In the original refactor post, I described the target architecture and a plan for reaching it without rewriting the whole game. In the previous progress update, the project already had stronger quality gates and one indexed map model, but the migration was not complete because two production conversions still existed, the legacy map adapter was still alive, and DomainState was mostly a target shown on a diagram rather than a type used by real gameplay paths.
That is no longer the current shape of the project. The last map adapter has been deleted, the local reducer uses read-only map contracts, several old state models now own their collections instead of borrowing mutable lists and maps, and a real DomainState exists together with a canonical snapshot that separates game rules, match session data, metadata, persisted interaction, and the event offset. Turn combat and turn movement now run directly on this canonical state, while only the economy phase still uses the old persistent model.