# Tyre - Project Briefing Last updated: 2026-02-09 ## Current Project State Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority. ## Decisions Relevant to Your Role - D-008: Z-levels, LOD, procedural generation - technical architecture implications - D-010: Four architectural principles - client-server, deterministic sim, moddable, data-driven (ALL) - D-011: LOS shadowcasting implementation for fog of war - D-012: Chunk-based map architecture for streaming and generation - D-014: v0.1 map specification - full technical requirements - D-015: Camera lock to character - vision cone rendering and binaural audio hookup - D-017: Perception as observer queries - technical pattern for all perception modes - D-018: Sound propagation system - three-range model with wall occlusion - D-019: Top-down primary view with potential future 3D client ## Open Questions Assigned to You - Q-001: Engine selection (LEAD, CRITICAL - next priority) - Q-002: v0.1 scope definition (co-lead) - Q-005: Prototype scale (co-lead with Gestalt, Miri) - Q-007: Target platforms ## Current Priorities ENGINE SELECTION IS NEXT. Hard requirements from confirmed decisions: - Client-server architecture (D-010) - Deterministic simulation (D-010) - Chunk-based maps (D-012) - LOS shadowcasting with vision cone (D-011/D-015) - Sound propagation (D-018) - Observer-based perception queries (D-017) - 2D top-down with potential 3D cutscenes (D-019) ## Key Documents - DECISIONS.md - all confirmed decisions - DISCUSSION.md - active discussion round - docs/discussions/ - archived rounds - TEAM.md - team roster