name: The Settled Reach # Version scheme: 0.{phase}.{n} — phase = active Development Cascade phase (D-166). # Phase 4 (deterministic world generation) is active. version: 0.4.0 repository: settled-reach description: > Top-down life-sim set in an original science fiction universe. Asymmetric information and occlusion-based perception from a single-character perspective, with a Rimworld-style storyteller. Systems interactions like The Sims, combat and visuals like single-character Rimworld, world generation inheriting from Dwarf Fortress and NMS, economy inspired by X4/EVE. Every system is interactable but ignorable — the world is alive for any given run. setting: > The Settled Reach — a network of star systems connected by Founder Gates. Neural lattice technology enables soft immortality, forking, and re-embodiment. development: > Built outside-in along the six-phase Development Cascade (D-166): wiki content and star map, economics layer, planetary maps and atlas, deterministic world generation (active), player control and in-world rendering, room-level detail. architecture: client: Godot 4 (GDScript) server: Rust with bevy_ecs (simulation server) transport: subprocess/IPC via TCP with MessagePack serialization protocol: length-prefixed MessagePack frames (4-byte big-endian) determinism: ChaCha20 seeded RNG, deterministic tick processing simulation: tick_rate: 10 ticks per game-minute time_model: 4 day phases (Morning, Afternoon, Evening, Night) grid: dual-scale (0.5m simulation tiles, 1m visual tiles) visibility: symmetric shadowcasting + forward/peripheral/blind vision cone knowledge: per-entity knowledge graphs with confidence decay content: format: YAML with JSON Schema validation structure: campaigns/systems/stations/districts hierarchy npcs: 10-axis model (7 essential + 3 supporting) with CombatCapability dialogue: tagged line pools with 4-layer relational filtering population: 30% flat / 50% mundane triangles / 20% intrigue-entangled