Files
Claude-Code-Game-Studios/.claude/rules/agent-memory.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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2.5 KiB
Markdown

---
paths:
- ".claude/agent-memory/**"
---
# Agent Memory Rules
**Agent memory is the one place an agent may write without asking — and the only
one.** `.claude/agent-memory/` is gitignored, per-agent, and never ships. That
exemption exists because the memory is the agent's own working notes about how to
do its job, not a project artifact.
It does **not** extend anywhere else. The Collaboration Protocol still governs
every file under `src/`, `design/`, `docs/`, `production/` and `assets/`: ask
first, naming the path. Writing a memory is never a substitute for asking, and a
memory must never be used to record something the user declined to have written.
## Never record a temporary absence as a durable fact
This is the failure this file exists to prevent, and this repo is unusually
exposed to it.
**CCGS ships as a template the user clones *as their game*.** So on day one every
agent observes the same things — no `src/`, no GDDs, no engine configured, no
`tests/performance/` — and every one of those observations is **guaranteed to
stop being true**. A memory reading *"this repo is the framework, not a game;
perf requests have no target"* is accurate when written and actively harmful two
weeks later, when it tells a future run to return BLOCKED on a project that now
has a build. The agent will not re-derive it; that is what memory is for.
So:
- **Prefer recording a method over a state.** "Confirm an engine project and a
captured profile exist before profiling; return BLOCKED naming what is missing
rather than estimating" is durable. "There is no game here" is a timestamp.
- **If you must record a state, state what invalidates it**, on the same line:
`INVALIDATED WHEN: project.yaml declares an engine, or src/ contains game code.`
A reader with no other context must be able to tell whether the note still
holds.
- **Never record absence of a game, of assets, of tests or of config as a
settled property of the project.** Those are the states CCGS exists to move a
user out of.
## Disclose the write
Say in your response that you recorded a memory and where. An unmentioned write
is indistinguishable from no write, and the user cannot correct a note they do
not know exists — the same reason a skipped check has to announce itself
(`.claude/rules/skill-authoring.md`, obligation 3).
## Verify before you trust
A recalled memory reflects what was true when it was written. If it names a file,
a path, a setting or a count, **check that it still holds before acting on it**.
Memory is a starting point for investigation, never evidence.