`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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Data File Rules
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All JSON files must be valid JSON — broken JSON blocks the entire build pipeline
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File naming: lowercase with underscores only, following
[system]_[name].jsonpattern -
Every data file must have a documented schema (either JSON Schema or documented in the corresponding design doc)
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Numeric values must include comments or companion docs explaining what the numbers mean
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Use consistent key naming:
snake_casefor keys within JSON files, matching the[system]_[name].jsonfile convention one line above and the engine idiom every other standard in this repo uses.On Unity and Unreal this costs you a mapping layer — budget for it rather than changing the keys.
JsonUtilitybinds by exact field name, and C# fields arecamelCasepernaming.variables, so a snake_case file cannot bind directly to the type that consumes it. Use a private nested DTO whose fields are the wire format and which maps once into your real type, or take a dependency that supports a naming policy (NewtonsoftSnakeCaseNamingStrategy,System.Text.JsonJsonNamingPolicy). Do not switch the file to camelCase to avoid the DTO: keys are the cross-engine contract. Write the DTO and document it as a wire-format boundary — that is the intended shape. -
No orphaned data entries — every entry must be referenced by code or another data file
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Version data files when making breaking schema changes
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Include sensible defaults for all optional fields
Examples
Correct naming and structure (combat_enemies.json):
{
"goblin": {
"base_health": 50,
"base_damage": 8,
"move_speed": 3.5,
"loot_table": "loot_goblin_common"
},
"goblin_chief": {
"base_health": 150,
"base_damage": 20,
"move_speed": 2.8,
"loot_table": "loot_goblin_rare"
}
}
Incorrect (EnemyData.json):
{
"Goblin": { "hp": 50 }
}
Violations: uppercase filename, uppercase key, no [system]_[name] pattern, missing required fields.