The risk phase: a TSL-shaded planet with terminator, city lights, ocean glint and atmosphere, and a god-rays node that turned out to be the wrong effect.
The Vite + TS + three r185 scaffold: 240Hz fixed-timestep loop, seeded PRNG, tone-mapped empty scene, and a TypeScript version pin that isn't optional.
The ship rides its inclined track with follow-cam, time warp, click-picking and a minimap. Ground track verifies to 1e-13 degrees, after a sign flip.
The Earth placeholder is gone. One seed becomes the whole texture set, deterministically, in 11 seconds: continents, biomes, night lights, clouds, regions.
'Heavy on my phone' turned out to be 'cannot load at all'. Three quality tiers, a 2K bake variant, auto-detection, and the desktop path proven byte-identical.
A polish arc between phases: the low-orbit flat horizon (which meant lowering the ship's orbit), displaced mountains, and a dev panel for live taste work.
The 2.5D cloud shell became a true volumetric raymarch. The story is the review catching an f32 cancellation that made clouds render only at the limb.
Sun-lit limb clouds now emit into the god-ray source, and an audit-before-fix rule disproved the reviewer's diagnosis and found a 200x units bug instead.