`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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Path-Specific Rules
Rules in .claude/rules/ carry paths: frontmatter. Claude Code loads a
path-scoped rule when it READS a file matching one of those globs — not on
every tool use, and not when it creates one.
Three consequences, and none of them are optional reading:
- Reading, not editing. A rule scoped to
src/gameplay/**reaches the model when a file there is opened. An agent that writes a brand-new file in that directory without opening an existing one never sees it. Most work in this framework creates files rather than reads them, so this is the common case, not the corner case. - Context, not enforcement. A loaded rule is guidance the model weighs, the
same as
CLAUDE.md. Anything that must hold regardless of what the model decides belongs in a hook —.claude/hooks/already enforces JSON validity and commit shape that way. - A rule with no
paths:loads every session, at the same priority as.claude/CLAUDE.md. That is the lever for a rule that must always apply; it costs context in every session, so it is a deliberate trade, not a default.
Where a rule duplicates guidance an agent definition already carries, the two must agree. Contradicting instructions are resolved arbitrarily, so a rule and an agent stating different versions of the same standard is worse than either alone.
To see which rules actually load, and why, wire the InstructionsLoaded hook —
.claude/hooks/log-instructions.sh records every instruction file and its load
reason (session_start, path_glob_match, nested_traversal, compact) to
production/session-logs/instructions-loaded.log.
| Rule File | Path Pattern | Enforces |
|---|---|---|
gameplay-code.md |
src/gameplay/** |
Data-driven values, delta time, no UI references |
engine-code.md |
src/core/** |
Zero allocs in hot paths, thread safety, API stability |
ai-code.md |
src/ai/** |
Performance budgets, debuggability, data-driven params |
network-code.md |
src/networking/** |
Server-authoritative, versioned messages, security |
ui-code.md |
src/ui/** |
No game state ownership, localization-ready, accessibility |
design-docs.md |
design/gdd/** |
Required 8 sections, formula format, edge cases |
narrative.md |
design/narrative/** |
Lore consistency, character voice, canon levels |
data-files.md |
assets/data/** |
JSON validity, naming conventions, schema rules |
test-standards.md |
tests/** |
Test naming, coverage requirements, fixture patterns |
prototype-code.md |
prototypes/** |
Relaxed standards, README required, hypothesis documented |
shader-code.md |
assets/shaders/** |
Naming conventions, performance targets, cross-platform rules |
agent-memory.md |
.claude/agent-memory/** |
The one place an agent may write unasked — and why a temporary absence must never be recorded as a durable fact |
skill-authoring.md |
.claude/skills/**, .claude/agents/** |
A check that cannot report it did not run is not a check — verdict vocabularies, fail-closed defaults, self-announcing skips, sourcing, derived gate coverage |
skill-authoring.mdis the odd one out and deliberately so. Every other rule here scopes a game directory; that one scopes the framework's own authoring paths. It exists because one failure shape kept recurring across unrelated subsystems — a step that could not run producing output indistinguishable from a step that ran and found nothing. The same mistake in nine places is a missing design rule, not nine mistakes.