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settled-reach/docs/briefings/ozzie.md
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jpmschweitzerandClaude Opus 4.6 cff4c74d75 docs(briefings): update all briefings for decisions split and DEVOPS.md
Update Key Documents sections to reference decisions/ directory instead
of monolithic DECISIONS.md. Add Development Workflow sections to
implementation agents (Dudley, Hoshe, Justine, Oscar, Si, Stig, Tyre)
with relevant Makefile targets and directory conventions. Streamline
decision references to point to specific domain files.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 15:55:58 +01:00

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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/ - domain-split decision files (see decisions/README.md for index)
  • docs/discussions/ - archived rounds
  • TEAM.md - team roster