feat(meta): add project.yaml as version source of truth
Technical project descriptor with game architecture, simulation parameters, and content model. Version field (0.1.9) is now the canonical version — Cargo.toml synced, CLAUDE.md and start-sprint skill updated to reference it during release workflow. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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name: The Settled Reach
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version: 0.1.9
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repository: settled-reach
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codename: commonwealth
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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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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, Krenn System.
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architecture:
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client: Godot 4 (GDScript)
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server: Rust with bevy_ecs (simulation server)
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transport: subprocess/IPC via TCP with MessagePack serialization
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protocol: length-prefixed MessagePack frames (4-byte big-endian)
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determinism: ChaCha20 seeded RNG, deterministic tick processing
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simulation:
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tick_rate: 10 ticks per game-minute
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time_model: 4 day phases (Morning, Afternoon, Evening, Night)
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grid: dual-scale (0.5m simulation tiles, 1m visual tiles)
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visibility: symmetric shadowcasting + forward/peripheral/blind vision cone
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knowledge: per-entity knowledge graphs with confidence decay
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content:
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format: YAML with JSON Schema validation
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structure: campaigns/systems/stations/districts hierarchy
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npcs: 10-axis model (7 essential + 3 supporting) with CombatCapability
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dialogue: tagged line pools with 4-layer relational filtering
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population: 30% flat / 50% mundane triangles / 20% intrigue-entangled
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