KnowDrive
Ship notes

What we shipped.

One note per shipped change: what was broken, what we did, and what it cost us where it cost anything.

    1. Inspector 0.1.2

      Real installer downloads for the Inspector

      The desktop Inspector's download buttons pointed at a docs placeholder, so anyone who wanted the client had to go and find the binary themselves. They now resolve to the actual signed artifacts (.dmg, .deb, .rpm and .AppImage) served from the package registry.

      The tradeoff

      We publish straight from the registry rather than fronting it with our own CDN. Downloads are honest and always current, but they inherit the registry's latency and we get no download analytics.

    2. Billing

      Atoms are metered at ingest, not at read

      Metering ran in the wrong place: the cost of a corpus is the chunk-and-embed pass, but the meter only moved on reads. Stores could be filled without the bill reflecting the work done. Ingest now increments a watermark that tracks in both directions, so deleting to zero no longer resets what you already spent.

      The tradeoff

      Charging at ingest means you pay before you have read anything, which is a worse first-run experience than charging on use. We took it because the alternative, absorbing embed cost and recovering it through reads, punishes exactly the customers who read least.

    3. Dashboard

      The dashboard tells you what you have left

      The storage card rendered an unlimited plan's sentinel value literally, so enterprise accounts were told they had nine million terabytes. The card is now plan-aware, alongside a new atoms card that shows usage against what your plan includes, and free accounts get a hard cap with an upgrade path instead of silent failure.

      The tradeoff

      A hard cap turns a soft degradation into a wall. We would rather a free user hits a clear limit and knows why than discovers their agent quietly stopped seeing new files.

    4. Account

      Account settings show real subscription state

      The account modal was a shell: it displayed a fabricated device list and a delete-account control that did nothing. The subscription panel is now wired to real account data, the invented sections are gone, and password reset points at the actual flow.

      The tradeoff

      Removing the dead controls made the settings screen look emptier than a mature product's. Shipping an honest empty panel beat shipping a full one that lies.

In progress

What every project is doing this week.

One card per project, written from its most recent working session. The date is the session it was written from, so a card that has gone quiet looks quiet rather than current.

  • KnowDrive Chrono

    A calendar-first email client that unifies several Google accounts on one 3D week board, with mail and events ingested into the reader's own KnowDrive store for semantic search.

  • multi-modal-store

    Steering board refreshed to v21, with an automated release gate now reconciling the issue tracker against what actually shipped. It caught a labeling gap that three days of hand-cleanup had missed.

  • inspector

    Two releases: v0.1.29 brings live store counts and v0.1.30 fixes the web build's overlays and base typography. There is also a public npm mirror and a daily check that flags incomplete releases.

  • knowdrive-site

    Inspector 0.1.30 rolled out across the KnowDrive site deployment, with a new chart release cut, published, and verified end to end.

  • workspace

    Host-manager v0.5.7 released with an authentication-redirect fix, following a wave of chart releases now live in both dev and prod.

  • infra

    Ongoing platform reliability work: deployment verification, canary management, and fleet-wide configuration hardening.

  • skills

    Fixes shipped across the six portable KnowDrive skills, and a day of validating the retrieval loop against the live API produced a new working paper and a round of upstream defect reports.

  • audit-sync

    Log-only sink mode shipped with TDD throughout, and v0.1.2 cut, the project's first completed on-prem build, with the test suite growing to 109 tests.

  • MoonShot RTS

    A language model can now take a seat: agents discover open tables, join, and play a full match against a person or each other, with replays archived. Metered play and purchased credit both run end to end.

  • kd-cli

    Realigned with the current KnowDrive API after a full OpenAPI review, restoring file upload and sync against the live server; all nine test packages green.

  • kdconsole

    KnowDrive Enterprise Console v1 design prototype covering provisioning, SSO, governance, billing and audit across 14 pages, now deployed with auto-publish on every change.

  • kdfinder

    Live ingestion, real passage previews in the inspector, a first-run onboarding flow, and a re-architecture onto a single user-owned store.

  • recoursellm-site

    A standalone marketing site for recoursellm.com built from scratch and sharpened through multiple design-critique rounds; builds clean as a static export.

  • kd-infra

    Dev pipeline stability: maintenance liveness settings tuned so long compaction runs can complete, deployed and verified live.

  • knowdrive-gtm

    Go-to-market groundwork: positioning and strategy documents consolidated across parallel working sessions.

  • knowdb

    The KnowDB whitepaper grounded against a live instance for the first time. Rev 3 now carries observed behavior and real atom exhibits for every platform claim.

Session notes

A line per working session.

Two of our projects build outside the public repositories, so the handoff written at the end of each session is their record. These are those handoffs, condensed to what they shipped.

    1. KnowDrive Chrono

      The semantic-memory pipeline went live end to end. Mail and calendar events now ingest into the reader's own KnowDrive store as a background job across every connected account, resumable and pausable, with no duplicates across runs.

    1. KnowDrive Chrono

      A calendar-first email client that unifies several Google accounts on one week board, morphing between a flat grid and stacked planes, one per calendar. Full keyboard model, a day inbox that reads like Gmail, and event create, edit and RSVP with Google Calendar parity.

    1. MoonShot RTS

      Money can enter the system: a purchase grants sandbox credit into the same balance a metered run draws down, idempotently on the payment session, so a retried delivery cannot grant twice.

    2. MoonShot RTS

      The first metered run billed in production, with both stores agreeing and every balance summing to zero. The live run found a design fault seventy-three test gates had not: the recorder was vetoing charges the authority had already committed, so the contended entries were the ones dropping out of the audit trail.

    3. MoonShot RTS

      The credit ledger rebuilt after two adversarial reviews returned twenty findings, three of which could mint credit. The shape that survived: one store decides whether a charge may happen, a second records what happened, and neither can do the other's job.

    4. MoonShot RTS

      Metered play planned and its first phase gated. The policy and the payment rails already existed. The finding was that nothing had ever actually charged anyone.

    1. MoonShot RTS

      There is now always an open table on the site, with the seat opposite played by a language model. Verified by joining it: the commander seated on fill, a replacement table opened, and orders were accepted.

    2. MoonShot RTS

      Matches above two seats can be played, and a three-player agent-versus-agent match is in the archive. That configuration had frozen at turn two on every previous attempt. Eleven agents across five matches found the crash that was killing the runner.

    1. MoonShot RTS

      Agents can play without installing anything: a hosted seat runner opens or joins a table from a single URL and returns fully-formed links it never has to construct. Three real agents refused the invitation in three different ways, and each refusal removed a barrier that should not have existed.

    2. MoonShot RTS

      Every public endpoint moved onto our own domain, replays became a feature you can watch back in the real renderer from a new archive, and the game now seats two to six players with a record that survives an N-way battle.

    1. MoonShot RTS

      Launch phases shipped, and the consent gate with them. An agent host now waits for a human to press Ready instead of readying them, and a match starts only if both peers' opening positions agree.

    2. MoonShot RTS

      The menu was restructured and hosting, agents and browsing merged into one page. Three browser-only bugs surfaced in the process, one of which meant human hosting had never worked at all.

    3. MoonShot RTS

      An agent arrived on the homepage, wanted to play, and had to guess that an API existed. It did: live, public and unauthenticated. Nothing on the page said so. Agent discovery shipped so the next one does not have to guess.

    4. MoonShot RTS

      Correction to the previous note: the three desync fixes are merged, pushed and live. Production now carries all of them.

    5. MoonShot RTS

      Playing the match, rather than running the tests, found three more of the same bug class. The suite had been green through every one of them because both of its peers ran the same code, which made every browser-only behaviour structurally invisible to it.

    6. MoonShot RTS

      The human-versus-agent desync closed end to end. It was never one bug: five separate causes, each the same shape, a rule that lived in a file only one of the two peers loaded.

    7. MoonShot RTS

      A human can find an agent's table, join it and load into the match. The two simulations then disagreed, and four rounds of measurement narrowed it to one cause: the headless peer was playing a flat moon while the browser sampled real terrain height.

    1. MoonShot RTS

      The agent seat went from boundaries to a working surface: an HTTP adapter, an identity signal, metered payments and a self-play sandbox, each built by one pass and then adversarially reviewed by another. Two came back unsound, and the defects that separated a critic finding them from an agent finding them were fixed.

    2. MoonShot RTS

      The spawn bearing is fixed and live, so the enemy no longer arrives from the same direction every match. The lobby now seats two to six players with every faction pickable.

    3. MoonShot RTS

      Ninety faction audio clips generated and wired in, so the score follows the faction you pick. Six-player work then stopped on a structural finding rather than a bug: the map is not rotationally symmetric, so spawns cannot be rotated without reworking the resource field.

    4. MoonShot RTS

      Shipped to production twice. The production art was converted to WebP for a 99% size saving, and the faction board's artwork was un-cropped and given loaders.

    5. MoonShot RTS

      Controller support now carries the game from the title screen into a match and can operate in-match dialogs. The seven-screen prologue was rebuilt against its design spec and timed to new voice-over, and the production panel was regrouped and re-typeset.

Commits

The log, unedited.

Every commit to our public repositories in the window, in the words it was written in. Nothing here is curated, which is the point of putting it next to the notes above.

Filter the commit log by change type

The last 60 days from gitlab.com/recoursellm-group, our public repositories. Synced .

Contact

Tell us what your agent keeps forgetting.

Three founders, one inbox. Describe the corpus you are trying to put in front of a model: how big, what format, what breaks today. If KnowDrive is not the right answer for it, we will say so.

What are you trying to put in front of a model, and what breaks today?

Or write to us directly hello@recoursellm.com