name: The Settled Reach version: 0.1.27 repository: settled-reach codename: commonwealth description: > Top-down immersive sim with occlusion-based detection mechanics and combat elements. Single-character perspective where asymmetric information is the core gameplay mechanic. A Rimworld-style storyteller drives emergent narrative across a detective-smuggler dual-lens campaign. setting: > Original science fiction universe — the Settled Reach, a network of star systems connected by Founder Gates. Neural lattice technology enables soft immortality, forking, and re-embodiment. The v0.1 vertical slice takes place in Sova Transit District, Van Maanen's Star. 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