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Claude-Code-Game-Studios/.claude/docs/error-recovery-protocol.md
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DonchitosandClaude Opus 5 d05699707f 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
2026-09-23 12:25:11 +10:00

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Error Recovery Protocol

Shared procedure for any skill that spawns agents via the Agent tool. Referenced from the ## Error Recovery Protocol section of each orchestration/review skill. Those skills keep the two load-bearing imperatives (surface immediately, produce a partial report) inline, and keep their own Common blockers list inline — those are skill-specific. This file holds the full four-step procedure.

Trigger 0 — verify the artifact before reading the response

Before applying anything below, and before treating a phase as complete: if the return contract named a path, check that the path exists. A named artifact that is not on disk is a FAILED PHASE, no matter how the agent's response reads.

This trigger exists because the three below are not sufficient. They fire on BLOCKED, on an error, and on "cannot complete" — and an agent can fail in a way that is none of those. Observed live: a devops-engineer spawned as half of a parallel phase ran 26 tool calls and ~31,600 tokens, then returned a single fluent preamble — "I'll verify the build infrastructure…" — with no path, no summary, no BLOCKED item, and no file written. Nothing in steps 1–4 matches that shape. An orchestrator reading the transcript sees a plausible response and advances, and half a parallel phase disappears with no signal at all.

The work was not lost — resumed with an explicit "you did not honour the return contract" message, the same agent completed in one tool call, because its investigation was still in context. Only the write-and-return step had failed. So the recovery is cheap; the detection is the hard part, and the detection cannot come from reading the response.

A fluent response is not evidence that a phase ran. The artifact is — observe the artifact, not the transcript. The rule applies to sub-agents exactly as it does to skills.

When the path is missing:

  1. Do not advance the pipeline or summarise the phase as done.
  2. Resume the agent, naming the unmet contract explicitly and telling it that "I could not write" is a valid answer but silence is not. Prefer resuming over re-spawning — the context is usually still there, and a re-spawn pays for the whole investigation again.
  3. If the second attempt also produces nothing, treat it as BLOCKED and apply steps 1–4 below.

If any spawned agent returns BLOCKED, errors, or cannot complete:

  1. Surface immediately — report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases.
  2. Assess dependencies — check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
  3. Offer options via AskUserQuestion:
    • Skip this agent and note the gap in the final report
    • Retry with narrower scope
    • Stop here and resolve the blocker first
  4. Always produce a partial report — output whatever was completed. Never discard work because one agent blocked.