# Standalone game packages `RustRaptor/` contains the Rust executable, its original data catalog, approved HD replacements, authored mods, SD/HD mod artwork, sound effects and music. Normal play needs no C++ engine, Cargo, Python or source checkout. Run `./run.sh` on Linux or `run.cmd` on Windows; installed pilots and configuration remain in the user's separate `RaptorReplica` profile directories. The executable finds its package from `bin/raptor-rust`, including when launched from another working directory. A missing packaged catalog reports an error instead of selecting another checkout's data. `--data` and `--mods` remain available for deliberate overrides. From this folder, run: ```sh python3 tools/assemble_runtime.py --zip dist/RustRaptor-linux-x86_64.zip ``` The assembler builds the desktop release, copies all catalog-listed files and the exact currently approved HD manifest, provenance and referenced PNGs, installs the binary and SDL2 shared library if linked, and checks the packaged catalog. Desktop packaging uses its own `target/desktop-runtime` build directory so concurrent headless asset reviews cannot replace the packaged executable. `runtime-manifest.json` records file hashes, catalog/HD counts and platform dependencies. Unapproved HD drafts, reference screenshots and the Cargo build cache are excluded from the zip. The exported `RustRaptor` folder can be moved or unpacked anywhere, including paths containing spaces. Use `--source-data PATH` for an original catalog and `--hd-source PATH` for a separately frozen, reviewed HD pack containing `hd.json`. This keeps the packaged artwork stable while artists continue working on later batches. The Linux binary targets Linux x86_64 and uses the operating system's C runtime and desktop/audio drivers. The included Windows x86_64 executable and SDL2 DLL use the same data and mods. See [Windows packaging](windows-build.md) for its separate launcher, build tool, manifest, zip and validation. Source, Cargo.lock, code licenses and mod API documentation are included. The packaged executable, runtime libraries, original catalog and approved HD artwork are tracked in Git, along with the assembler and authored mod images and sounds. Build caches, working art drafts, review evidence and duplicate zip exports are excluded. See [repository layout](repository.md). Re-run the assembler after engine changes, new approved HD registrations or mod edits to refresh the package. The runtime snapshot contains approved art only; it does not claim the full original HD catalog is complete. The current runtime contains **6,449 catalog entries, 1,148 approved HD frames and 6,848 data files**. There are **45 bundled mod packages**, including the 23 packages for [Iron Coast II: Black Tide](iron-coast-stage2-design.md). All installed mods pass catalog validation; Stage 2 adds no overrides. The one existing override belongs to the Stage 1 campaign progression package. The corrected Stage 2 Linux and Windows archives pass CRC, complete data and mod hashes, and relocated launch from `/tmp` in folders containing spaces and Unicode. Both launchers capture the first mission and finale at 1920×1080 in HD, with separate three-second music-only and effects-only stereo recordings. Every recording contains audio without clipping. The original intro occupies 1440×1080 with black 240-pixel side borders even when gameplay aspect correction is disabled. The pictures have been visually inspected. These entry captures complement the full simulation campaign/save checks; they do not claim a full interactive playthrough. Native `unzip` preserves Linux executable permissions. The full runtime proofs bind Linux ZIP SHA-256 `07c81928ccfdd25bf05316cce74e17d42a0c4f00dfa6e67da48b6e97192fe861` and Windows ZIP SHA-256 `4c48ca7f6fd532db5247820182c1fb00fcf94def605f69b727f10ed3fcd3b008`. Final exports refresh documentation and packaging metadata. A strict successor check compares complete archive membership and payloads and requires identical game executables, platform libraries, launchers, data, all mod packages and content hashes. It separately identifies permitted documentation/manifest and exporter-tool changes; the runtime proof is retained rather than relabeled as a fresh SDL run on different ZIP bytes. Local receipts are stored under `.reference/iron-coast-stage2/` and the Linux review directory in the parent workspace. Linux all-mod startup measured 7.3–13.5 seconds in the relocation checks. Windows/Wine timings were measured under shared compilation load and are not directly comparable. Automated captures use SDL dummy drivers and the software renderer; physical display/audio/controller and hardware frame rates remain manual checks. Removing the copied catalog reports its own missing path rather than using a development checkout. Earlier 800-frame/22-mod receipts remain historical and are not used to approve the corrected runtime.