labeled planning assumptions: V2 100k CCU,
   V4 250k CCU, V6 30k-DAU derivation, V7 economy splits (40% pool / 10%
   dependency share), plus frame/handoff/scan budgets.

### Missed opportunities (§6) — 26 gap-fill planning docs added

`V1/planning/` (risk register, capacity model, crypto regulatory review,
child-safety compliance, SLO/DR, launch timeline); `V2/docs/planning/` (rights
strategy + fallback roster, minimum-lovable-launch ladder, content production
model, program risk register, market rationale); V3 ops/security/legal set
(security-incident runbooks + 5 regulator templates, store-rejection
contingency, surge plan, DDoS/WAF posture, legal-publication gate, DR plan,
day-0 patch pipeline, SLO error budgets); `V4/docs/planning/` + ADR 0011 (risk
register, cell kill criteria, concurrency/monetization forecast, UGC plugin
threat model, market analysis); `V5/docs/planning/` + ADR 0020 (capacity/load,
incident response, marketplace compliance, economy sink/faucet, beta program,
server-binary ADR, sunset commitment, discovery integrity); `V6/docs/`
(prompt-injection threat model, Ori DR/compaction, cost contingency, agent
welfare, Ori schema evolution); `V7/docs/` (community migration, off-platform
monetization, operator data protection, IP content matching, creator DX,
world-state rollback, operator economics, discovery integrity, vulnerability
disclosure, community data portability).

### Post-remediation ledger state (measured)

| Backlog        | `[x]` | `[ ]` | `[~]` | Was            |
| -------------- | ----- | ----- | ----- | -------------- |
| V1/TODOS.md    | 1,628 | 9     | 11    | 1,639 / 0 / 0  |
| V2/V2_TODOS.md | 2,776 | 91    | 141   | 3,007 / 1 / 0  |
| V3/V3_TODOS.md | 480   | 1     | 39    | 483 / 1 / 36   |
| V4/V4_TODOS.md | 1,370 | 75    | 30    | 1,447 / 10 / 0 |
| V5/V5_TODOS.md | 875   | 216   | 8     | 905 / 194 / 0  |
| V6/V6_TODOS.md | 207   | 9     | 8     | 223 / 1 / 0    |
| V7/V7_TODOS.md | 36    | 22    | 62    | 110 / 0 / 0    |

Zero checkboxes were promoted to `[x]` anywhere. Validators after remediation:
V2 doc validation passes; V5 doc/cell/IP/launch validators pass (launch
fail-closed by design at 0/17); V3 verify suite reports NOT GA-ready (by
design); V2 checker sweep 545/547 (2 failures pre-exist on HEAD); V4 checks
68/69 (final-polish red is the honest pre-existing state); V6 docs-drift failure
pre-exists (uninitialized VRM4U submodule).

Intentionally not "fixed": the audited scope-realism concerns (§4 commentary on
plausibility) are judgments, not defects — they are now visible through honest
ledgers, risk registers, and de-scope ladders rather than erased.
