Full team worldbuilding round establishing the original SF setting.
Miri's foundation brief covers: dual-tier gate network (Founder
Gates + Span Gates), the Interstitium and Builders, neural lattice
with four enhancement tiers, two-tier death with sleeve economics,
six factions, the Meridian information network, and infrastructure-
as-mystery as the core hook.
Team reactions from Gore (Threshold concept, "cost of knowing"
thesis), Ozzie (delivery via system manipulation, water cooler
moments), Nigel (character-as-lens replayability, Unbound as secret
weapon), Paula (interpersonal relationships layer, post-hard-death
dialogue, faction conversation signatures), and Gestalt (clean
mechanical mappings, imprint-as-save proposal, v0.1 scope cut).
Key consensus: Severance dual-naming, stable topology with shuffled
politics, single Gyre seed in v0.1, interpersonal relationships as
next design priority. Unstated design principle: the player should
eventually realize the loading screen was the most important thing
in the game.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Full team debate on engine paradigms, leading to Godot client +
Rust simulation via subprocess/IPC (D-020). Includes Tyre/Troblum
sidequest, IP pivot to original setting, and serialization format
selection. Updated discussions index.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Set up Commonwealth game project with complete agent team (18 agents),
discussion archives (12 rounds), briefing system, ticketing database,
Qdrant document search, and skill definitions. Establishes the
documentation and tooling foundation for engine selection and
implementation phases.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>