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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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Claude Opus 5
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@@ -88,9 +88,10 @@ At any point, run:
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/help
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```
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This reads your current phase from `production/stage.txt`, checks which
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artifacts exist, and tells you exactly what to do next. It distinguishes
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between REQUIRED next steps and OPTIONAL opportunities.
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This reads your current phase from `project.stage` in `project.yaml` (falling
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back to `production/stage.txt`), checks which artifacts exist, and tells you
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exactly what to do next. It distinguishes between REQUIRED next steps and
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OPTIONAL opportunities.
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### Step 5: Create Your Directory Structure
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@@ -155,7 +156,7 @@ with defined pillars and a player journey. This is where you figure out
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| | |
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v v v
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10 concepts Concept doc with Validation Engine pinned in
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MDA analysis pillars, MDA, of concept technical-preferences.md
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MDA analysis pillars, MDA, of concept project.yaml
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Player motiv. core loop, USP document
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v
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@@ -230,8 +231,9 @@ Or with a specific engine:
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**What /setup-engine does:**
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- Populates `.claude/docs/technical-preferences.md` with naming conventions,
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performance budgets, and engine-specific defaults
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- Writes engine, language, specialists, naming conventions, and performance
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budgets to `project.yaml` (the source of truth) and mirrors them to
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`.claude/docs/technical-preferences.md` (the human-readable legacy fallback)
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- Detects knowledge gaps (engine version newer than LLM training data) and
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advises cross-referencing `docs/engine-reference/`
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- Creates version-pinned reference docs in `docs/engine-reference/`
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@@ -268,7 +270,7 @@ production.
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**Requirements to pass:**
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- Engine configured in `technical-preferences.md`
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- Engine configured in `project.yaml` (`engine.*`)
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- `design/gdd/game-concept.md` exists with pillars
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- `design/gdd/systems-index.md` exists with dependency ordering
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@@ -357,7 +359,8 @@ Before the next system starts, validate the current one:
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/design-review design/gdd/combat-system.md
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```
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Checks all 8 sections for completeness, formula clarity, edge case resolution,
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Checks the sections your `modes.workflow` tier requires (all 8 at `full`, 5 at
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`standard`) for completeness, formula clarity, edge case resolution,
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bidirectional dependencies, and testable acceptance criteria.
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**Verdict:** APPROVED / NEEDS REVISION / MAJOR REVISION. Only APPROVED GDDs
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@@ -599,8 +602,9 @@ Three modes: screen/flow, HUD, and interaction patterns. Output goes to
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interaction map, data requirements, events fired, accessibility, localization.
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Reads your `accessibility-requirements.md` (written in Phase 3) and your
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input method config from `technical-preferences.md` to drive accessibility
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and input coverage checks — no need to re-specify them per screen.
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input method config from `project.yaml` (the `platform.*` block, falling back
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to `technical-preferences.md`) to drive accessibility and input coverage
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checks — no need to re-specify them per screen.
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> **Tip:** `/design-system` emits a 📌 UX Flag for every system with UI
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> requirements. Use those flags as a checklist for which screens need specs.
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@@ -1156,7 +1160,8 @@ These topics apply across all phases.
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Director gates are specialist agents that review your work at key workflow steps.
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By default they run at every checkpoint. You can control how much review you get.
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**Set your review intensity once during `/start`.** Saved to `production/review-mode.txt`.
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**Set your review intensity once during `/start`.** Saved to `modes.review_mode`
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in `project.yaml` (mirrored to `production/review-mode.txt` as a legacy fallback).
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| Mode | What runs | Best for |
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|------|-----------|----------|
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@@ -1172,7 +1177,7 @@ By default they run at every checkpoint. You can control how much review you get
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```
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The `--review` flag works on all gate-using skills. Change the global mode at any
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time by editing `production/review-mode.txt` directly or re-running `/start`.
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time by editing `modes.review_mode` in `project.yaml` or re-running `/start`.
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Full gate definitions and check pattern: `.claude/docs/director-gates.md`
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@@ -1256,7 +1261,7 @@ The system has 12 hooks that run automatically:
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| `validate-skill-change.sh` | Skill file written | Advises running `/skill-test` after `.claude/skills/` changes |
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| `log-agent.sh` | Agent start | Logs agent invocations for audit trail |
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| `log-agent-stop.sh` | Agent stop | Completes agent audit trail (start + stop) |
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| `session-stop.sh` | Session end | Final session logging |
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| `session-stop.sh` | **Every response ends** | Session logging and the subagent spawn tally. Despite the name it fires once per response, not once per session. |
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### Context Resilience
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@@ -1327,8 +1332,9 @@ Phase gates are formal checkpoints. Run `/gate-check` with the transition name:
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- **CONCERNS** -- requirements met with acknowledged risks, passable
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- **FAIL** -- requirements not met, blocks advancement with specific remediation
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When a gate passes, `production/stage.txt` is updated (only then), which
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controls the status line and `/help` behavior.
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When a gate passes, `project.stage` in `project.yaml` is updated (only then) —
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mirrored to `production/stage.txt` — which controls the status line and `/help`
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behavior.
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### Reverse Documentation
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