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Release 1.1.0 — one config file, and a process weight you choose
`project.yaml` at the repo root is now the single source of truth for a project's configuration, replacing `production/stage.txt`, `production/review-mode.txt` and `.claude/docs/technical-preferences.md` (all three still read as a fallback; nothing is force-deleted). **`modes.rigor` — one question instead of six.** `minimal`, `standard` or `full` fronts six knobs: `modes.workflow`, `docs.density`, `qa.level`, `modes.story_granularity`, `modes.review_mode` and `team.size`. It defaults to `minimal`, which is a change from 1.0's behaviour: the heavier tier was measured costing several times more to reach working code without producing a better result, and returning nothing when a fresh developer inherited the project. Pin `modes.rigor: standard` to keep 1.0's process level. Also in this release: - `/settings` to view or change any setting, and `project.local.yaml` for per-developer preferences that should not be committed. - `system_overrides` to hold one system to a higher standard than the rest of the project, and `testing.strict` to set per test type whether missing evidence blocks a story or warns. - A story that changes anything the player sees is not closed until the game has been launched, observed, and a screenshot retained in `production/qa/evidence/`. A parse check is not a run. This holds at every rigor level, including `minimal`, where automated tests are waived but the look is not. - The code root is engine-specific and enforced as such: Godot `src/`, Unity `Assets/`, Unreal `Source/<Module>/`. Two of the three will not build a project laid out any other way. - Migration tooling for existing projects: `.claude/scripts/migrate-v1-config.sh` converts a 1.0 layout, non-destructively by default, with a report to review before `--finalize` deletes anything. - Ask-before-write holds regardless of personal automation settings. Upgrading from 1.0 or earlier: see UPGRADING.md. Full list of changes: CHANGELOG.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016xvzG3i7pWQg4LjyDwWMXd
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@@ -136,3 +136,23 @@ Coordinate multiple agents on a single feature area:
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| `/team-level` | level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester |
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| `/team-live-ops` | live-ops-designer + economy-designer + community-manager + analytics-engineer |
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| `/team-qa` | qa-lead + qa-tester + gameplay-programmer + producer |
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## Overlap with Claude Code's bundled skills
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Claude Code ships its own skills, and one name collides with CCGS's.
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| You type | You get | Use it for |
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|---------|---------|-----------|
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| `/code-review` | **CCGS's** — project skills take the bare name | Architectural review against this project's coding standards, SOLID, testability and the control manifest. Knows about ADRs, stories and `docs/architecture/`. |
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| `/code-review:code-review` | **Claude Code's bundled** review | Reviewing a pull request or a plain diff, with no knowledge of CCGS's design documents or gates. |
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Both are useful; they answer different questions. Reach for the CCGS one during
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`/dev-story` and before `/story-done`, because it checks the things the gates
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later check. Reach for the bundled one when you want a general review of a diff
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that has nothing to do with a story.
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CCGS does **not** turn the bundled skills off. `disableBundledSkills` would
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remove all of them, including `/debug`, `/security-review` and `/simplify`,
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which are worth keeping. If you want a bundled skill hidden, use
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`skillOverrides` in your own `.claude/settings.local.json` rather than disabling
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the whole set.
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