Streaming as a decorator, first half. Each invocation of reach gets an id and every event it emits is tagged with it, which is what will let a detached run's log be read back and what correlates the lines of a run that streamed for nine minutes. No command signature changed and no command imports core.jobs — that is the point, per the D-263 amendment: a command must not know jobs exist, because the alternative is call-site discipline wearing a different hat. A ContextVar rather than a module global. A global is correct only until something runs two invocations in one process — which a test harness or a future batch verb does immediately, and which would then interleave two jobs' events under one id with nothing reporting an error. The job context is the OUTERMOST wrapper, and it has to be. @logged emits from its finally and @handle_errors emits its verdict while unwinding, so a context established inside either would already be reset by the time the two most important events are written — leaving them the only untagged lines in the log, and they are precisely the ones a detached run gets read back for. Fixed in passing: the job id used local time while every event's ts is UTC, so an id read 155327 beside its own first log line reading 13:53:27. Two hours apart reads as a logging bug every time someone correlates them by eye. New conformance invariant — nothing outside core/ may import core.jobs. My first version of it inspected only the module path, so it missed `from tooling.core import jobs`, where the name is in the import LIST and which is the form anyone would actually write. It passed while checking nothing. Rewritten to catch all three reachable forms and then verified by committing a real violation, which it named by file and line. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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]
Recommended
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.