Start from the market read.
The system receives pressure building with crowding watch, depth fragile, and replay-ready tags attached.
GET /latest?symbol=BTCUSD-PERP
Public Workbench preview
This is the conversion object: one market_state.v1 packet
with the read, reasons, evidence summary, replay cursor, route targets,
and usage context in the same place. Public pages show the shape. Live
Workbench routes start after API-plan key issuance.
Static preview loaded. Add a selected packet or API-plan session to hydrate the market-memory case file.
The system receives pressure building with crowding watch, depth fragile, and replay-ready tags attached.
GET /latest?symbol=BTCUSD-PERP
Depth near the active band thinned while pressure rose inside the review window. The reason text is versioned with the packet.
reason_template: pressure_building.v1
Evidence points to the normalized row join, source boundary, feature family, and review window used to produce the packet.
GET /events/{event_id}/evidence
Replay context travels with the packet so desk notes, agents, dashboards, and research review the same event later.
GET /replay?symbol=BTCUSD-PERP
Route the packet to a webhook, monitor, agent brief, notebook, dashboard, or feedback receipt without splitting context.
POST /webhooks/test
Pro is the default active workflow: five approved symbols, 5M monthly units, replay, webhook receipts, and no automatic overages.
GET /usage/estimate
The static preview shows product shape. Hydrated Workbench sessions attach the manifest digest, bitemporal hashes, proof refs, replay identity, and overlay policy.
Etna Alpha packages the state, reasons, evidence, replay handle, route targets, feedback hook, and usage receipt so the buyer can test one loop instead of rebuilding the interpretation layer first.
The preview shows product shape and buyer value. Current live packet routes, Workbench evidence, replay depth, and usage receipts require an API-plan key.
Choose the loop
Builder proves BTC/ETH shape. Pro is the recommended active loop. Research is for longer replay, exports, and heavier packet-set comparison across the launch universe.