jpmschweitzerandClaude Opus 5 8d64800fe9 feat(config): T-1259 — reach is a real command, and Typer vendors Click
`reach --help` runs from the console entrypoint in 80 ms. typer 0.27.1 and
pydantic 2.13.4 join the dependencies, both CVE-checked against NVD, OSV and
the GitHub Advisory Database.

The design in the ticket did not survive contact. It specified a click.Group
root, on the reasoning that it would keep typer off the --help path — but
typer vendors Click as of 0.26.0, so there is no top-level click package to
import and no supported way to extract typer's internal one. A click.Group
root hosting Typer sub-apps would put two Click implementations in one
process. The root is therefore a typer.Typer, and lazy registration will go
through the supported typer.Typer(cls=...) surface with a TyperGroup
subclass. T-1260 is corrected to match.

The callback is not decoration: a Typer root with no commands AND no callback
raises at build time, and lazy registration means no command is ever eager.
The ticket claimed a zero-command root always raises — half right, and the
half that matters is that a callback makes it legal.

rich_markup_mode=None is load-bearing rather than cosmetic. It takes an empty
--help from 168 ms to 74 ms, and keeps rich and pygments off the import path
entirely rather than merely skipping the render. It also stops typer drawing
box-art help, which it does even when stdout is a pipe — that would have put
box-drawing characters into every hook log and agent capture. typer-slim was
considered and rejected: deprecated since 0.22.0, now a shallow wrapper that
installs all of typer.

D-263 amended: the feels-instant ceiling goes from 250 ms to 500 ms. A ceiling
is not a typical and most invocations sit far below it; the tighter number was
buying discipline that the import-graph assertion enforces better. Stay smart
about what loads, stop worrying about tightness.

Security, checked 2026-08-23. typer has no advisories on record. pydantic
2.13.4 clears PYSEC-2026-1812 (email-regex ReDoS, fixed in 2.4.0) — and the
2026 SSRF advisories CVE-2026-25580 and CVE-2026-54249 are against
pydantic-ai, a different package that is not a dependency here, recorded in
pyproject so the next sweep does not re-panic. Transitively, pygments 2.21.0
clears CVE-2026-4539.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-23 14:01:32 +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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