`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 Code Game Studios -- Game Studio Agent Architecture
Indie game development managed through 49 coordinated Claude Code subagents. Each agent owns a specific domain, enforcing separation of concerns and quality.
Technology Stack
- Engine: [CHOOSE: Godot 4 / Unity / Unreal Engine 5]
- Language: [CHOOSE: GDScript / C# / C++ / Blueprint]
- Version Control: Git with trunk-based development
- Build System: [SPECIFY after choosing engine]
- Asset Pipeline: [SPECIFY after choosing engine]
Note
: Engine-specialist agents exist for Godot, Unity, and Unreal with dedicated sub-specialists. Use the set matching your engine.
Project Structure
@.claude/docs/directory-structure.md
Engine Version Reference
@docs/engine-reference/godot/VERSION.md
Technical Preferences
project.yaml at the repo root is the primary config store — engine, specialists,
naming, platform, performance, modes. Skills resolve it via resolve_config
(see .claude/docs/config-resolution.md).
.claude/docs/technical-preferences.md is the legacy fallback, read on demand
when a key is absent from project.yaml. It is no longer imported here: before
/setup-engine runs it is almost entirely [TO BE CONFIGURED] placeholders, and
after it runs project.yaml holds the real values.
Coordination Rules
@.claude/docs/coordination-rules.md
Collaboration Protocol
User-driven collaboration, not autonomous execution. Every task follows: Question -> Options -> Decision -> Draft -> Approval
- Agents MUST ask "May I write this to [filepath]?" before using Write/Edit tools
- Agents MUST show drafts or summaries before requesting approval
- Multi-file changes require explicit approval for the full changeset
- No commits without user instruction
See docs/COLLABORATIVE-DESIGN-PRINCIPLE.md for full protocol and examples.
First session? If the project has no engine configured and no game concept, run
/startto begin the guided onboarding flow.
Coding Standards
@.claude/docs/coding-standards.md
Context Management
Read .claude/docs/context-management.md on demand — it is a reference, not
session context. Two of its conventions are load-bearing and cited by name
elsewhere in the repo, so they are restated here rather than lost:
production/session-state/active.mdis the session checkpoint. The file is the memory, not the conversation. Read it first after any compaction, crash, or/clear.- Helpers in
.claude/scripts/emit observations, never verdicts. A script that scores or judges will eventually contradict a mode or override it cannot see. (Cited byartifact-check.shandadr-dep-graph.sh.)