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A video game where you play as a misaligned AI, deceiving and building power. An experiment in spec-driven development.
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README.md
Knowledge base #
Durable, current-state facts about this project, for anyone — human or agent — who works on it. Read this folder before making changes.
How it differs from the other documents:
- DESIGN.md is the constitution: what the game is and why. It is prescriptive. Code follows it, never the other way around.
devlogs/andDEVLOG.mdare history: what happened, in order. Never edited after the fact.knowledge/is present tense: how things actually work right now. When reality changes, these files are edited in place. A stale knowledge file is a bug — fix it in the same commit that made it stale.
Contents #
- development-style.md — the constitution rule and how to work here. Read this first.
- tick.md — the project heartbeat: the session-opening audit every agent performs, and the defense rule for commits.
- design-sessions.md — the collaborative design workflow: how riffs become constitutional law, specs, and devlogs.
- architecture.md — crate layout, the sim/frontend split, and the invariants that protect it.
- sim-mechanics.md — the implemented game rules and tuning constants, with file pointers.
- art-pipeline.md — Pixel Lab facts beyond what the skill covers, and how art flows into the Bevy frontend.
- workflows.md — build/test/run/verify commands, git conventions, and testing tricks that caught real bugs.