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A custom cart pairs an identity (title, shell colour, label art) with a base game, a list of mods pinned to exact builds with their option values frozen, a load order, and a seal. It ships no code of its own: every mod it names is a separately published mod, which is what keeps a cart auditable before it runs and reproducible after an author's repo disappears. Format and storage: - src/carts/CartManifest.lua parses and validates cart.json, canonicalises it for hashing and reads/writes the .g1rcart bundle. The bundle is a data-only serialised table read through SaveSerializer, so an imported cart can never execute code. Canonical strings are length-prefixed because option keys and values are author-controlled and could otherwise forge a record boundary and collide two different carts onto one hash. - Pins name a public source: a GitHub release with its sha256, a GameBanana file id with its md5, or "local" for a capture that only exists on this install. A local pin is unpublishable by construction, which is what makes "build it here, publish later" possible without inventing a hash. - Label art rides alongside the manifest rather than inside its identity, so re-arting a cart does not tell every player their run is out of date. src/core/Base64.lua decodes it; strict, with no whitespace tolerance. Saves: - Cart playthroughs live in the cart's own slot namespace (saves/cart_<id>/), so a cart's file never sits beside a vanilla one and uninstalling a cart never orphans a save. Every save records the cart build it was made under. The seal: - A sealed cart loads its pinned list, in its order, with its options, and nothing else. A pinned mod with no frozen options gets an empty bucket so unfrozen keys fall to schema defaults, identical for everyone; otherwise two players on one cart quietly run different games. - A sealed cart refuses to load when a pin is missing or installed at another version. Playing a subset of the cart is the exact dishonesty the seal exists to prevent, so the refusal loads nothing at all. - Breaking the seal is permanent, marked per save slot, and downgrades that playthrough to open behaviour. It cannot be cleared through any public API. Launcher: - A game's page carries a Custom Carts control and a picker; choosing a cart turns the page into that cart's page, with its own cartridge, title and save slots. The rail of five games never grows and a cart id never reaches imp.tab or imp.panelVersion. - Loader.planCart runs before boot so a refusal is visible on the page instead of being discovered as an error after launch. - Save as cart captures the enabled mods for a game and names, before the player confirms, every mod that could only be pinned to this install and whether the result can be shared at all. Authoring: - tools/cartkit.py scaffolds, validates, pins and packs a cart, and installs a release workflow. Its writer is byte-identical to the engine's serialiser.