docs(briefings): extract shared PROJECT_STATE.md, purge stale boilerplate
Create PROJECT_STATE.md at repo root with cascade phase table, decision count, and current sprint. All 18 briefings now reference this file instead of duplicating the project state paragraph. Also removes stale content from briefings: - "v0.2 direction: generator-first" (contradicts D-166 cascade) - "Sprint 25 generator spike confirmed as critical path" (Phase 5) - Agent-specific generator prerequisite claims - Gestalt "v0.2 Pivot" section reframed as "Key Design Pivots" Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -0,0 +1,22 @@
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# Current Project State
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The Settled Reach: top-down life-sim — asymmetric information, occlusion-based perception, single-character perspective, Rimworld-style storyteller. Godot 4 client + Rust/bevy_ecs simulation server (D-020).
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**Decisions:** 170+ confirmed (D-001 through D-170). Domain files in `decisions/`.
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**Development cascade (D-166):** Strict 6-phase build order. Each phase completes before the next begins. v0.2 target dropped. No scoping negotiations.
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| Phase | Focus | Status |
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|-------|-------|--------|
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| 1 | Wiki content — all planets, moons, stations, heightmaps, artwork | **Active** (Sprint 31) |
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| 2 | Economics layer — supply/demand, transport, political/social pressure | Not started |
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| 3 | Planetary/moon maps & station layouts — cities, rivers, biomes, rail | Not started |
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| 4 | Player control scheme — 2-floor test map, character rendering, walls/stairs | Not started |
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| 5 | World generation — walkable world, parallel asset pipeline | Not started |
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| 6 | Detail coloring — room-level NPC population, cultural room grammar | Not started |
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**Key pivots:** Tycoon bookmark (D-117), all NPCs generated (D-122), culture implicit in location (D-128), consequence replaces complicity (D-132).
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**Current sprint:** 31 (Bedrock). Phase 1 content + client refactoring.
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*Updated: 2026-04-05. Maintained by Qatux.*
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@@ -11,7 +11,7 @@ updated: 2026-03-13
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Last updated: 2026-03-13
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## Current Project State
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05) — 24 decisions locked. v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated. Sprint 25 generator spike confirmed as critical path. **Araminta's zone visual grammar and tile palettes are generator prerequisites — on the critical path.**
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See [PROJECT_STATE.md](../../PROJECT_STATE.md) for shared project state (cascade phase, sprint, decision count).
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## v0.2 Pivot — Key Changes for Your Role
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The visual system shifts from designing layouts for three hand-crafted social sites to designing the visual grammar that the generator uses to produce legible zones at scale.
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@@ -45,7 +45,7 @@ The visual system shifts from designing layouts for three hand-crafted social si
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- D-036: Sova Transit District visual zones — maps to generator zone types
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- D-114: v0.2 proof-of-life = generator + graphics (graphics = Araminta's domain)
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- D-117: Tycoon bookmark — single character type, apartment wakeup, goes to work
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- D-119: Generator spike Sprint 25 — Araminta's zone visual grammar is a prerequisite
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- D-119: Generator spike — Phase 5 per D-166 cascade (not imminent)
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- D-122: All NPCs generated — visual system must handle generator-created entities
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- D-126: Full character customisation (hair, clothing, colours)
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- D-128: Culture implicit in starting location — visual language should communicate Van Maanen's Star culture
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@@ -11,10 +11,10 @@ updated: 2026-03-13
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Last updated: 2026-03-13
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## Current Project State
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05) — 24 decisions locked. v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated. Sprint 25 generator spike confirmed as critical path.
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See [PROJECT_STATE.md](../../PROJECT_STATE.md) for shared project state (cascade phase, sprint, decision count).
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## Status
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STANDBY. This briefing will be populated when backend/engine implementation begins. Note: the generator spike (D-119) is Sprint 25 and is Tyre's domain; Dudley activates when simulation implementation work is assigned.
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STANDBY. This briefing will be populated when backend/engine implementation begins. Dudley activates when simulation implementation work is assigned.
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## Key Decisions for Your Domain
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Read `decisions/architecture.md` (primary) and `decisions/content.md` (NPC model). Key decisions:
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@@ -11,16 +11,15 @@ updated: 2026-03-13
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Last updated: 2026-03-13
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## Current Project State
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05) — 24 decisions locked. v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated. Engine selected (D-020). Sprint 25 generator spike confirmed as critical path.
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See [PROJECT_STATE.md](../../PROJECT_STATE.md) for shared project state (cascade phase, sprint, decision count).
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## v0.2 Pivot — Key Changes for Your Role
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- **Generator-first (D-114):** The proof-of-life is the generator producing legible characters at scale, not a hand-built vertical slice.
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- **Tycoon bookmark (D-117):** Zero investigation content for v0.2. Tycoon (small business owner) is the starting state in Van Maanen's Star.
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- **All NPCs generated (D-122):** No hand-authored named NPCs. The FRIEND pattern (D-034) survives as a generator template instruction set, not an authoring assignment.
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## Key Design Pivots
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- **Tycoon bookmark (D-117):** Zero investigation content. Tycoon (small business owner) is the starting state.
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- **All NPCs generated (D-122):** No hand-authored named NPCs. The FRIEND pattern (D-034) survives as a generator template instruction set.
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- **Broad verb vocabulary (D-130):** Life verbs, not tycoon-specific — all career types use the same verb set.
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- **Consequence model (D-132):** Dual-scale — Rimworld-style sharp events + DF-style slow accumulation simultaneously.
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- **Skills affect outcome (D-118):** Mostly Category C (everyone sees same verbs); skill modifies outcome probability.
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- **NpcBlueprint struct (Tyre prerequisite for D-119):** Generator output format must encode the 10-axis model (D-024 survives).
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- **Development cascade (D-166):** 6-phase build order. Generator spike (D-119) is Phase 5, not imminent.
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## Decisions Relevant to Your Role
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- D-005: Core concept — story generator mechanics, emergent narrative from systems
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@@ -41,7 +40,7 @@ The Settled Reach: top-down immersive sim, single-character perspective, asymmet
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- D-114: v0.2 proof-of-life = generator + graphics
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- D-117: Tycoon bookmark, zero investigation content
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- D-118: Skills affect outcome (Category C — everyone sees same verbs)
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- D-119: Generator spike Sprint 25 — critical path
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- D-119: Generator spike — Phase 5 per D-166 cascade (not imminent)
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- D-122: All NPCs generated, no named hand-authored characters
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- D-125: Quietly responsive world — gradient of caring by social proximity
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- D-129: Traits + behavior first; relationships Sims + Rimworld style
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@@ -11,7 +11,7 @@ updated: 2026-03-13
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Last updated: 2026-03-13
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## Current Project State
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05) — 24 decisions locked. v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated. Sprint 25 generator spike confirmed as critical path.
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See [PROJECT_STATE.md](../../PROJECT_STATE.md) for shared project state (cascade phase, sprint, decision count).
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## v0.2 Pivot — Key Changes for Your Role
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The workshop confirmed and sharpened the thematic frame. "Is this enough?" survives as the central question. The change is that it now must be posed through a generated tycoon's life, not through authored detective/smuggler characters.
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@@ -11,7 +11,7 @@ updated: 2026-03-13
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Last updated: 2026-03-13
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## Current Project State
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05) — 24 decisions locked. v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated. Sprint 25 generator spike confirmed as critical path.
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See [PROJECT_STATE.md](../../PROJECT_STATE.md) for shared project state (cascade phase, sprint, decision count).
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## Status
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**ACTIVE.** Test infrastructure from earlier sprints is operational. v0.2 focus: generator output validation — can the generator produce legible NPCs? Are relationships readable from generator output?
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@@ -21,7 +21,7 @@ Read `decisions/architecture.md` (D-010, D-020, D-030) and `decisions/perception
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- **D-010:** Information boundaries — testable? Can we verify information never leaks?
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- **D-020:** MessagePack serialization — correct round-trip? No data loss at protocol boundary?
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- **D-030:** Testability architecture (hybrid Rust tests, gdUnit4, three-layer IPC, CauseChain)
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- **D-119:** Generator spike Sprint 25 — the success criterion is "can the player read NPC relationships from generator output?" Hoshe defines and verifies this criterion.
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- **D-119:** Generator spike — Phase 5 per D-166 cascade (not imminent). Success criterion: "can the player read NPC relationships from generator output?" Hoshe defines and verifies this criterion.
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## What's Been Delivered (Sprints 2-4)
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### Test infrastructure now in place:
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@@ -11,7 +11,7 @@ updated: 2026-03-13
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Last updated: 2026-03-13
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## Current Project State
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05). v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated. Sprint 25 generator spike confirmed as critical path.
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See [PROJECT_STATE.md](../../PROJECT_STATE.md) for shared project state (cascade phase, sprint, decision count).
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## Status
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**ACTIVE.** CI and build pipeline maintenance. Content validation infrastructure remains relevant as the AI-assisted content pipeline (D-123) produces NPC content at scale.
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@@ -11,7 +11,7 @@ updated: 2026-03-13
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Last updated: 2026-03-13
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## Current Project State
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05) — 24 decisions locked. v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated. Sprint 25 generator spike confirmed as critical path.
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See [PROJECT_STATE.md](../../PROJECT_STATE.md) for shared project state (cascade phase, sprint, decision count).
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## v0.2 Pivot — Key Changes for Your Role
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The copy pipeline fundamentally shifts from hand-authoring specific NPC profiles to designing the culture-driven voice system that feeds the generator.
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@@ -11,7 +11,7 @@ updated: 2026-03-13
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Last updated: 2026-03-13
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## Current Project State
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05) — 24 decisions locked. v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated. Sprint 25 generator spike confirmed as critical path. **Miri's zone identity spec and Van Maanen's Star culture profile are generator prerequisites — these are on the critical path.**
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See [PROJECT_STATE.md](../../PROJECT_STATE.md) for shared project state (cascade phase, sprint, decision count).
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## v0.2 Pivot — Key Changes for Your Role
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The workshop confirmed Sova Transit District as the v0.2 setting (tycoon bookmark in Van Maanen's Star) and resolved the culture architecture gap in Miri's favour.
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@@ -42,7 +42,7 @@ The workshop confirmed Sova Transit District as the v0.2 setting (tycoon bookmar
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- D-040: Wiki taxonomy structure
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- D-114: v0.2 proof-of-life = generator + graphics
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- D-117: Tycoon is the v0.2 bookmark — small business owner in Van Maanen's Star
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- D-119: Generator spike Sprint 25 — Miri's zone identity spec + culture profile are prerequisites
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- D-119: Generator spike — Phase 5 per D-166 cascade (not imminent)
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- D-122: All NPCs generated, no named hand-authored characters
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- D-123: Generative AI for NPC content templating via culture vectors
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- D-128: Culture implicit in starting location — Van Maanen's Star = Van Maanen's Star culture
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@@ -11,7 +11,7 @@ updated: 2026-03-13
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Last updated: 2026-03-13
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## Current Project State
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05) — 24 decisions locked. v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated. Sprint 25 generator spike confirmed as critical path.
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See [PROJECT_STATE.md](../../PROJECT_STATE.md) for shared project state (cascade phase, sprint, decision count).
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## v0.2 Pivot — Key Changes for Your Role
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The replayability frame shifts from "same conspiracy, different character lens" to "same generator, different seeded world." The anti-metagaming goal survives; the mechanism changes.
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@@ -38,7 +38,7 @@ The replayability frame shifts from "same conspiracy, different character lens"
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- D-029: Variable entanglement rate per seed — economic/social triangles in v0.2
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- D-114: v0.2 proof-of-life = generator + graphics
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- D-117: Tycoon bookmark, zero investigation content
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- D-119: Generator spike Sprint 25 — critical path
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- D-119: Generator spike — Phase 5 per D-166 cascade (not imminent)
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- D-122: All NPCs generated
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- D-127: Player choices are the content — Rimworld model
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- D-136: Both structural and cosmetic generator variety at different scales
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@@ -11,7 +11,7 @@ updated: 2026-03-13
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Last updated: 2026-03-13
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## Current Project State
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05). v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated. Engine selected (D-020).
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See [PROJECT_STATE.md](../../PROJECT_STATE.md) for shared project state (cascade phase, sprint, decision count).
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## Status
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STANDBY. This briefing will be populated when networking/multiplayer implementation begins.
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@@ -11,7 +11,7 @@ updated: 2026-03-13
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Last updated: 2026-03-13
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## Current Project State
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05) — 24 decisions locked. v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated, no detective/smuggler identity frame. Sprint 25 generator spike confirmed as critical path.
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See [PROJECT_STATE.md](../../PROJECT_STATE.md) for shared project state (cascade phase, sprint, decision count).
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## v0.2 Pivot — Key Changes for Your Role
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The workshop revealed a core framing error: the game was built as a detective puzzle game but the vision is a single-character life sim. The fix is not cosmetic.
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@@ -11,7 +11,7 @@ updated: 2026-03-13
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Last updated: 2026-03-13
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## Current Project State
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05) — 24 decisions locked. v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated. Sprint 25 generator spike confirmed as critical path.
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See [PROJECT_STATE.md](../../PROJECT_STATE.md) for shared project state (cascade phase, sprint, decision count).
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## v0.2 Pivot — Key Changes for Your Role
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@@ -11,7 +11,7 @@ updated: 2026-03-13
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Last updated: 2026-03-13
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## Current Project State
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 137+ confirmed decisions (D-001 through D-137). Where's the Fun? Workshop complete (2026-03-05) — 24 decisions locked, outcomes at `docs/workshops/wheres-the-fun/workshop-outcomes.md`. v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated. Sprint 25 generator spike confirmed as critical path.
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See [PROJECT_STATE.md](../../PROJECT_STATE.md) for shared project state (cascade phase, sprint, decision count).
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## Decisions Relevant to Your Role
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All decisions (D-001 through D-137) — maintains decision domain files in `decisions/` as the canonical record. Indexes and retrieves decision context for the team.
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@@ -33,7 +33,7 @@ Decisions are split across domain files in `decisions/`:
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**Where's the Fun? Workshop** (2026-03-05):
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- 5 rounds, 9 agents + Qatux + SI, 24 decisions locked (D-114 through D-137)
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- Outcomes: `docs/workshops/wheres-the-fun/workshop-outcomes.md`
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- Key v0.2 pivots: generator-first (D-114), tycoon bookmark (D-117), all NPCs generated (D-122), culture implicit in location (D-128), consequence replaces complicity (D-132)
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- Key pivots: tycoon bookmark (D-117), all NPCs generated (D-122), culture implicit in location (D-128), consequence replaces complicity (D-132), 6-phase cascade (D-166)
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- Superseded: D-027, D-014, D-039 (v0.1 framing), D-091
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- Open questions: Q-WTF-033, Q-WTF-036, Q-WTF-039, Q-WTF-040, Q-WTF-041, Q-WTF-042
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@@ -11,7 +11,7 @@ updated: 2026-03-13
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Last updated: 2026-03-13
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## Current Project State
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05) — 24 decisions locked. v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated. Sprint 25 generator spike confirmed as critical path.
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See [PROJECT_STATE.md](../../PROJECT_STATE.md) for shared project state (cascade phase, sprint, decision count).
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## Decisions Relevant to Your Role
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All decisions across all domains. Read `decisions/README.md` for the index. Query decisions DB for sprint planning:
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@@ -24,8 +24,8 @@ make decisions-active # List all active decisions
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## Open Questions Assigned to You
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All open questions - tracks as tickets for assignment and progress monitoring.
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## v0.2 Critical Path (from Where's the Fun? Workshop)
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The generator spike (D-119) is Sprint 25 and is the first deliverable. Everything gates on it.
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## Development Cascade (D-166)
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Development follows a strict 6-phase cascade. Currently in Phase 1 (wiki content). Generator spike (D-119) is Phase 5.
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**Prerequisites that must exist before/during the generator spike:**
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1. Miri: Zone identity spec + Van Maanen's Star culture profile — blocks voice, NPC gen, AI pipeline
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@@ -11,7 +11,7 @@ updated: 2026-03-13
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Last updated: 2026-03-13
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## Current Project State
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05) — 24 decisions locked. v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated. Sprint 25 generator spike confirmed as critical path.
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See [PROJECT_STATE.md](../../PROJECT_STATE.md) for shared project state (cascade phase, sprint, decision count).
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## Status
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**ACTIVE.** v0.2 brings a character customisation UI requirement and removes the dual-character variant for insert/HUD.
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@@ -49,7 +49,7 @@ See `docs/DEVOPS.md` for full procedures. Your key targets:
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- `make setup` — verify Godot is installed
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- `make client` — launch Godot with `client/` project
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- `make test-client` — gdUnit4 tests (headless runner pending)
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- `make lint-client` — gdlint/gdformat (pending setup)
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- `make lint-client` — gdlint/gdformat
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- `make ci-client` — full client CI pipeline (lint -> build -> test)
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- Client code lives in `client/` — scenes, GDScript, assets
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- UI tests use gdUnit4 (D-030)
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@@ -11,7 +11,7 @@ updated: 2026-03-13
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Last updated: 2026-03-13
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## Current Project State
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05). v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated.
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See [PROJECT_STATE.md](../../PROJECT_STATE.md) for shared project state (cascade phase, sprint, decision count).
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## Status
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STANDBY. This briefing will be populated when localization work begins.
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@@ -11,7 +11,7 @@ updated: 2026-03-13
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Last updated: 2026-03-13
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## Current Project State
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05). v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated. Sprint 25 generator spike confirmed as critical path.
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See [PROJECT_STATE.md](../../PROJECT_STATE.md) for shared project state (cascade phase, sprint, decision count).
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## Decisions Relevant to Your Role
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- D-010: Architectural baseline - four principles
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@@ -22,7 +22,7 @@ The Settled Reach: top-down immersive sim, single-character perspective, asymmet
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- Background: 500-2,000 NPCs, state machine ticks 1/game-minute, 4 machines each
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- State-saved: 10,000+ NPCs, frozen serialized structs ~1-2KB each
|
||||
- Timestamp-based LRU eviction against available sim-space
|
||||
- D-119: Generator spike Sprint 25 — the generator must produce usable output before anything else matters. Performance of the generator at scale is a key evaluation question.
|
||||
- D-119: Generator spike — Phase 5 per D-166 cascade (not imminent). Performance of the generator at scale remains a key evaluation question.
|
||||
|
||||
## Open Questions Assigned to You
|
||||
- ~~Q-001: Engine selection~~ — **Resolved** as D-020 (Godot 4 + Rust/bevy_ecs via subprocess/IPC)
|
||||
|
||||
@@ -11,7 +11,7 @@ updated: 2026-03-13
|
||||
Last updated: 2026-03-13
|
||||
|
||||
## Current Project State
|
||||
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05) — 24 decisions locked. v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated. Engine selected (D-020: Godot + Rust/bevy_ecs subprocess). Knowledge Graph & Information Boundaries Workshop complete (D-041). **Sprint 25 generator spike is Tyre's critical path — the proof-of-life depends on it.**
|
||||
See [PROJECT_STATE.md](../../PROJECT_STATE.md) for shared project state (cascade phase, sprint, decision count).
|
||||
|
||||
## Decisions Relevant to Your Role
|
||||
Read `decisions/architecture.md` (primary) and `decisions/perception.md` (secondary). Key decisions:
|
||||
@@ -37,7 +37,7 @@ Consult `docs/sprints/` for active sprint briefing.
|
||||
### v0.2 critical path (generator spike, Sprint 25):
|
||||
1. **NpcBlueprint struct design** — prerequisite for the generator spike. Define the generator output format encoding the 10-axis model (D-024). Co-design with Gestalt on systems mapping.
|
||||
2. **Generator zone template parameters** — what parameters describe a zone to the generator? Blocked by Miri's zone identity spec.
|
||||
3. **Generator spike (D-119)** — Sprint 25. Produce a generated location with generated NPCs. Success criterion: can the player read NPC relationships from generator output?
|
||||
3. **Generator spike (D-119)** — Phase 5 per D-166 cascade (not imminent). Produce a generated location with generated NPCs. Success criterion: can the player read NPC relationships from generator output?
|
||||
4. **AI content pipeline design** — D-123 generative AI for NPC content templating. Q-WTF-033 open: Claude API vs local ollama vs manual. Decide before/during generator spike.
|
||||
|
||||
### Architecture maintenance:
|
||||
|
||||
Reference in New Issue
Block a user