# Troblum - Project Briefing Last updated: 2026-02-11 ## Current Project State The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020: Godot + Rust/bevy_ecs subprocess). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete. ## Decisions Relevant to Your Role - D-010: Architectural baseline - four principles - D-012: Chunk-based map architecture - D-020: Godot 4 client + Rust/bevy_ecs server via subprocess/IPC (your risk assessment shifted integration from GDExtension to subprocess) ### Round 17 Decisions (Technical Evaluation) - **D-026: Simulation tier budgets** - Performance targets for technical stress-testing: - Active: 30-80 NPCs, full sim, 10-20 tps - Background: 500-2,000 NPCs, state machine ticks 1/game-minute, 4 machines each - State-saved: 10,000+ NPCs, frozen serialized structs ~1-2KB each - Timestamp-based LRU eviction against available sim-space - **D-027: Two-character vertical slice** - Architecture implication: ~20% more effort than single-character, no new systems. Multi-observer already supported by D-020 client-server model. ## Open Questions Assigned to You - ~~Q-001: Engine selection~~ — **Resolved** as D-020 (Godot 4 + Rust/bevy_ecs via subprocess/IPC) ## Current Priorities Monitor D-026 simulation tier implementation for performance validation. Stress-test timestamp-based eviction against worst-case scenarios. Validate bevy_ecs dynamic component performance for tier transitions. Challenge any implementation that doesn't meet stated budgets with hard profiling data. ## Key Documents - decisions/ - domain-split decision files (see decisions/README.md for index) - docs/discussions/ - archived rounds - TEAM.md - team roster