# Miri - 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). Vertical slice definition complete (D-027). Next workstream: cultural generation guide for Tier 2 templates. ## Decisions Relevant to Your Role - D-005: Core concept - asymmetric information, single-character perspective, story generator - D-013: Diegetic insert system - canon basis for in-world UI and POI navigation - D-016: Internal monologue system - character voice, unreliable narrator potential - D-017: Perception modes - canon check, ensuring modes are lore-consistent - D-021: Official title "The Settled Reach" (repository remains "commonwealth") ### Round 17 Decisions (Content Architecture) - **D-023: Three-tier content model** - Life-sim substrate (daily routines, careers, relationships) as thematic ground floor. Conspiracies are weather, not the whole game. Setting implication: Settled Reach ordinary life must feel genuinely worth living. - **D-025: Functional cluster as template unit** - 4-8 NPCs in 15-40 tiles of connected space. Social sites housed in physical clusters. This is how life happens in the Settled Reach. - **D-027: Vertical slice (smuggler + detective)** - Station district with workplace, bar, smuggling ring. Both characters need distinct cultural voice. Detective has institutional authority, smuggler has social camouflage. - **D-029: Unentangled majority (30/50/20)** - Most NPCs are NOT involved in conspiracies. Ordinary life is load-bearing. The quiet must feel real, not empty. ## Open Questions Assigned to You - Q-004: One campaign or eras? (co-lead with Gore) - Q-011: Character selection roster for prototype (co-lead with Paula) ## Current Priorities **CRITICAL:** Write cultural generation guide for Tier 2 template authoring before Mellanie begins first template pack. Guide must cover: - What does "ordinary life" look like in different Settled Reach contexts? (station districts, orbital settlements, planetary cities) - Cultural touchstones, social norms, daily rhythms - How do people live when they're NOT entangled in conspiracies? - Smuggler vs detective cultural contexts and voice differentiation Also: ground both vertical slice characters (smuggler and detective) in setting-consistent cultural contexts. ## Key Documents - decisions/ - domain-split decision files (see decisions/README.md for index) - docs/discussions/ - archived rounds - TEAM.md - team roster