bump: major type: feature **No function writes a global: a module's changing data is a `state`.** `state Hiker { hips: int = -1 }` is a record with exactly one instance, which no code can name; it reaches code as a parameter, `h: mut Hiker` to change it or `h: Hiker` to read it, and the runtime supplies it at the entry points (`entry (h: mut Hiker)`, a handler's, a listener's or a lifecycle hook's parameters, a scene's `on enter (h: mut Hiker)`, a test's, a `ui` block's `Hiker.hips`, a function value - a system's, a port bind's, a package's callback - an engine system, a namespace method's target and every call into the runtime). A module-level `var` is refused; a module-level `let` is immutable all the way down. A read-only state is checked where it is written - an assignment or a `push` through it or through a local holding part of it, passing it where `mut` is wanted, a `machine` over its field - and so is a module-level `let`. Each test block gets fresh states. A program's type named like one the runtime declares (`property PadButton` beside the runtime's `enum PadButton`) is refused instead of failing in clang. `ludic migrate state [file|dir...] [--runtime] [--dry-run]` moves programs there: a var nothing writes becomes a `let`, each module's other vars one state (`FishingState`, `Render3dState`, `SceneDemoState`), every reference `fishing_st.name`, each function's states - to a fixed point over what it calls - its leading parameters, `mut` where anything below it writes, and each entry point declares them; the plans of every program given are merged before a file is edited. gpp's 35 mechanic packages, ludic.ui, ludic.render3d, every example, the docs' fences and the runtime were moved with it. The toolchain's own programs build with `--globals` until they move too. Outside the runtime, the drawable's size and scale, the screen's framebuffer and the tilemap's tile size are read and set through its functions (`gl_width()`, `gl_set_drawable(w, h)`, `gl_screen_fbo()`, `gl_pixel_scale()`, `rt_map_tile_size()`), and ludic.ui's render3d backend installs itself through the `UiRenderers` registry. A component names the states its members read and change in its header, `component Tally (score: mut Score, look: Look) { ... }`: every getter, default, function and event takes them before the instance, a member's call to another passes them on, ludic.ui's calls into it are supplied them, and the template never sees them. `ludic migrate state` writes those headers (and adds to an entry point's or a component's existing list), gives a program's module named like a package a state of its own (`FishingAppState`), keeps a package's settable vars as state, rewrites a program's references to vars a package already moved into its state, and writes only under the programs and directories it is given - a change needed anywhere else stops the run with the files named.