chore(meta): docs/build sweep + tooling test gate (T-1069, T-1066)
- make test-tooling: planet-gen determinism guard + import_economics
--dry-run, wired into pre-push on TOOLING_CHANGED; ruff widened to
E4/E7/E9/F/W (90 safe auto-fixes applied; E402/E702/F841 ignored with
documented counts)
- one-generator reality fixed in DEVOPS.md, asset-pipeline rule, CLAUDE.md
(import_economics sole generator since #951/D-223); dead check-protocol
target deleted; DEVOPS hook/config sections rewritten from the actual
hook sources; team-patterns gate description updated (client+tooling)
- project.yaml: 0.2.0 → 0.4.0 per the 0.{phase}.{n} scheme, description
refreshed from the v0.1 Sova narration to cascade reality
- stale comment sweep: voxel.rs stub claims (all 8 families implemented),
cascade.rs TODO recited to T-1044, main.rs D-192 handshake claim,
relationships.rs/chunk_streaming.rs version targets → phase language
- gitignore: client/settings.db* e2e-run artifacts
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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name: The Settled Reach
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version: 0.2.0
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# Version scheme: 0.{phase}.{n} — phase = active Development Cascade phase (D-166).
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# Phase 4 (deterministic world generation) is active.
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version: 0.4.0
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repository: settled-reach
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description: >
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Top-down immersive sim with occlusion-based detection mechanics and
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combat elements. Single-character perspective where asymmetric information
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is the core gameplay mechanic. A Rimworld-style storyteller drives
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emergent narrative across a detective-smuggler dual-lens campaign.
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Top-down life-sim set in an original science fiction universe. Asymmetric
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information and occlusion-based perception from a single-character
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perspective, with a Rimworld-style storyteller. Systems interactions like
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The Sims, combat and visuals like single-character Rimworld, world
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generation inheriting from Dwarf Fortress and NMS, economy inspired by
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X4/EVE. Every system is interactable but ignorable — the world is alive
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for any given run.
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setting: >
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Original science fiction universe — the Settled Reach, a network of
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star systems connected by Founder Gates. Neural lattice technology
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enables soft immortality, forking, and re-embodiment. The v0.1
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vertical slice takes place in Sova Transit District, Van Maanen's Star.
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The Settled Reach — a network of star systems connected by Founder Gates.
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Neural lattice technology enables soft immortality, forking, and
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re-embodiment.
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development: >
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Built outside-in along the six-phase Development Cascade (D-166): wiki
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content and star map, economics layer, planetary maps and atlas,
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deterministic world generation (active), player control and in-world
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rendering, room-level detail.
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architecture:
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client: Godot 4 (GDScript)
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