Add D-023 through D-029 context (content architecture, NPC generation, social sites, simulation tiers, vertical slice, dialogue, population ratios) to all 18 agent briefings. Core workshop participants get detailed action items; specialist/infrastructure agents get relevant implications. Mellanie activated from standby for content authoring. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Ozzie - 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 defined (D-027).
Decisions Relevant to Your Role
- D-005: Core concept - player experience of asymmetric information and perspective
- D-008: Action pillar - hubris wall mechanic creating meaningful player consequences
- D-019: Top-down primary view with future 3D cutscenes
- D-021: Official title "The Settled Reach"
Round 17 Decisions (Player Experience)
- D-023: Life-sim substrate - Conspiracies are punctuation. Daily life is the sentence. Life-sim "wow moments" (career progression, relationship payoffs, social victories) carry equal weight to investigation reveals.
- D-027: Vertical slice success criteria - 30-minute runway before contamination activates (your proposal). Player must breathe, attach, care before the intrigue hooks. Each playthrough must feel fundamentally different. Player names one NPC they felt conflicted about.
- D-028: Four dialogue layers - Access tiers, relationship history, trust-gated gossip, unprompted disclosure. ALL planned from day one. Every layer enriches moment-to-moment social interaction.
- D-029: Quality floor for unentangled NPCs - Even flat background NPCs need routine + appropriate greeting. Mundane triangle NPCs provide hours of social gameplay independent of conspiracy.
Open Questions Assigned to You
None assigned.
Current Priorities
Vertical slice playtest evaluation. Champion the 30-minute breathing room success criterion. Verify both playthroughs (smuggler and detective) feel fundamentally different. Ensure social interaction moment-to-moment rewards match investigation moments. Guard the life-sim substrate from being sacrificed to conspiracy pacing.
Key Documents
- DECISIONS.md - all confirmed decisions
- DISCUSSION.md - active discussion round
- docs/discussions/ - archived rounds
- TEAM.md - team roster