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`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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Gate definition, loaded by
/gate-checkfor the TARGET PHASE ONLY. Never load the other five — one gate applies per invocation.
Gate: Concept → Systems Design
Required Artifacts:
design/gdd/game-concept.mdexists and has content- Game pillars defined (in concept doc or
design/gdd/game-pillars.md) - Visual Identity Anchor section exists in
design/gdd/game-concept.md(from brainstorm Phase 4 art-director output)
Recommended (not blocking):
- Concept prototype exists in
prototypes/with a REPORT.md showing PROCEED verdict (/prototype [core-mechanic]) — skipping this means GDDs may be written for an idea that hasn't been played. Acceptable if the concept is proven by other means.
Quality Checks:
- Game concept has been reviewed (
/design-reviewverdict not MAJOR REVISION NEEDED) - Core loop is described and understood
- Target audience is identified
- Visual Identity Anchor contains a one-line visual rule and at least 2 supporting visual principles
Workflow tier reductions
The checklist above is the full baseline. At lower tiers apply the
reduction for the resolved tier; items not named keep their status above.
Reductions only ever relax a requirement — workflow_overrides is the
only thing that adds one.
full— game-concept.md + pillars + Visual Identity Anchor all requiredstandard— pillars + Visual Identity Anchor → recommended;game-concept.mdstays requiredminimal— gate target isdesign/game-brief.md(notgame-concept.md); the GDD / pillars / Visual Identity Anchor checks drop (a brief with content = PASS)./brainstormwritesdesign/game-brief.mdat this tier (Option A);game-concept.mdremains thestandard/fullconcept doc.