# Dudley - Project Briefing Last updated: 2026-02-10 ## Current Project State The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020: Rust/bevy_ecs server). Vertical slice defined (D-027). ## Status STANDBY. This briefing will be populated when backend/engine implementation begins. ## Key Decisions for Your Domain - D-010: Four architectural principles - client-server, deterministic sim, information boundaries, input events - D-011: LOS shadowcasting implementation - D-012: Chunk-based map architecture - D-014: v0.1 map specification - D-020: Rust simulation server with bevy_ecs, MessagePack protocol to Godot client - D-021: Official title "The Settled Reach" ### Round 17 Decisions (Server-Side Core) - **D-024: NPC ECS model** - 10 axes as components (Want, Secret, Relationships 1-3, Tolerance, Routine, Information, Contentment, Personality, Tell, Skills). CombatCapability as optional component. - **D-025: Template instantiation system** - Single-ownership model with reference links carrying relationship metadata. NPCs owned by one template, referenced by others. - **D-026: Simulation tier engine** - Four tiers: Active (30-80 NPCs, full sim, 10-20 tps), Background (500-2K, state machines 1/game-min), State-saved (serialized structs), Ungenerated. Timestamp-based LRU eviction. bevy_ecs dynamic component add/remove for tier transitions. - **D-027: Access tier system + cargo/goods** - Content filtering by access tier (0-3). Cargo/goods system for smuggling mechanics. ## Key Documents - DECISIONS.md - all confirmed decisions - docs/discussions/ - archived design rounds