jpmschweitzerandClaude Opus 4.6 3d9dd7d909 chore(ci): merge brand pipeline into import_economics + harden review findings
Addresses all blocking + minor items from PR #136 review.

Architectural change (T2/H3 — the review's main complaint):

  generate_brands was previously a separate Rust binary that produced a TOML
  artifact, with its stamp written "on behalf" by import_economics.py at the
  end of its own run.  Reviewers flagged the invisible coupling: two sources
  of truth in a system designed to have one, and no way to tell from the
  stamp that one "generator" was really a subroutine of the other.

  import_economics now invokes tooling/generate-brands as the first step of
  its main() flow, before opening its own DB connection.  The TOML artefact
  is still produced and still committed (useful for diff-review of brand
  changes), but there's now one pipeline owner.  The meta table carries two
  rows (import_economics, generate_atlas) not three; the Rust binary's
  source SHA folds into import_economics' stamp via IMPORT_ECONOMICS_SOURCES.
  A MIGRATION_SQL DELETE cleans up pre-merge DBs that still have the
  orphan generate_brands row.

Other review items addressed in-line:

  H1  generate_atlas._write_stamp no longer commits — transaction ownership
      stays with the caller (matches import_economics pattern).  Stamp +
      atlas data now commit atomically; a failed stamp rolls back the
      atlas data rather than leaving a stamp-missing-data intermediate.

  H2  _file_sha1 (in both import_economics, generate_atlas,
      check-systems-db-stamp) raises FileNotFoundError on missing sources
      instead of silently contributing an empty-bytes hash.  A ghost-SHA
      convergence could otherwise produce vacuous "fresh" passes.

  H4  pre-push no-meta-table warning rephrased — was "run after next
      regeneration", now "run now if this DB was generated by you".

  T1  asset-pipeline.md determinism claim softened: the stamp is
      deterministic (same source → same recorded SHA), the DB binary is
      not (generated_at + SQLite rowids/freelist churn).

  T3  asset-pipeline.md gains a "migration escape hatch" section naming
      MIGRATION_SQL in import_economics.py as the only sanctioned path
      for direct writes, and forbidding hand-run sqlite-exec / one-off
      patch scripts / SQLite-GUI edits.

  T4  Makefile regen-db now runs as a single shell with `set -e`.  A
      failure in one generator halts the pipeline immediately, preventing
      the "stale data, fresh stamp" state where a later step stamped a
      DB whose earlier step had failed.  import_economics' exit code 2
      (coverage gate warning) remains explicitly tolerated.

  T5  pre-push stamp check now runs on a branch's first push too —
      compares against origin/main instead of origin/$BRANCH, closing
      the gap where a new branch could ship a stale DB via the first push.

  T6  check-systems-db-stamp fails closed on unknown generator_names in
      meta — a future branch adding a new generator without registering
      it in GENERATOR_SOURCES will now be rejected, not silently skipped.

  T7  /pr-push watch list gains a mutual cross-reference comment with
      GENERATOR_SOURCES in check-systems-db-stamp, plus the missing
      names.rs source file, so the two lists cannot silently drift.

Follow-up tickets created:

  #887 T8  decisions-orphan-tickets CLI — surfaces tickets whose
           decision_ref points at a non-existent D-record.
  #888 T9  meta.schema_version monotonic semver — for savegame migration
           lineage in Phase 5+ (SHA comparison can't be ordered).

Verified:

  make regen-db end-to-end — OK
  make check-systems-db    — OK, 2 generator(s) up to date
  STALE detection          — OK, verified by touching generate_atlas.py
  /pr-push watch list      — OK, flags this branch's changed sources
  decision show D-159      — OK, structured output with tickets + refs

Refs: #855 #856 #857 #858 #859 PR #136

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-22 08:38:41 +02:00
2026-04-21 15:29:57 +02:00

The Settled Reach

A top-down immersive sim where you only know what you can see, hear, and prove.


You're not the hero. You're a witness with a gun.

Pick a character. Step into their life. Figure out what's happening before it's too late.

The Settled Reach is a single-character detective game where information is the real weapon. You play from one perspective in a simulated world full of people who lie, withhold, and reveal on their own schedules. What you know depends on where you are, who you trust, and whether you're asking the right questions.


What You Do

Investigate. Follow leads through a city you can't see all at once. Line-of-sight isn't a gameplay abstraction - it's the core mechanic. You see what your character sees. Walls block vision. Corners hide threats. Fog returns when you leave. Information decays.

Navigate. Your neural lattice gives you directions, but only to places you've learned about. Contacts send locations. Research reveals addresses. Physical exploration fills the gaps. The map is sparse and frightening at first. By the end, you realize how much you missed.

Decide. Every conversation is a negotiation over what gets shared. NPCs have their own goals, their own information, and their own reasons to lie. You choose who to trust based on incomplete data. Sometimes you're wrong.

Act. When investigation fails, violence is an option. Fights are tactical, asymmetric, and often a terrible idea. Power mismatches run in both directions. Death costs you everything since your last backup - lost knowledge, lost relationships, lost deals. The world knows what you forgot.

Survive. An AI storyteller paces events for dramatic tension. The conspiracy's structure is set at game start. When things happen is driven by how you're doing. Comfortable? Something breaks. Desperate? A break appears. The game wants a story, not a grind.


Core Features

Information Asymmetry as Master Mechanic

You only know what your character knows. The same world looks completely different from different perspectives. A Senator sees political venues on their map. A Guardian sees safehouses. Same conspiracy, different game.

Occlusion-Based Detection

Vision is line-of-sight with a directional cone. You see what's in front of you. Peripheral vision is reduced. Behind you is fog. Sound gives partial information outside your view - footsteps, voices, gunfire. You make decisions based on what you can piece together.

Internal Monologue

Your character interprets what they sense in their own voice. Footsteps behind you. Thermal signatures through walls. A contact's nervous tells. The monologue bridges what the camera can't show and creates atmosphere. It can also be wrong.

Perception Modes

Different characters access different sensors. Natural vision shows detail but is blocked by walls. Thermal imaging shows heat signatures with no identity. Camera feeds give remote vision but can be spoofed. Unisphere tracking pings known contacts but can be masked. Each mode reveals different information with different trust tradeoffs.

Diegetic Interface

The map is your character's neural lattice - Settled Reach technology, not a game UI. Points of interest appear when you learn them through gameplay. Tips can be traps. Navigation is pulled by player intent, not pushed by map design.

Multiple Playable Characters

Every character starts in a different position with different knowledge and different tools. A cop has case files and legal authority. An investigator has contacts and freedom to operate. A politician has institutional access and public constraints. Replayability comes from perspective, not randomness.

Rimworld-Style Storyteller

Events emerge from simulation, paced by an AI director. No timers. No scripts. Consequences of what's already in motion. The storyteller knows what you've lost and can exploit it.

Wildly Asymmetric Combat

Balanced fights are the exception. You're outgunned or overpowered, rarely evenly matched. Tactical clarity from the top-down view. Z-levels create verticality - fights across floors of a building. Perception boundaries mean you can be ambushed. Victory often means not fighting at all.


The Setting

Humanity spread across hundreds of star systems by learning to activate alien gates it didn't build. The result is the Settled Reach - a civilization stitched together by infrastructure it doesn't fully understand.

You live in a society where death is temporary (if you can afford the backup), enhancement is political (who gets augmented and why), and the gates that connect everything were made by someone who hasn't introduced themselves.

Wormholes aren't fast travel markers. They're physical locations you traverse. Social chokepoints. Surveillance points. The infrastructure you depend on to move between worlds.

Something is breaking. Or something is waking up. You're in the wrong place at the right time to figure out which.


Built For Replayability

Structural randomness set at game start: who's compromised, where evidence is hidden, which contacts can be trusted. Play the same scenario as different characters and encounter a different game. The conspiracy's skeleton is fixed. The flesh changes every time.


Development Philosophy

Single-character perspective. Asymmetric information as core mechanic. Top-down camera locked to character position. Godot 4 client + Rust simulation server. Client-server architecture from day one, designed for multiplayer even though single-player ships first.

No fog-of-war as an afterthought. No tutorial popups. No omniscient map reveals. The game is built around what you don't know.


[LOREM IPSUM PLACEHOLDER]

Screenshots

[Gameplay screenshot: character navigating fog-of-war through urban environment] [Gameplay screenshot: thermal vision showing heat signatures through building] [Gameplay screenshot: conversation interface with internal monologue overlay] [Gameplay screenshot: tactical combat with vision cone and z-level interaction]

Media

[Trailer: Character selection → Investigation → Revelation → Crisis] [Dev diary: Information asymmetry as game mechanic]

Awards & Recognition

[To be populated as development progresses]

Community & Updates

[Discord link] [Development blog] [Steam community hub]


System Requirements

Minimum

OS: [TBD] Processor: [TBD] Memory: [TBD] Graphics: [TBD] Storage: [TBD]

OS: [TBD] Processor: [TBD] Memory: [TBD] Graphics: [TBD] Storage: [TBD]


About This Project

Official Title: The Settled Reach (D-021) Repository: commonwealth (historical code name) Engine: Godot 4 + Rust/bevy_ecs simulation server via subprocess/IPC Setting: Original science fiction IP, inspired by space opera traditions Status: Pre-alpha development

For development documentation, see the decisions/ directory and TEAM.md.


The Settled Reach is in active development. All features, systems, and content are subject to change.

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https://settledreach.com
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