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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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co-authored by
Claude Opus 5
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commit
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@@ -1,13 +1,16 @@
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---
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name: localize
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description: "Full localization pipeline: scan for hardcoded strings, extract and manage string tables, validate translations, generate translator briefings, run cultural/sensitivity review, manage VO localization, test RTL/platform requirements, enforce string freeze, and report coverage."
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description: "Localization pipeline — find hardcoded strings, extract string tables, cultural review, VO, RTL, enforce string freeze."
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argument-hint: "[scan|extract|validate|status|brief|cultural-review|vo-pipeline|rtl-check|freeze|qa]"
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user-invocable: true
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agent: localization-lead
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allowed-tools: Read, Glob, Grep, Write, Bash, Task, AskUserQuestion
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allowed-tools: Read, Glob, Grep, Write, Bash, Agent, AskUserQuestion
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model: sonnet
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---
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!`source "${CLAUDE_PROJECT_DIR:-.}/.claude/hooks/yaml-helper.sh" 2>/dev/null && resolve_config --keys automation`
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# Localization Pipeline
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Localization is not just translation — it is the full process of making a game
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@@ -32,9 +35,13 @@ If no subcommand is provided, output usage and stop. Verdict: **FAIL** — missi
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---
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Every `AskUserQuestion` call follows `.claude/docs/automation-modes.md`
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(collaborative asks always · guided major-only · autonomous logs and proceeds;
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`automation_always_ask` categories always prompt).
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## Phase 2A: Scan Mode
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Search `src/` for hardcoded user-facing strings:
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Search the **code root** (resolve per `.claude/docs/code-root-resolution.md`) for hardcoded user-facing strings. **If the code root is unresolved, report `NOT ASSESSED — code root unresolved` rather than zero hits.** Zero hits from an unresolved root reads as "nothing to localize", which is the failure this guards:
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- String literals in UI code not wrapped in a localization function (`tr()`, `Tr()`, `NSLocalizedString`, `GetText`, etc.)
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- Concatenated strings that should be parameterized
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@@ -83,7 +90,7 @@ Read all string table files in `assets/data/strings/`. For each locale, check:
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- **Placeholder mismatches** — source has `{name}` but translation omits it or adds extras
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- **String length violations** — translation exceeds the character limit recorded in the source `context` field
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- **Plural form count** — locale requires N plural forms; translation provides fewer
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- **Orphaned keys** — translation exists but nothing in `src/` references the key
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- **Orphaned keys** — translation exists but nothing in the code root references the key
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- **Stale translations** — source string changed after translation was written (flag for re-translation)
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- **Encoding** — non-ASCII characters present and font atlas supports them (flag if uncertain)
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@@ -104,7 +111,15 @@ String freeze: [Active / Not yet called / Lifted]
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| Locale | Total | Translated | Missing | Stale | Coverage |
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|--------|-------|-----------|---------|-------|----------|
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| en (source) | [N] | [N] | 0 | 0 | 100% |
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| en (source) | [N] | [N] | [N] | [N] | [N]% |
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> **Every cell above is a count you must take from the string table — including
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> the source row.** Do not pre-fill the source locale as `100%`: that asserts a
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> result before counting, and on a project with no `assets/data/strings/` it
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> produces a coverage report for a table that does not exist. If the string table
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> is absent, the whole status output is
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> **`NOT ASSESSED — no string table found`**, not a matrix of zeros with a
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> confident source row.
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| [locale] | [N] | [N] | [N] | [N] | [X]% |
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### Issues
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@@ -180,7 +195,7 @@ Ask: "May I write this translator brief to `production/localization/translator-b
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## Phase 2F: Cultural Review Mode
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Spawn `localization-lead` via Task. Ask them to audit the following for cultural sensitivity across the target locales (read from `assets/data/strings/` and `assets/`):
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Spawn `localization-lead` via `Agent`. Ask them to audit the following for cultural sensitivity across the target locales (read from `assets/data/strings/` and `assets/`):
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### Content Areas to Review
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@@ -268,7 +283,7 @@ Glob `assets/audio/vo/[locale]/` for all `.wav`/`.ogg` files. Cross-reference ag
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### VO Pipeline: Integrate
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Grep `src/` for VO audio references. Verify each referenced path exists in `assets/audio/vo/[locale]/`. Report broken references.
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Grep the code root for VO audio references. Verify each referenced path exists in `assets/audio/vo/[locale]/`. Report broken references.
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---
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@@ -277,7 +292,7 @@ Grep `src/` for VO audio references. Verify each referenced path exists in `asse
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Right-to-left languages (Arabic, Hebrew, Persian, Urdu) require layout mirroring beyond
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just translating text. This mode validates the implementation.
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Read `.claude/docs/technical-preferences.md` to determine the engine. Then check:
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Determine the engine: read `engine.name` from `project.yaml`; if that key is absent or empty (including when `project.yaml` has no `engine:` block), fall back to `.claude/docs/technical-preferences.md`. Then check:
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**Layout mirroring**
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- Is RTL layout enabled in the engine? (Godot: `Control.layout_direction`, Unity: `RTL Support` package, Unreal: text direction flags)
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@@ -364,10 +379,10 @@ When `extract` mode finds new or modified strings and `freeze-status.md` shows S
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## Phase 2J: QA Mode
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Localization QA is a dedicated pass that runs after translations are delivered but
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before any locale ships. This is not the same as `/validate` (which checks completeness)
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— this is a structured playthrough-based quality check.
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before any locale ships. This is not the same as `/localize validate` (which checks
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completeness) — this is a structured playthrough-based quality check.
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Spawn `localization-lead` via Task with:
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Spawn `localization-lead` via `Agent` with:
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- The target locale(s) to QA
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- The list of all screens/flows in the game (from `design/gdd/` or `/content-audit` output)
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- The current `/localize validate` report
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