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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# Game Brief: [Working Title]
<!--
THE ONE-PAGE BRIEF. At the `minimal` workflow tier this is the ENTIRE design doc —
it replaces the full concept doc, systems decomposition, and per-system GDDs.
Keep it to one screen. If a field needs a second paragraph, you're writing a GDD,
not a brief. Fill every REQUIRED field; the two RECOMMENDED one-liners are cheap
but optional. Engine is set separately (project.yaml / /setup-engine) — don't restate it.
Field set grounded in industry practice — Tim Ryan (*Anatomy of a Design Document*),
Stone Librande (GDC *One-Page Designs*: the one-page constraint forces the real
thinking and cuts ceremony), and lean/agile GDD practice.
-->
**One-sentence pitch:** [Describe the game in one excited sentence. If it takes two, cut until it's one — "the longer your pitch, the more diluted your vision."]
## Core loop
<!-- The cycle the player repeats. What they do → what they get → why they do it again. 2–4 bullets. -->
-
## Player goal & fail state — what "working" looks like
<!-- What the player is trying to achieve (the win, the score, or the point) and how a run ends or fails. Even a cozy or sandbox game has a "a session feels complete when…". This is the one field your stories' ACCEPTANCE CRITERIA trace back to — it turns "the game works" into something testable. One or two lines. -->
-
## MVP — what must exist to be the game
<!-- The ruthlessly short list of features without which this ISN'T the game yet. Each one becomes a story. Longer than ~7 and it's not an MVP. -->
-
## Out of scope — not building this
<!-- What you're deliberately NOT doing. The list that saves the project. Be specific: "no multiplayer", "no save system", "one level only". -->
-
## Build order
<!-- The sequence to build the MVP. Risky / core-fun thing FIRST — prove it's fun before you polish. -->
1.
---
<!-- RECOMMENDED — one line each, delete a line only if it's truly N/A for this game. -->
**Who it's for / what they feel:** [One line: the player and the feeling. e.g. "solo puzzle fans who want a cozy 20-minute sitting."]
**Art & audio direction:** [One line of aesthetic intent — drives asset choices. e.g. "flat pastel vector art, lo-fi ambient."]