Four days after the design was written down, the first mission plays through on the engine. The Empty Mine is the campaign's opening. You are given Dunbrek Hold because no one else would take it: a mixed-clan mining concession whose mine went quiet, whose workers stopped coming back from the eastern camp, and whose tunnels something not dwarven has been moving through. That something is troggs.
The recording is not a human playing. A scripted driver plays the mission the way the probes do, a small read-only "director" fast-forwards between the interesting moments and keeps the camera on the fight, and the frames are grabbed straight from the engine window. It exists because friends asked what the game looks like, and because a video is a much harder thing to fake than a checklist.
The map became a place
The first version of the mission was a flat test field. On September 19 and 20 it was rebuilt at 96 by 96 tiles on the new painted terrain: mountain mass, forest, roads, a valley with real walls, and the trogg warren in a bowl at the far end.


What is proven and what is not
All nine of the mission's scripted scenarios pass on the native engine, including the continuous campaign run into the next mission. A scripted playthrough finishes in roughly 25 minutes of game time, which is the pacing target the mission was tuned to.
What is not proven yet is the thing that matters most: a person, with a clock, playing it. That playtest is still pending, and until it happens the 15 to 20 minute requirement is unmet.