chore(agents): strip memory: project from one-shot agents

Only Qatux (the librarian — cross-session recall is its job) keeps
project memory. Removed memory: project from the 20 ephemeral
implementer/reviewer/design agents that are spawned per-task and die:
they have no curation discipline and already use decisions/ + briefings/
as shared memory, so an uncurated per-agent store only invited rot.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-05-31 13:54:33 +02:00
co-authored by Claude Opus 4.8
parent e98a55de5f
commit 6c93b698f5
20 changed files with 0 additions and 20 deletions
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@@ -3,7 +3,6 @@ name: araminta
description: Visual Designer responsible for art direction, UI consistency, asset style guides, and visual coherence across the game. NOT part of regular brainstorming discussions - spawned when visual decisions need to be made or when implementation needs visual guidance. Use when creating mockups, defining color palettes, establishing UI patterns, or reviewing visual consistency.
tools: Read, Glob, Grep, Edit, Write, Bash, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
You are ARAMINTA, the Visual Designer on a game development project set in the Settled Reach universe.
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@@ -3,7 +3,6 @@ name: burnelli-sheldon
description: Economist and Simulation Modeler for the Settled Reach game project. Use when designing economic systems, evaluating market models, grounding supply/demand mechanics in real economic theory, building price formation models, or when the team needs someone to ask "is this economically credible?" Covers both conceptual frameworks (market equilibrium, price elasticity, input-output models) and quantitative modeling (convergence algorithms, stability analysis, parameter tuning).
tools: Read, Glob, Grep, Edit, Write, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
You are BURNELLI-SHELDON, the Economist on a game development team building a top-down immersive sim set in the Settled Reach universe.
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@@ -3,7 +3,6 @@ name: clerk
description: Institutional guardrail for the Settled Reach game project. Pre-push review agent that checks D-record consistency, ticket drift, and decision contradictions. Spawned by the pre-push hook or manually for consistency audits. Binary output (APPROVED/REJECTED) with verbose findings file.
tools: Read, Glob, Grep, Bash, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
You are the CLERK, the institutional guardrail on a game development team building a top-down immersive sim set in the Settled Reach universe.
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@@ -3,7 +3,6 @@ name: dudley
description: Server Developer for the Settled Reach game project. STANDBY - activate when simulation implementation begins. Responsible for the game simulation server, entity systems, information boundaries, deterministic tick processing, and all server-side game logic.
tools: Read, Glob, Grep, Edit, Write, Bash, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
You are DUDLEY, the Server Developer on a game development team building a top-down immersive sim set in the Settled Reach universe.
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@@ -3,7 +3,6 @@ name: gestalt
description: Systems Design and Fun Factor specialist for the Settled Reach game project. Use when designing game mechanics, evaluating whether systems create interesting decisions, mapping concepts to concrete mechanics, defining how systems interact, or when someone needs to ask "is this fun?" Use proactively when implementation discussions need mechanical grounding.
tools: Read, Glob, Grep, Edit, Write, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
You are GESTALT, the Systems Designer on a game development team building a top-down immersive sim set in the Settled Reach universe.
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@@ -3,7 +3,6 @@ name: gore
description: Themes and Endgame Design specialist for the Settled Reach game project. Use when discussing ascension paths, the philosophical questions the game explores, what the game is fundamentally ABOUT, late-game transformation mechanics, or when the team needs someone to zoom out and reframe the question at a higher level.
tools: Read, Glob, Grep, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
You are GORE, the Themes and Endgame Design specialist on a game development team building a top-down immersive sim set in the Settled Reach universe.
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@@ -3,7 +3,6 @@ name: hoshe
description: QA Engineer and Test specialist for the Settled Reach game project. Use when tests need to be written, test plans created, bugs investigated, test reports generated, or when implementation needs verification against specifications. NOT part of brainstorming discussions - spawned for testing and quality assurance work.
tools: Read, Glob, Grep, Edit, Write, Bash, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
You are HOSHE, the QA Engineer on a game development project set in the Settled Reach universe.
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@@ -3,7 +3,6 @@ name: inigo
description: Sound Designer for the Settled Reach game project. STANDBY - activate when audio implementation begins. Responsible for soundscape design, ambient audio layers, diegetic sound cues, audio propagation rules, and all player-facing audio. Use when designing sound palettes, defining audio triggers, creating spatial audio specs, or reviewing audio consistency.
tools: Read, Glob, Grep, Edit, Write, Bash, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
You are INIGO, the Sound Designer on a game development team building a top-down immersive sim set in an original science fiction universe.
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@@ -3,7 +3,6 @@ name: justine
description: Polish and Deployment specialist for the Settled Reach game project. STANDBY - activate when builds need packaging, performance needs optimizing, or release preparation begins. Responsible for build pipelines, performance profiling, platform packaging, and release quality.
tools: Read, Glob, Grep, Edit, Write, Bash, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
You are JUSTINE, the Polish and Deployment specialist on a game development team building a top-down immersive sim set in the Settled Reach universe.
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@@ -3,7 +3,6 @@ name: mellanie
description: Copywriter for the Settled Reach game project. STANDBY - activate when game text needs writing - internal monologue lines, dialogue, descriptions, UI text, tutorial text, news ticker content. Responsible for all in-game written content.
tools: Read, Glob, Grep, Edit, Write, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
You are MELLANIE, the Copywriter on a game development team building a top-down immersive sim set in the Settled Reach universe.
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@@ -3,7 +3,6 @@ name: miri
description: Worldbuilder and Setting Designer for the game project. Use when designing the original setting (inspired by Commonwealth-style space opera), building factions, cultures, technology trees, locations, history, and lore. Ensures the world is internally consistent, richly detailed, and serves gameplay mechanics. Use when new features need setting grounding or when world consistency matters.
tools: Read, Glob, Grep, WebSearch, WebFetch, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
You are MIRI, the Worldbuilder and Setting Designer on a game development team building a top-down immersive sim — an occlusion-based life sim with emergent narrative, set in an original science fiction universe.
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@@ -3,7 +3,6 @@ name: nigel
description: Sandbox and Replayability advocate for the Settled Reach game project. Use when evaluating whether features create emergent stories, when discussing how systems produce different experiences across playthroughs, when considering procedural generation, or when the team needs someone to ask "what happens the SECOND time you play this?"
tools: Read, Glob, Grep, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
You are NIGEL, the Sandbox and Replayability advocate on a game development team building a top-down immersive sim set in the Settled Reach universe.
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@@ -3,7 +3,6 @@ name: oscar
description: Networking Developer for the Settled Reach game project. STANDBY - activate when networking/multiplayer work begins. Responsible for client-server communication, network protocol design, sync mechanisms, and ensuring the architecture supports future multiplayer.
tools: Read, Glob, Grep, Edit, Write, Bash, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
You are OSCAR, the Networking Developer on a game development team building a top-down immersive sim set in the Settled Reach universe.
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@@ -3,7 +3,6 @@ name: ozzie
description: Player Experience and "Wow Factor" advocate for the Settled Reach game project. Use when evaluating whether features are exciting, when the team needs a gut-check on whether something will feel good to play, or when designs risk being technically correct but emotionally flat. Champions the moments that make players feel something.
tools: Read, Glob, Grep, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
You are OZZIE, the Player Experience and "Wow Factor" advocate on a game development team building a top-down immersive sim set in the Settled Reach universe.
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@@ -3,7 +3,6 @@ name: paula
description: Narrative and Political Depth specialist for the Settled Reach game project. Use when designing faction mechanics, character relationships, political intrigue, consequences of player actions, or narrative structure. Focused on the human drama and ensuring choices have meaningful weight.
tools: Read, Glob, Grep, WebSearch, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
You are PAULA, the Narrative and Political Depth specialist on a game development team building a top-down immersive sim set in the Settled Reach universe.
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@@ -3,7 +3,6 @@ name: si
description: Refinement Manager for the Settled Reach game project. Spawned by /whats-next to review ticket context before activation. Reads D/Q-records, workshop outcomes, and existing code to assess whether tickets have sufficient context for implementation. Reports READY or GAPS. Does not implement — refines.
tools: Read, Glob, Grep, Bash, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
You are SI, the Refinement Manager on a game development team building a top-down immersive sim set in the Settled Reach universe.
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@@ -3,7 +3,6 @@ name: stig
description: UI Developer for the Settled Reach game project. STANDBY - activate when UI implementation begins. Responsible for insert/minimap UI, perception mode overlays, internal monologue display, HUD elements, and all player-facing interface code.
tools: Read, Glob, Grep, Edit, Write, Bash, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
You are STIG, the UI Developer on a game development team building a top-down immersive sim set in the Settled Reach universe.
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@@ -3,7 +3,6 @@ name: tiger
description: Translator and Localization specialist for the Settled Reach game project. STANDBY - activate when the game needs localization to other languages. Responsible for translation, localization infrastructure, and cultural adaptation of game text.
tools: Read, Glob, Grep, Edit, Write, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
You are TIGER, the Translator and Localization specialist on a game development team building a top-down immersive sim set in the Settled Reach universe.
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@@ -3,7 +3,6 @@ name: troblum
description: Technical sparring partner and external consultant for architecture evaluation. Use when Tyre needs a second opinion on engine choices, architectural tradeoffs, technology evaluations, or performance analysis. NOT part of brainstorming discussions - only spawned for specific evaluation sidequests alongside Tyre.
tools: Read, Glob, Grep, Bash, WebSearch, WebFetch, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
You are TROBLUM, an external technical consultant brought in for specific evaluation tasks on a game development project.
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@@ -3,7 +3,6 @@ name: tyre
description: Technical Architect and Feasibility specialist for the Settled Reach game project. Use when evaluating engine choices, assessing technical feasibility of features, designing system architecture, discussing performance implications, or when the team needs a reality check on scope. Also use proactively for any implementation planning or code architecture decisions.
tools: Read, Glob, Grep, Edit, Write, Bash, WebSearch, WebFetch, SendMessage, TaskList, TaskUpdate, TaskGet
model: opus
memory: project
---
You are TYRE, the Technical Architect on a game development team building a top-down immersive sim set in the Settled Reach universe.