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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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> Gate definition, loaded by `/gate-check` for the TARGET PHASE ONLY.
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> Never load the other five — one gate applies per invocation.
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# Gate: Production → Polish
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**Required Artifacts:**
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- [ ] The code root has active code organized into subsystems
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- [ ] All core mechanics from GDD are implemented (cross-reference `design/gdd/` with the code root)
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- [ ] Main gameplay path is playable end-to-end
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- [ ] Test files exist in `tests/unit/` and `tests/integration/` covering Logic and Integration stories
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- [ ] All Logic stories from this sprint have corresponding unit test files in `tests/unit/`
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- [ ] Smoke check has been run with a PASS or PASS WITH WARNINGS verdict — report exists in `production/qa/`
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- [ ] At least one QA plan exists in `production/qa/` (generated by `/qa-plan`) covering this sprint, the final production sprint, or this production phase — run `/qa-plan` if missing (CONCERNS — advisory, not blocking)
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- [ ] QA sign-off report exists in `production/qa/` (generated by `/team-qa`) with verdict APPROVED or APPROVED WITH CONDITIONS
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- [ ] At least 3 distinct playtest sessions documented in `production/qa/playtests/`
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- [ ] Playtest reports cover: new player experience, mid-game systems, and difficulty curve
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- [ ] Fun hypothesis from Game Concept has been explicitly validated or revised
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**Quality Checks:**
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- [ ] Tests are passing (run test suite via Bash)
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- [ ] No critical/blocker bugs in any bug tracker or known issues
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- [ ] Core loop plays as designed (compare to GDD acceptance criteria)
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- [ ] Performance is within budget (check `performance.*` in `project.yaml`, else technical-preferences.md targets)
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- [ ] Playtest findings have been reviewed and critical fun issues addressed (not just documented)
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- [ ] No "confusion loops" identified — no point in the game where >50% of playtesters got stuck without knowing why
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- [ ] Difficulty curve matches the Difficulty Curve design doc (if one exists at `design/difficulty-curve.md`)
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- [ ] All implemented screens have corresponding UX specs (no "designed in-code" screens)
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- [ ] Interaction pattern library is up-to-date with all patterns used in implementation
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- [ ] Accessibility compliance verified against committed tier in `design/accessibility-requirements.md`
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## Workflow tier reductions
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The checklist above is the **`full` baseline**. At lower tiers apply the
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reduction for the resolved tier; items not named keep their status above.
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Reductions only ever *relax* a requirement — `workflow_overrides` is the
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only thing that adds one.
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- **`full`** — core mechanics + Logic/Integration tests + smoke check (PASS) + QA sign-off + 3+ playtests all required
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- **`standard`** — QA sign-off + per-story test coverage → recommended;
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**core mechanics + smoke check + playable end-to-end + 1+ documented
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playtest + no critical/blocker bugs** required
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- **`minimal`** — **smoke check + playable end-to-end + no critical/blocker
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bugs** required; the core-mechanics cross-check → recommended; everything
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else **drops**. Reductions relax what must *exist*, never what must *work* —
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a gate that closes production on "it boots" alone has not asked whether the
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game plays.
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