Files
Claude-Code-Game-Studios/.claude/docs/rules-reference.md
T
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

3.5 KiB

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:

  1. 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.
  2. 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.
  3. 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.md is 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.