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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: Concept → Systems Design
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**Required Artifacts:**
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- [ ] `design/gdd/game-concept.md` exists and has content
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- [ ] Game pillars defined (in concept doc or `design/gdd/game-pillars.md`)
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- [ ] Visual Identity Anchor section exists in `design/gdd/game-concept.md` (from brainstorm Phase 4 art-director output)
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**Recommended (not blocking):**
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- [ ] Concept prototype exists in `prototypes/` with a REPORT.md showing PROCEED verdict
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(`/prototype [core-mechanic]`) — skipping this means GDDs may be written for an
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idea that hasn't been played. Acceptable if the concept is proven by other means.
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**Quality Checks:**
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- [ ] Game concept has been reviewed (`/design-review` verdict not MAJOR REVISION NEEDED)
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- [ ] Core loop is described and understood
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- [ ] Target audience is identified
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- [ ] Visual Identity Anchor contains a one-line visual rule and at least 2 supporting visual principles
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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`** — game-concept.md + pillars + Visual Identity Anchor all required
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- **`standard`** — pillars + Visual Identity Anchor → recommended; `game-concept.md` stays required
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- **`minimal`** — gate target is **`design/game-brief.md`** (not `game-concept.md`); the GDD / pillars / Visual Identity Anchor checks **drop** (a brief with content = PASS). `/brainstorm` writes `design/game-brief.md` at this tier (Option A); `game-concept.md` remains the `standard`/`full` concept doc.
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