@zigrivers/scaffold 3.4.0 → 3.5.0

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Files changed (194) hide show
  1. package/README.md +411 -7
  2. package/content/knowledge/game/game-accessibility.md +328 -0
  3. package/content/knowledge/game/game-ai-patterns.md +542 -0
  4. package/content/knowledge/game/game-asset-pipeline.md +359 -0
  5. package/content/knowledge/game/game-audio-design.md +342 -0
  6. package/content/knowledge/game/game-binary-vcs-strategy.md +396 -0
  7. package/content/knowledge/game/game-design-document.md +260 -0
  8. package/content/knowledge/game/game-domain-patterns.md +297 -0
  9. package/content/knowledge/game/game-economy-design.md +355 -0
  10. package/content/knowledge/game/game-engine-selection.md +242 -0
  11. package/content/knowledge/game/game-input-systems.md +357 -0
  12. package/content/knowledge/game/game-level-content-design.md +455 -0
  13. package/content/knowledge/game/game-liveops-analytics.md +280 -0
  14. package/content/knowledge/game/game-localization.md +323 -0
  15. package/content/knowledge/game/game-milestone-definitions.md +337 -0
  16. package/content/knowledge/game/game-modding-ugc.md +390 -0
  17. package/content/knowledge/game/game-narrative-design.md +404 -0
  18. package/content/knowledge/game/game-networking.md +391 -0
  19. package/content/knowledge/game/game-performance-budgeting.md +378 -0
  20. package/content/knowledge/game/game-platform-certification.md +417 -0
  21. package/content/knowledge/game/game-project-structure.md +360 -0
  22. package/content/knowledge/game/game-save-systems.md +452 -0
  23. package/content/knowledge/game/game-testing-strategy.md +470 -0
  24. package/content/knowledge/game/game-ui-patterns.md +475 -0
  25. package/content/knowledge/game/game-vr-ar-design.md +313 -0
  26. package/content/knowledge/review/review-art-bible.md +305 -0
  27. package/content/knowledge/review/review-game-design.md +303 -0
  28. package/content/knowledge/review/review-game-economy.md +272 -0
  29. package/content/knowledge/review/review-netcode.md +280 -0
  30. package/content/knowledge/review/review-platform-cert.md +341 -0
  31. package/content/methodology/custom-defaults.yml +25 -0
  32. package/content/methodology/deep.yml +25 -0
  33. package/content/methodology/game-overlay.yml +145 -0
  34. package/content/methodology/mvp.yml +25 -0
  35. package/content/pipeline/architecture/ai-behavior-design.md +87 -0
  36. package/content/pipeline/architecture/netcode-spec.md +86 -0
  37. package/content/pipeline/architecture/review-netcode.md +78 -0
  38. package/content/pipeline/foundation/performance-budgets.md +91 -0
  39. package/content/pipeline/modeling/narrative-bible.md +84 -0
  40. package/content/pipeline/pre/game-design-document.md +89 -0
  41. package/content/pipeline/pre/review-gdd.md +74 -0
  42. package/content/pipeline/quality/analytics-telemetry.md +98 -0
  43. package/content/pipeline/quality/live-ops-plan.md +99 -0
  44. package/content/pipeline/quality/platform-cert-prep.md +129 -0
  45. package/content/pipeline/quality/playtest-plan.md +83 -0
  46. package/content/pipeline/specification/art-bible.md +87 -0
  47. package/content/pipeline/specification/audio-design.md +96 -0
  48. package/content/pipeline/specification/content-structure-design.md +141 -0
  49. package/content/pipeline/specification/economy-design.md +104 -0
  50. package/content/pipeline/specification/game-accessibility.md +82 -0
  51. package/content/pipeline/specification/game-ui-spec.md +97 -0
  52. package/content/pipeline/specification/input-controls-spec.md +81 -0
  53. package/content/pipeline/specification/localization-plan.md +113 -0
  54. package/content/pipeline/specification/modding-ugc-spec.md +116 -0
  55. package/content/pipeline/specification/online-services-spec.md +104 -0
  56. package/content/pipeline/specification/review-economy.md +87 -0
  57. package/content/pipeline/specification/review-game-ui.md +73 -0
  58. package/content/pipeline/specification/save-system-spec.md +116 -0
  59. package/dist/cli/commands/adopt.d.ts.map +1 -1
  60. package/dist/cli/commands/adopt.js +25 -0
  61. package/dist/cli/commands/adopt.js.map +1 -1
  62. package/dist/cli/commands/adopt.test.js +28 -1
  63. package/dist/cli/commands/adopt.test.js.map +1 -1
  64. package/dist/cli/commands/build.test.js +3 -0
  65. package/dist/cli/commands/build.test.js.map +1 -1
  66. package/dist/cli/commands/init.d.ts +1 -0
  67. package/dist/cli/commands/init.d.ts.map +1 -1
  68. package/dist/cli/commands/init.js +6 -0
  69. package/dist/cli/commands/init.js.map +1 -1
  70. package/dist/cli/commands/init.test.js +12 -1
  71. package/dist/cli/commands/init.test.js.map +1 -1
  72. package/dist/cli/commands/knowledge.test.js +8 -0
  73. package/dist/cli/commands/knowledge.test.js.map +1 -1
  74. package/dist/cli/commands/next.d.ts.map +1 -1
  75. package/dist/cli/commands/next.js +19 -5
  76. package/dist/cli/commands/next.js.map +1 -1
  77. package/dist/cli/commands/next.test.js +56 -0
  78. package/dist/cli/commands/next.test.js.map +1 -1
  79. package/dist/cli/commands/rework.d.ts.map +1 -1
  80. package/dist/cli/commands/rework.js +11 -2
  81. package/dist/cli/commands/rework.js.map +1 -1
  82. package/dist/cli/commands/rework.test.js +5 -0
  83. package/dist/cli/commands/rework.test.js.map +1 -1
  84. package/dist/cli/commands/run.d.ts.map +1 -1
  85. package/dist/cli/commands/run.js +54 -4
  86. package/dist/cli/commands/run.js.map +1 -1
  87. package/dist/cli/commands/run.test.js +384 -0
  88. package/dist/cli/commands/run.test.js.map +1 -1
  89. package/dist/cli/commands/skip.test.js +3 -0
  90. package/dist/cli/commands/skip.test.js.map +1 -1
  91. package/dist/cli/commands/status.d.ts.map +1 -1
  92. package/dist/cli/commands/status.js +16 -3
  93. package/dist/cli/commands/status.js.map +1 -1
  94. package/dist/cli/commands/status.test.js +55 -0
  95. package/dist/cli/commands/status.test.js.map +1 -1
  96. package/dist/cli/output/auto.d.ts +3 -0
  97. package/dist/cli/output/auto.d.ts.map +1 -1
  98. package/dist/cli/output/auto.js +9 -0
  99. package/dist/cli/output/auto.js.map +1 -1
  100. package/dist/cli/output/context.d.ts +6 -0
  101. package/dist/cli/output/context.d.ts.map +1 -1
  102. package/dist/cli/output/context.js.map +1 -1
  103. package/dist/cli/output/context.test.js +87 -0
  104. package/dist/cli/output/context.test.js.map +1 -1
  105. package/dist/cli/output/error-display.test.js +3 -0
  106. package/dist/cli/output/error-display.test.js.map +1 -1
  107. package/dist/cli/output/interactive.d.ts +3 -0
  108. package/dist/cli/output/interactive.d.ts.map +1 -1
  109. package/dist/cli/output/interactive.js +76 -0
  110. package/dist/cli/output/interactive.js.map +1 -1
  111. package/dist/cli/output/json.d.ts +3 -0
  112. package/dist/cli/output/json.d.ts.map +1 -1
  113. package/dist/cli/output/json.js +9 -0
  114. package/dist/cli/output/json.js.map +1 -1
  115. package/dist/config/loader.d.ts.map +1 -1
  116. package/dist/config/loader.js +3 -2
  117. package/dist/config/loader.js.map +1 -1
  118. package/dist/config/schema.d.ts +641 -15
  119. package/dist/config/schema.d.ts.map +1 -1
  120. package/dist/config/schema.js +26 -1
  121. package/dist/config/schema.js.map +1 -1
  122. package/dist/config/schema.test.js +192 -1
  123. package/dist/config/schema.test.js.map +1 -1
  124. package/dist/core/assembly/overlay-loader.d.ts +24 -0
  125. package/dist/core/assembly/overlay-loader.d.ts.map +1 -0
  126. package/dist/core/assembly/overlay-loader.js +190 -0
  127. package/dist/core/assembly/overlay-loader.js.map +1 -0
  128. package/dist/core/assembly/overlay-loader.test.d.ts +2 -0
  129. package/dist/core/assembly/overlay-loader.test.d.ts.map +1 -0
  130. package/dist/core/assembly/overlay-loader.test.js +106 -0
  131. package/dist/core/assembly/overlay-loader.test.js.map +1 -0
  132. package/dist/core/assembly/overlay-resolver.d.ts +15 -0
  133. package/dist/core/assembly/overlay-resolver.d.ts.map +1 -0
  134. package/dist/core/assembly/overlay-resolver.js +58 -0
  135. package/dist/core/assembly/overlay-resolver.js.map +1 -0
  136. package/dist/core/assembly/overlay-resolver.test.d.ts +2 -0
  137. package/dist/core/assembly/overlay-resolver.test.d.ts.map +1 -0
  138. package/dist/core/assembly/overlay-resolver.test.js +246 -0
  139. package/dist/core/assembly/overlay-resolver.test.js.map +1 -0
  140. package/dist/core/assembly/overlay-state-resolver.d.ts +26 -0
  141. package/dist/core/assembly/overlay-state-resolver.d.ts.map +1 -0
  142. package/dist/core/assembly/overlay-state-resolver.js +63 -0
  143. package/dist/core/assembly/overlay-state-resolver.js.map +1 -0
  144. package/dist/core/assembly/overlay-state-resolver.test.d.ts +2 -0
  145. package/dist/core/assembly/overlay-state-resolver.test.d.ts.map +1 -0
  146. package/dist/core/assembly/overlay-state-resolver.test.js +256 -0
  147. package/dist/core/assembly/overlay-state-resolver.test.js.map +1 -0
  148. package/dist/core/assembly/preset-loader.d.ts +1 -0
  149. package/dist/core/assembly/preset-loader.d.ts.map +1 -1
  150. package/dist/core/assembly/preset-loader.js +2 -0
  151. package/dist/core/assembly/preset-loader.js.map +1 -1
  152. package/dist/core/dependency/eligibility.test.js +3 -0
  153. package/dist/core/dependency/eligibility.test.js.map +1 -1
  154. package/dist/e2e/game-pipeline.test.d.ts +10 -0
  155. package/dist/e2e/game-pipeline.test.d.ts.map +1 -0
  156. package/dist/e2e/game-pipeline.test.js +298 -0
  157. package/dist/e2e/game-pipeline.test.js.map +1 -0
  158. package/dist/e2e/init.test.js +3 -0
  159. package/dist/e2e/init.test.js.map +1 -1
  160. package/dist/project/adopt.d.ts +3 -1
  161. package/dist/project/adopt.d.ts.map +1 -1
  162. package/dist/project/adopt.js +29 -1
  163. package/dist/project/adopt.js.map +1 -1
  164. package/dist/project/adopt.test.js +51 -1
  165. package/dist/project/adopt.test.js.map +1 -1
  166. package/dist/types/config.d.ts +50 -4
  167. package/dist/types/config.d.ts.map +1 -1
  168. package/dist/types/config.test.d.ts +2 -0
  169. package/dist/types/config.test.d.ts.map +1 -0
  170. package/dist/types/config.test.js +97 -0
  171. package/dist/types/config.test.js.map +1 -0
  172. package/dist/utils/eligible.d.ts +3 -2
  173. package/dist/utils/eligible.d.ts.map +1 -1
  174. package/dist/utils/eligible.js +18 -4
  175. package/dist/utils/eligible.js.map +1 -1
  176. package/dist/utils/errors.d.ts +4 -0
  177. package/dist/utils/errors.d.ts.map +1 -1
  178. package/dist/utils/errors.js +31 -0
  179. package/dist/utils/errors.js.map +1 -1
  180. package/dist/utils/errors.test.js +4 -1
  181. package/dist/utils/errors.test.js.map +1 -1
  182. package/dist/wizard/questions.d.ts +4 -0
  183. package/dist/wizard/questions.d.ts.map +1 -1
  184. package/dist/wizard/questions.js +59 -1
  185. package/dist/wizard/questions.js.map +1 -1
  186. package/dist/wizard/questions.test.js +178 -4
  187. package/dist/wizard/questions.test.js.map +1 -1
  188. package/dist/wizard/wizard.d.ts +1 -0
  189. package/dist/wizard/wizard.d.ts.map +1 -1
  190. package/dist/wizard/wizard.js +4 -1
  191. package/dist/wizard/wizard.js.map +1 -1
  192. package/dist/wizard/wizard.test.js +102 -4
  193. package/dist/wizard/wizard.test.js.map +1 -1
  194. package/package.json +1 -1
@@ -0,0 +1,81 @@
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+ ---
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+ name: input-controls-spec
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+ description: Specify input bindings, rebinding, haptics, dead zones, and cross-play input fairness
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+ summary: "Documents default bindings per device, input abstraction layer, rebinding system, dead zones, aim assist, haptics, controller disconnect behavior, and accessibility input requirements."
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+ phase: "specification"
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+ order: 862
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+ dependencies: [game-design-document, game-accessibility]
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+ outputs: [docs/input-controls-spec.md]
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+ conditional: null
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+ reads: []
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+ knowledge-base: [game-input-systems, game-vr-ar-design]
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+ ---
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+
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+ ## Purpose
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+ Specify the complete input system for the game: default bindings per input
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+ device (keyboard/mouse, gamepad, touch, motion), the input abstraction layer
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+ that maps physical inputs to gameplay actions, the rebinding and
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+ customization system, analog tuning (dead zones, sensitivity curves, aim
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+ assist), haptic feedback design, controller disconnect behavior, and
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+ accessibility-driven input requirements from the accessibility plan.
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+
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+ This step bridges the GDD's gameplay mechanics and the accessibility plan
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+ into a concrete input specification that implementation can build directly
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+ from. Every mechanic in the GDD should trace to at least one input action
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+ documented here.
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+
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+ ## Inputs
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+ - docs/game-design.md (required) — mechanics and interaction verbs requiring input bindings
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+ - docs/game-accessibility.md (required) — remappable controls requirements, motor accessibility needs
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+ - docs/plan.md (required) — target platforms and supported input devices
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+ - docs/performance-budgets.md (optional) — input latency budgets
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+
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+ ## Expected Outputs
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+ - docs/input-controls-spec.md — input bindings, abstraction layer, rebinding
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+ system, analog tuning, haptics, disconnect behavior, and accessibility
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+ input requirements
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+
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+ ## Quality Criteria
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+ - (mvp) Default binding table per supported input device (keyboard/mouse, gamepad, touch) with every GDD mechanic mapped to an input action
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+ - (mvp) Input abstraction layer defined — actions are named semantically (e.g., "jump", "interact") not by physical key
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+ - (mvp) Rebinding system requirements specified per accessibility plan
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+ - (mvp) Controller disconnect behavior defined (pause, AI takeover, timeout)
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+ - (deep) Dead zone and sensitivity curve specifications per analog input (stick, trigger)
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+ - (deep) Aim assist parameters documented (magnetism strength, slowdown radius, snap-to-target rules) with per-input-device tuning
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+ - (deep) Haptic feedback map: gameplay events to vibration patterns (intensity, duration, motor selection)
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+ - (deep) Cross-play input fairness: input-based matchmaking rules, aim assist parity between input types
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+ - (deep) Simultaneous input handling documented (keyboard + mouse + gamepad hot-switching)
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+
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+ ## Methodology Scaling
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+ - **deep**: Full input specification with binding tables per device, abstraction
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+ layer architecture, rebinding UI wireframe descriptions, dead zone curves,
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+ aim assist tuning parameters, haptic feedback map, cross-play fairness
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+ rules, accessibility input matrix, and input latency budget. 10-20 pages.
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+ - **mvp**: Default bindings per device, action abstraction layer, rebinding
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+ support flag, and controller disconnect behavior. 3-5 pages.
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+ - **custom:depth(1-5)**:
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+ - Depth 1: action list with default keyboard/mouse and gamepad bindings only.
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+ - Depth 2: add input abstraction layer design and rebinding requirements.
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+ - Depth 3: add dead zones, sensitivity curves, controller disconnect behavior, and touch bindings.
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+ - Depth 4: add aim assist parameters, haptic feedback map, and cross-play input fairness rules.
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+ - Depth 5: full specification with input latency budgets, simultaneous input hot-switching, accessibility input matrix, and platform certification input requirements.
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+
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+ ## Mode Detection
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+ Check for docs/input-controls-spec.md. If it exists, operate in update mode:
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+ read existing bindings and diff against current GDD mechanics. New mechanics
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+ may require new input actions. Preserve existing binding defaults and player
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+ muscle memory conventions. Add bindings for new mechanics without disrupting
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+ established controls.
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+
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+ ## Update Mode Specifics
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+ - **Detect prior artifact**: docs/input-controls-spec.md exists
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+ - **Preserve**: existing default bindings, dead zone values, aim assist
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+ tuning, haptic patterns, rebinding system design
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+ - **Triggers for update**: GDD added new mechanics requiring new input
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+ actions, accessibility plan updated motor requirements, target platforms
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+ changed (new input devices), performance budgets revised input latency
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+ targets
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+ - **Conflict resolution**: if a new mechanic's ideal binding conflicts with
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+ an existing binding, document both the conflict and recommended resolution
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+ (rebind the new action, not the established one); never silently reassign
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+ bindings that players may have committed to muscle memory
@@ -0,0 +1,113 @@
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+ ---
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+ name: localization-plan
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+ description: Plan target languages, string management, font support (CJK/RTL), UI text expansion, VO localization, cultural adaptation, and LQA
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+ summary: "Plans the localization strategy — target languages and tiers, string management pipeline, font support for CJK and RTL scripts, UI text expansion handling (~30% for German), voice-over localization approach, cultural adaptation guidelines, and linguistic QA process."
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+ phase: "specification"
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+ order: 874
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+ dependencies: [game-design-document]
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+ outputs: [docs/localization-plan.md]
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+ conditional: "if-needed"
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+ reads: [game-ui-spec, narrative-bible]
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+ knowledge-base: [game-localization]
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+ ---
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+
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+ ## Purpose
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+ Plan the localization strategy — the systematic process of adapting the game
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+ for multiple languages and cultures. Localization is not translation: it
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+ encompasses string management infrastructure, font and text rendering for
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+ diverse scripts, UI layout adaptation for text expansion, voice-over
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+ production across languages, cultural sensitivity review, and a quality
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+ assurance process that validates every localized build.
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+
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+ Localization decisions have deep technical implications that must be resolved
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+ before content production begins. String externalization must be built into
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+ the code architecture — retrofitting it after thousands of hardcoded strings
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+ exist is prohibitively expensive. Font atlases must support target scripts
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+ (CJK characters alone require thousands of glyphs). UI layouts must
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+ accommodate text expansion (German text is typically 30% longer than English;
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+ some languages expand by 50% or more). Right-to-left (RTL) scripts (Arabic,
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+ Hebrew) require mirrored UI layouts. These are not cosmetic adjustments —
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+ they are architectural requirements that affect every system touching text.
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+
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+ Three localization depth tiers exist:
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+
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+ 1. **Text-only localization**: All in-game text is translated, but audio
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+ remains in the original language (with subtitles). Most cost-effective,
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+ suitable for indie and mid-scale games.
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+ 2. **Partial VO localization**: Text is fully translated, and key narrative
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+ audio (cinematics, main story) is re-recorded in target languages. Secondary
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+ audio (barks, incidental dialogue) uses original language with subtitles.
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+ 3. **Full VO localization**: All spoken content is re-recorded in every target
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+ language. Highest cost, required for AAA titles targeting global markets.
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+
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+ ## Conditional Evaluation
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+ Enable when: the project config indicates more than one supported locale
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+ (`supportedLocales.length > 1`) — the game will ship in multiple languages,
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+ requiring string externalization, font support, UI adaptation, and a
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+ localization pipeline.
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+
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+ Skip when: the game ships in a single language only. Games with no text (pure
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+ visual/musical experiences) or games explicitly scoped to one market with no
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+ localization plans do not need this specification.
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+
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+ ## Inputs
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+ - docs/game-design.md (required) — narrative scope, text volume, VO volume, cultural setting informing adaptation needs
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+ - docs/plan.md (required) — target markets and languages, localization budget and timeline constraints
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+ - docs/game-ui-spec.md (optional, forward-read) — UI layout system, text rendering approach, font pipeline
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+ - docs/narrative-bible.md (optional, forward-read) — dialogue volume, character voice profiles, cultural references requiring adaptation
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+
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+ ## Expected Outputs
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+ - docs/localization-plan.md — target languages, string management pipeline,
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+ font strategy, UI adaptation guidelines, VO localization approach, cultural
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+ adaptation process, and LQA plan
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+
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+ ## Quality Criteria
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+ - (mvp) Target languages listed with priority tiers: Tier 1 (ship languages), Tier 2 (post-launch), Tier 3 (community-contributed), with rationale for each tier based on market analysis
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+ - (mvp) String management pipeline specified: string externalization format (JSON, XLIFF, PO, proprietary), key naming convention, pluralization and gender rules, interpolation/variable syntax, context annotations for translators
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+ - (mvp) Font strategy documented: font families per script category (Latin, CJK, Cyrillic, Arabic, Devanagari), font atlas generation pipeline, fallback chain, dynamic font loading for memory-constrained platforms
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+ - (mvp) UI text expansion handling: layout system accommodates 30-50% text growth, truncation and overflow strategy, minimum touch targets preserved regardless of text length, RTL layout mirroring plan (if applicable)
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+ - (mvp) Localization build pipeline: how localized assets are packaged (per-language bundles, on-demand download, embedded), language switching at runtime (restart required vs hot-swap)
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+ - (deep) VO localization plan: localization depth per language (text-only, partial VO, full VO), casting direction per language, lip-sync adaptation approach (re-animation, procedural, blend shapes), recording specification (sample rate, format, naming)
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+ - (deep) Cultural adaptation guidelines: content sensitivity review process, region-specific content variants (violence/gore rating adjustments, culturally inappropriate symbols, color symbolism), legal requirements per market (age rating localization, loot box probability disclosure language)
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+ - (deep) LQA (Linguistic Quality Assurance) process: in-context review workflow (translators play the build), bug taxonomy (truncation, overlap, mistranslation, placeholder visible, encoding error), severity levels, sign-off criteria per language
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+ - (deep) Translation memory and terminology management: TM/glossary tooling, term consistency enforcement, brand name and proper noun lock lists, style guide per language
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+ - (deep) Pseudolocalization testing: automated pseudo-loc pass (accented characters, text expansion simulation, RTL simulation) integrated into CI, visual regression testing for localized UI
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+
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+ ## Methodology Scaling
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+ - **deep**: Full localization plan covering tiered language strategy, string
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+ management with TM/glossary tooling, comprehensive font strategy for all
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+ target scripts, UI adaptation with RTL support, VO localization with lip-sync
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+ plan, cultural adaptation guidelines, LQA process with in-context review,
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+ pseudolocalization in CI, and localization analytics. 15-25 pages.
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+ - **mvp**: Target languages, string externalization format, font strategy for
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+ primary scripts, UI text expansion guidelines, and basic localization build
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+ pipeline. 4-8 pages.
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+ - **custom:depth(1-5)**:
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+ - Depth 1: target language list and string externalization format only.
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+ - Depth 2: add font strategy, UI text expansion handling, and localization build pipeline.
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+ - Depth 3: add VO localization plan, cultural adaptation guidelines, and pluralization/gender rule system.
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+ - Depth 4: add LQA process, translation memory tooling, RTL layout mirroring, and pseudolocalization testing.
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+ - Depth 5: full specification with localization analytics (translation coverage, LQA defect rates, language launch readiness dashboard), community translation infrastructure, and per-region content variant management.
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+
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+ ## Mode Detection
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+ Check for docs/localization-plan.md. If it exists, operate in update mode:
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+ read existing plan and diff against current GDD language targets and narrative
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+ scope. Preserve existing string management format, font strategy, and VO
96
+ decisions. Update target language tiers if market analysis changed. Add font
97
+ support for new scripts if languages added require them.
98
+
99
+ ## Update Mode Specifics
100
+ - **Detect prior artifact**: docs/localization-plan.md exists
101
+ - **Preserve**: string management format and key naming convention, font
102
+ families and atlas generation pipeline, VO localization depth per language,
103
+ LQA process and bug taxonomy, cultural adaptation decisions
104
+ - **Triggers for update**: GDD changed target markets or added languages,
105
+ narrative-bible changed dialogue volume or added culturally sensitive content,
106
+ game-ui-spec changed text rendering or layout system, VO scope changed
107
+ (text-only to partial VO, or partial to full), new platform added with
108
+ different font or text rendering constraints
109
+ - **Conflict resolution**: if adding a new target language requires a script
110
+ not currently supported by the font pipeline (e.g., adding Thai requires
111
+ complex text shaping), document the font engineering cost explicitly and
112
+ propose a phased approach — never add a language to the target list without
113
+ confirming the text rendering pipeline can support its script requirements
@@ -0,0 +1,116 @@
1
+ ---
2
+ name: modding-ugc-spec
3
+ description: Specify mod API surface, packaging format, sandboxing, versioning, content moderation, and distribution channels
4
+ summary: "Specifies the modding and user-generated content system — mod API surface and capability tiers, packaging format and validation, runtime sandboxing, compatibility and versioning strategy, content moderation pipeline, and distribution channels (Steam Workshop, mod.io, local file-based) with platform certification implications."
5
+ phase: "specification"
6
+ order: 872
7
+ dependencies: [system-architecture]
8
+ outputs: [docs/modding-spec.md]
9
+ conditional: "if-needed"
10
+ reads: [game-design-document]
11
+ knowledge-base: [game-modding-ugc]
12
+ ---
13
+
14
+ ## Purpose
15
+ Specify the modding and user-generated content (UGC) system — the APIs,
16
+ packaging formats, runtime boundaries, and distribution infrastructure that
17
+ allow players and third-party creators to extend the game safely and
18
+ sustainably.
19
+
20
+ Modding support is an architectural commitment, not a feature toggle. The mod
21
+ API surface determines what creators can change (textures, levels, gameplay
22
+ rules, UI), the packaging format determines how mods are distributed and
23
+ validated, and the sandboxing model determines what damage a malicious or
24
+ buggy mod can inflict. These decisions cascade into security requirements,
25
+ platform certification constraints, and long-term versioning strategy.
26
+
27
+ Three categories of modding complexity exist, each with different engineering
28
+ costs:
29
+
30
+ 1. **Asset replacement**: Swapping textures, models, audio, or localization
31
+ strings. Lowest risk — mods cannot execute code, only replace data.
32
+ 2. **Content authoring**: Creating new levels, quests, items, or game entities
33
+ using structured data formats (JSON, YAML, custom editors). Medium risk —
34
+ mods define data that the engine interprets, with schema validation as the
35
+ safety boundary.
36
+ 3. **Scripted mods**: Running custom logic via a scripting layer (Lua, C#,
37
+ WASM). Highest risk — mods execute code, requiring sandboxing, resource
38
+ limits, and capability-based permission models.
39
+
40
+ This specification must also address the tension between openness and platform
41
+ certification: console platforms restrict arbitrary code execution and require
42
+ content moderation for UGC, which constrains what modding features can ship on
43
+ each platform.
44
+
45
+ ## Conditional Evaluation
46
+ Enable when: the project config indicates modding support (`hasModding` is
47
+ true) — the GDD describes mod support, workshop integration, user-generated
48
+ content, level editors, or any system allowing players to create, share, or
49
+ install content beyond the shipped game.
50
+
51
+ Skip when: the game has no modding or UGC features — players can only
52
+ experience developer-created content. Games with cosmetic customization
53
+ (character creators, paint jobs) that use built-in assets do not require a
54
+ modding specification.
55
+
56
+ ## Inputs
57
+ - docs/system-architecture.md (required) — engine architecture, asset loading pipeline, scripting runtime, security boundaries
58
+ - docs/plan.md (required) — target platforms informing modding feasibility per platform (PC vs console vs mobile)
59
+ - docs/game-design.md (optional, forward-read) — moddable systems, expected mod types, community creation goals
60
+ - docs/security.md (optional, forward-read) — threat model, sandboxing requirements, anti-cheat considerations for modded game states
61
+
62
+ ## Expected Outputs
63
+ - docs/modding-spec.md — mod API surface, packaging format, sandboxing model,
64
+ versioning strategy, content moderation pipeline, and distribution channel
65
+ integration
66
+
67
+ ## Quality Criteria
68
+ - (mvp) Mod capability tiers defined: which game systems are moddable (asset replacement, content authoring, scripted logic) with explicit boundaries for each tier
69
+ - (mvp) Packaging format specified: mod manifest schema, directory structure, required metadata (name, version, author, compatibility range, permissions)
70
+ - (mvp) Runtime sandboxing model documented: what mods can and cannot access (filesystem, network, memory), resource limits (CPU time, memory allocation), and failure isolation (one mod crash does not crash the game)
71
+ - (mvp) Mod loading and conflict resolution: load order management, asset override priority, incompatible mod detection, graceful degradation when mods fail validation
72
+ - (mvp) Distribution channel integration for at least one channel: Steam Workshop, mod.io, or local file-based sideloading
73
+ - (deep) Versioning and compatibility strategy: semantic versioning for mod API, compatibility matrix (which game versions support which mod API versions), migration tooling for mod authors when API breaks
74
+ - (deep) Content moderation pipeline: automated scanning (file type validation, size limits, known-malware signatures), community reporting, manual review queue, takedown process
75
+ - (deep) Platform certification analysis: which modding features are permitted per platform (PC unrestricted, console UGC requires certification-compliant moderation, mobile requires app store policy compliance)
76
+ - (deep) Mod development toolkit: editor tools, debugging support, documentation generation, sample mods, mod template scaffolding
77
+ - (deep) Multiplayer mod compatibility: mod-matching in matchmaking (only connect players with identical mod sets), server-authoritative mod validation, anti-cheat interaction with modded game states
78
+
79
+ ## Methodology Scaling
80
+ - **deep**: Full modding specification covering all three capability tiers,
81
+ comprehensive sandboxing with capability-based permissions, multi-channel
82
+ distribution, content moderation pipeline, platform certification analysis,
83
+ versioning strategy with migration tooling, mod development toolkit, and
84
+ multiplayer mod compatibility. 15-25 pages.
85
+ - **mvp**: Mod capability tiers, packaging format, basic sandboxing, single
86
+ distribution channel, and load-order conflict resolution. 4-8 pages.
87
+ - **custom:depth(1-5)**:
88
+ - Depth 1: asset replacement tier only with local file-based sideloading.
89
+ - Depth 2: add content authoring tier with packaging format and manifest schema.
90
+ - Depth 3: add scripted mod tier with sandboxing model, conflict resolution, and second distribution channel.
91
+ - Depth 4: add content moderation pipeline, versioning strategy, platform certification analysis, and mod development toolkit.
92
+ - Depth 5: full specification with multiplayer mod compatibility, automated mod testing infrastructure, mod analytics (install rates, crash rates, popularity), and community curation tools.
93
+
94
+ ## Mode Detection
95
+ Check for docs/modding-spec.md. If it exists, operate in update mode: read
96
+ existing modding spec and diff against current system architecture and GDD
97
+ modding requirements. Preserve existing API surface definitions, packaging
98
+ format, and distribution channel integrations. Update sandboxing model if
99
+ security requirements changed. Add new capability tiers if GDD expanded
100
+ moddable systems.
101
+
102
+ ## Update Mode Specifics
103
+ - **Detect prior artifact**: docs/modding-spec.md exists
104
+ - **Preserve**: mod API surface definitions, packaging format and manifest
105
+ schema, sandboxing model, distribution channel integrations, versioning
106
+ strategy, content moderation pipeline
107
+ - **Triggers for update**: system architecture changed asset loading or
108
+ scripting runtime, GDD expanded or narrowed moddable systems, security
109
+ requirements changed sandboxing constraints, target platforms changed
110
+ (affects platform certification analysis), distribution channel added or
111
+ removed
112
+ - **Conflict resolution**: if platform certification requirements conflict
113
+ with desired modding features (e.g., console prohibiting scripted mods),
114
+ document the per-platform capability matrix explicitly — never silently
115
+ reduce PC modding capability to match console restrictions; instead, define
116
+ platform-specific mod capability tiers with clear feature parity documentation
@@ -0,0 +1,104 @@
1
+ ---
2
+ name: online-services-spec
3
+ description: Specify identity/auth, leaderboards, matchmaking, entitlements, remote config, moderation, and cloud save
4
+ summary: "Specifies online service infrastructure — identity and authentication, leaderboards, matchmaking, entitlements and DLC, remote config, content moderation, and cloud save — bridging system architecture with platform-specific service requirements."
5
+ phase: "specification"
6
+ order: 871
7
+ dependencies: [system-architecture]
8
+ outputs: [docs/online-services-spec.md]
9
+ conditional: "if-needed"
10
+ reads: [game-design-document, netcode-spec]
11
+ knowledge-base: [game-networking, game-liveops-analytics]
12
+ ---
13
+
14
+ ## Purpose
15
+ Specify the online services layer that sits between the game client and backend
16
+ infrastructure. Online services are the platform-facing systems that handle
17
+ player identity, persistent state, social features, and content delivery —
18
+ distinct from the netcode layer (which handles real-time gameplay
19
+ synchronization) and the economy layer (which handles virtual currency and
20
+ progression).
21
+
22
+ Every online service has platform-specific requirements: Xbox Live, PlayStation
23
+ Network, Steam, Epic Online Services, Apple Game Center, and Google Play Games
24
+ each have mandatory integration points for identity, achievements, entitlements,
25
+ and cloud saves. Abstracting these behind a unified service layer prevents
26
+ platform-specific code from spreading throughout the game codebase.
27
+
28
+ This specification covers: identity and authentication (platform SSO, cross-play
29
+ identity linking), leaderboards (submission, anti-cheat validation, seasonal
30
+ resets), matchmaking (skill-based, region-based, queue management), entitlements
31
+ and DLC (purchase verification, content unlocking), remote configuration
32
+ (feature flags, A/B testing, live tuning), content moderation (chat filtering,
33
+ reporting, sanctions), and cloud save (conflict resolution, migration).
34
+
35
+ ## Conditional Evaluation
36
+ Enable when: the game requires any online service beyond local storage — online
37
+ multiplayer, leaderboards, cloud saves, in-app purchases requiring server
38
+ verification, remote configuration, or any feature requiring server
39
+ communication outside of real-time gameplay.
40
+
41
+ Skip when: the game is entirely offline with no online features — no
42
+ leaderboards, no cloud saves, no server-verified purchases, no remote config.
43
+ Games using only local save files and platform-native achievement systems
44
+ (which are handled by platform SDKs without custom backend) do not need this
45
+ specification.
46
+
47
+ ## Inputs
48
+ - docs/system-architecture.md (required) — backend service boundaries and data flow
49
+ - docs/plan.md (required) — target platforms informing platform-specific service requirements
50
+ - docs/game-design.md (optional, forward-read) — multiplayer modes, social features, progression requiring persistence
51
+ - docs/netcode-spec.md (optional, forward-read) — matchmaking requirements, session management, connection lifecycle
52
+
53
+ ## Expected Outputs
54
+ - docs/online-services-spec.md — service specifications for identity, leaderboards,
55
+ matchmaking, entitlements, remote config, moderation, and cloud save
56
+
57
+ ## Quality Criteria
58
+ - (mvp) Identity and authentication flow documented: platform SSO integration per target platform, session token lifecycle, guest-to-account upgrade path
59
+ - (mvp) Every online service specifies: API contract (request/response), failure modes and fallback behavior, data ownership and retention policy
60
+ - (mvp) Cloud save strategy documented: save format, conflict resolution (last-write-wins, merge, user-choice), platform-specific cloud save API mapping
61
+ - (mvp) Entitlement verification flow documented: purchase validation, content unlocking, receipt verification per platform
62
+ - (deep) Leaderboard specification: submission validation (anti-cheat checks before write), ranking algorithm, seasonal reset strategy, regional vs global boards
63
+ - (deep) Matchmaking specification: skill rating system (Elo, Glicko-2, TrueSkill), queue management, region selection, party handling, backfill strategy
64
+ - (deep) Remote configuration specification: feature flag schema, A/B test segmentation, rollout strategy, emergency kill switches
65
+ - (deep) Content moderation specification: text filtering (blocklist + ML classification), player reporting workflow, sanction tiers (warning, mute, temp ban, permanent ban), appeal process
66
+ - (deep) Cross-play identity linking: account merging strategy, entitlement portability, platform TOS compliance for cross-platform purchases
67
+ - (deep) Service degradation strategy: graceful fallback when individual services are unavailable (offline mode, cached leaderboards, local save fallback)
68
+
69
+ ## Methodology Scaling
70
+ - **deep**: Full online services specification covering all seven service
71
+ domains with platform-specific integration details, failure mode analysis,
72
+ cross-play considerations, moderation pipeline, and service degradation
73
+ strategy. 15-25 pages.
74
+ - **mvp**: Identity/auth, cloud save, and entitlement verification for primary
75
+ platform. 4-8 pages.
76
+ - **custom:depth(1-5)**:
77
+ - Depth 1: identity/auth flow and cloud save strategy for primary platform only.
78
+ - Depth 2: add entitlement verification and basic leaderboard submission.
79
+ - Depth 3: add matchmaking specification, remote config, and multi-platform identity mapping.
80
+ - Depth 4: add content moderation pipeline, cross-play identity linking, and service degradation strategy.
81
+ - Depth 5: full specification with A/B testing infrastructure, analytics event taxonomy for online services, and platform certification compliance checklist.
82
+
83
+ ## Mode Detection
84
+ Check for docs/online-services-spec.md. If it exists, operate in update mode:
85
+ read existing spec and diff against current system architecture and platform
86
+ targets. Preserve existing service API contracts, identity flows, and cloud
87
+ save strategy. Update matchmaking if netcode-spec changed session management.
88
+ Add services for new platforms added to target list.
89
+
90
+ ## Update Mode Specifics
91
+ - **Detect prior artifact**: docs/online-services-spec.md exists
92
+ - **Preserve**: identity/auth flow, cloud save conflict resolution strategy,
93
+ entitlement verification flow, leaderboard ranking algorithm, matchmaking
94
+ skill rating system, moderation sanction tiers
95
+ - **Triggers for update**: system architecture changed backend service
96
+ boundaries, target platforms changed (new platform requires new SSO
97
+ integration), netcode-spec changed matchmaking or session management,
98
+ GDD added social features or new online modes, economy-design added
99
+ server-verified purchases
100
+ - **Conflict resolution**: if platform requirements conflict across target
101
+ platforms (e.g., different cloud save APIs with incompatible merge
102
+ strategies), document the conflict and propose an abstraction layer that
103
+ accommodates all platforms; never implement platform-specific behavior
104
+ without the abstraction boundary
@@ -0,0 +1,87 @@
1
+ ---
2
+ name: review-economy
3
+ description: Review economy design for inflation trajectories, exploit vectors, ethical monetization, and legal compliance
4
+ summary: "Multi-pass review of economy design checking inflation/deflation trajectories, exploit vectors, ethical monetization compliance, pay-to-win detection, legal compliance per market, progression-monetization separation, and live-service sustainability."
5
+ phase: "specification"
6
+ order: 869
7
+ dependencies: [economy-design]
8
+ outputs: [docs/reviews/specification-review-economy.md]
9
+ conditional: "if-needed"
10
+ reads: []
11
+ knowledge-base: [review-game-economy, review-step-template, multi-model-review-dispatch]
12
+ ---
13
+
14
+ ## Purpose
15
+ Multi-pass review of the economy design targeting economy-specific failure modes:
16
+ unchecked inflation or deflation trajectories, exploitable currency conversion
17
+ paths, predatory monetization patterns, pay-to-win competitive advantages,
18
+ legal non-compliance per target market, broken progression-monetization
19
+ separation, and unsustainable live-service economy plans.
20
+
21
+ Economy bugs discovered in live service cost orders of magnitude more to fix
22
+ than those caught at design time — a duplication exploit discovered post-launch
23
+ can destroy an economy in hours, and rebalancing a live economy with real-money
24
+ purchases has legal implications. This review catches these failures before
25
+ implementation begins.
26
+
27
+ At depth 4+, dispatches to external AI models (Codex, Gemini) for
28
+ independent review validation.
29
+
30
+ ## Conditional Evaluation
31
+ Enable when: economy-design is enabled (i.e., the game has virtual currencies,
32
+ resource systems, loot tables, or monetization mechanics). If economy-design
33
+ runs, this review must follow it.
34
+
35
+ Skip when: economy-design is skipped (i.e., the game has no resource economy).
36
+ No economy design means no economy review.
37
+
38
+ ## Inputs
39
+ - docs/economy-design.md (required) — economy specification to review
40
+ - docs/game-design.md (required) — core loop and progression mechanics for cross-reference
41
+ - docs/plan.md (required) — target markets and business model for legal compliance verification
42
+
43
+ ## Expected Outputs
44
+ - docs/reviews/specification-review-economy.md — findings and resolution log
45
+ - docs/economy-design.md — updated with fixes
46
+ - docs/reviews/economy/review-summary.md (depth 4+) — multi-model review synthesis
47
+ - docs/reviews/economy/codex-review.json (depth 4+, if available) — raw Codex findings
48
+ - docs/reviews/economy/gemini-review.json (depth 4+, if available) — raw Gemini findings
49
+
50
+ ## Quality Criteria
51
+ - (mvp) Inflation/deflation trajectory verified: currency generation and removal rates produce a stable or managed economy over the player lifecycle
52
+ - (mvp) Exploit vectors audited: duplication, overflow, conversion rate manipulation, and timing exploits identified and mitigated at design level
53
+ - (mvp) Ethical monetization verified: no pay-to-win advantages in PvP contexts, spending limit awareness mechanisms present, no predatory patterns targeting vulnerable players
54
+ - (mvp) Every finding categorized P0-P3 with specific section and issue. Severity definitions: P0 = Breaks downstream work. P1 = Prevents quality milestone. P2 = Known tech debt. P3 = Polish.
55
+ - (mvp) Fix plan documented for all P0/P1 findings; fixes applied to economy-design.md and re-validated
56
+ - (deep) Legal compliance verified per target market: probability disclosure, age-gating, spending limits, loot box classification
57
+ - (deep) Progression-monetization separation verified: removing all real-money paths leaves a satisfying progression experience
58
+ - (deep) Live-service sustainability checked: seasonal economy additions do not compound inflation, event currencies have clear expiration or conversion paths
59
+ - (deep) Economy simulation formulas verified for mathematical consistency (no negative balances, no infinite loops, no unreachable milestones)
60
+ - (mvp) Review report includes explicit Readiness Status section
61
+ - (mvp) Downstream readiness confirmed — no unresolved P0 or P1 findings remain
62
+ - (depth 4+) Multi-model findings synthesized: Consensus, Majority, or Divergent with user escalation
63
+
64
+ ## Methodology Scaling
65
+ - **deep**: All 7 review passes (Inflation Trajectory, Exploit Vectors,
66
+ Ethical Monetization, Pay-to-Win Detection, Legal Compliance,
67
+ Progression-Monetization Separation, Live-Service Sustainability).
68
+ Multi-model review dispatched to Codex and Gemini if available, with
69
+ graceful fallback to Claude-only enhanced review.
70
+ - **mvp**: Three passes — Inflation Trajectory, Exploit Vectors, and Ethical
71
+ Monetization only.
72
+ - **custom:depth(1-5)**:
73
+ - Depth 1: two passes — Inflation Trajectory and Exploit Vectors only.
74
+ - Depth 2: three passes — add Ethical Monetization compliance.
75
+ - Depth 3: five passes — add Pay-to-Win Detection and Legal Compliance.
76
+ - Depth 4: all 7 passes + one external model (if CLI available).
77
+ - Depth 5: all 7 passes + multi-model with reconciliation.
78
+
79
+ ## Mode Detection
80
+ Re-review mode if previous review exists. If multi-model review artifacts exist
81
+ under docs/reviews/economy/, preserve prior findings still valid.
82
+
83
+ ## Update Mode Specifics
84
+ - **Detect**: `docs/reviews/specification-review-economy.md` exists with tracking comment
85
+ - **Preserve**: prior findings still valid, resolution decisions, multi-model review artifacts
86
+ - **Triggers**: upstream artifact changed since last review (compare tracking comment dates)
87
+ - **Conflict resolution**: previously resolved findings reappearing = regression; flag and re-evaluate
@@ -0,0 +1,73 @@
1
+ ---
2
+ name: review-game-ui
3
+ description: Review game UI specification for completeness, accessibility coverage, and controller navigation
4
+ summary: "Multi-pass review of game UI spec checking HUD clarity, menu completeness, controller accessibility, settings coverage, FTUE effectiveness, state machine completeness, and platform shell compliance."
5
+ phase: "specification"
6
+ order: 864
7
+ dependencies: [game-ui-spec]
8
+ outputs: [docs/reviews/specification-review-game-ui.md]
9
+ conditional: null
10
+ reads: []
11
+ knowledge-base: [review-game-design, game-accessibility, review-step-template, multi-model-review-dispatch]
12
+ ---
13
+
14
+ ## Purpose
15
+ Review the game UI specification for completeness, accessibility compliance,
16
+ and controller navigation coverage. This is a multi-pass review targeting
17
+ game-UI-specific failure modes: HUD information overload, incomplete menu
18
+ hierarchies, missing controller navigation paths, inadequate settings coverage,
19
+ ineffective FTUE design, incomplete UI state machines, and platform shell
20
+ non-compliance.
21
+
22
+ At depth 4+, dispatches to external AI models (Codex, Gemini) for
23
+ independent review validation.
24
+
25
+ ## Inputs
26
+ - docs/game-ui-spec.md (required) — spec to review
27
+ - docs/game-design.md (required) — for mechanic-to-HUD coverage verification
28
+ - docs/game-accessibility.md (required) — for accessibility requirement compliance
29
+ - docs/input-controls-spec.md (required) — for controller navigation consistency
30
+
31
+ ## Expected Outputs
32
+ - docs/reviews/specification-review-game-ui.md — findings and resolution log
33
+ - docs/game-ui-spec.md — updated with fixes
34
+ - docs/reviews/game-ui/review-summary.md (depth 4+) — multi-model review synthesis
35
+ - docs/reviews/game-ui/codex-review.json (depth 4+, if available) — raw Codex findings
36
+ - docs/reviews/game-ui/gemini-review.json (depth 4+, if available) — raw Gemini findings
37
+
38
+ ## Quality Criteria
39
+ - (mvp) Every GDD mechanic with player-visible feedback has a corresponding HUD element or UI flow
40
+ - (mvp) Controller navigation verified: every menu screen is reachable and has defined focus order
41
+ - (mvp) Accessibility requirements from game-accessibility.md are reflected in UI spec (colorblind palette, font scaling, subtitle rendering)
42
+ - (mvp) Settings screen covers all five minimum categories (gameplay, video, audio, controls, accessibility)
43
+ - (mvp) Every finding categorized P0-P3 with specific screen, element, and issue
44
+ - (mvp) Fix plan documented for all P0/P1 findings; fixes applied to game-ui-spec.md and re-validated
45
+ - (deep) FTUE teaches all core loop mechanics — no mechanic requires undocumented player discovery
46
+ - (deep) UI state machines cover all transitions (no orphaned states, no missing error/disconnect states)
47
+ - (deep) Platform shell compliance verified (console certification UI requirements)
48
+ - (mvp) Review report includes explicit Readiness Status section
49
+ - (mvp) Downstream readiness confirmed — no unresolved P0 or P1 findings remain
50
+ - (depth 4+) Multi-model findings synthesized: Consensus, Majority, or Divergent with user escalation
51
+
52
+ ## Methodology Scaling
53
+ - **deep**: Full multi-pass review covering HUD clarity, menu completeness,
54
+ controller navigation, accessibility compliance, FTUE effectiveness, state
55
+ machine completeness, and platform shell compliance. Multi-model review
56
+ dispatched if available.
57
+ - **mvp**: HUD coverage and controller navigation pass only.
58
+ - **custom:depth(1-5)**:
59
+ - Depth 1: HUD-to-mechanic coverage and basic controller navigation pass (1 review pass)
60
+ - Depth 2: add settings completeness and accessibility compliance passes (2 review passes)
61
+ - Depth 3: add FTUE effectiveness and UI state machine passes (4 review passes)
62
+ - Depth 4: add external model review of UI completeness (4 review passes + external dispatch)
63
+ - Depth 5: multi-model review with reconciliation (4 review passes + multi-model synthesis)
64
+
65
+ ## Mode Detection
66
+ Re-review mode if previous review exists. If multi-model review artifacts exist
67
+ under docs/reviews/game-ui/, preserve prior findings still valid.
68
+
69
+ ## Update Mode Specifics
70
+ - **Detect**: `docs/reviews/specification-review-game-ui.md` exists with tracking comment
71
+ - **Preserve**: prior findings still valid, resolution decisions, multi-model review artifacts
72
+ - **Triggers**: upstream artifact changed since last review (compare tracking comment dates)
73
+ - **Conflict resolution**: previously resolved findings reappearing = regression; flag and re-evaluate