| Name | Modified | Size | Downloads / Week |
|---|---|---|---|
| Parent folder | |||
| README.md | 2026-09-23 | 12.1 kB | |
| v1.1.0 -- one config file, and a process weight you choose source code.tar.gz | 2026-09-23 | 1.3 MB | |
| v1.1.0 -- one config file, and a process weight you choose source code.zip | 2026-09-23 | 1.8 MB | |
| Totals: 3 Items | 3.1 MB | 0 | |
One config file, and a process weight you choose — one you can see and adjust, not a question you answer once at setup and forget. A solo game jam and a studio production no longer have to carry the same overhead.
Added
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Ask-before-write now holds, whatever your personal settings say. CCGS sets Claude Code's permission mode to
defaultin the project settings, so every approval gate in the framework actually fires. If your own Claude Code config runs in an auto-accept mode, that used to switch the whole collaboration protocol off silently and agents would write files you never approved. Override it in.claude/settings.local.jsonif you really want to, but read.claude/docs/setup-requirements.mdfirst. -
project.yaml— one place for your project's configuration. Engine, naming conventions, specialists and process settings all live here. It replaces three separate files that used to hold this between them. -
project.local.yaml— your personal settings, not your team's. Git ignores it, so you can run leaner reviews or fewer confirmations on your own machine without changing anything for anyone else. -
modes.rigor— one question instead of six. Setminimal,standardorfulland it configures six underlying settings at once. You can still override any single one; the rest stay where rigor put them. minimal— no design documents required, terse writing, light test evidence. The fastest route from setup to running code.standard— 5 required design sections, balanced depth.-
full— all 8 design sections, thorough docs, full test evidence on every story. -
Per-system exceptions. One system can be held to a higher standard than the rest of the project — your combat system can require the full treatment while everything else stays light. Exceptions can only make requirements stricter, never looser.
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A real jam path, not the full pipeline with switches turned off.
minimalnow rests on a one-page game brief with six fields, replacing the 30-section concept document, the systems breakdown and the per-system design docs. Four steps to running code: pick your engine → write the brief →/create-stories→/dev-story. On Godot,/setup-enginenow also creates theproject.godotthe engine needs to open what those steps produce — until it did, the path delivered real source files with no project to load them, and the claim above was not true. Unity and Unreal projects must still be created in their own editor first; CCGS will not fabricate one, because it cannot source what those files should contain. -
modes.review_mode— how many director agents review your work. On theteam-*orchestrators,fullandleancurrently behave the same. Those nine skills only ever call phase-gate reviewers, andleanis defined as "skip the director gates that aren't phase gates" — so it has nothing to skip.solodoes differ: it turns director gates off entirely. Elsewhere (design and architecture review) all three levels differ as described. modes.automation— how often you're asked to confirm before something happens. Inautonomousmode, decisions are written to a log instead of interrupting you. You can always list categories that must ask regardless. Four skills ignore this setting on purpose and always ask:/setup-engine,/gate-check,/hotfixand/day-one-patch— engine choice is a one-time irreversible decision, a gate verdict nobody reads defeats the gate, and the two release skills need explicit sign-off. See.claude/docs/automation-modes.mdfor the full list and reasons.qa.level— how much test evidence is required before a story is done.docs.density— how deeply written sections go.team.size— which agents take part by default. Affects review depth only; it never changes what a story has to deliver.-
testing.strictper test type — a logic story can block on a failing test while a visual story stays advisory. -
/settings— see your effective configuration, check one value, or change it./settings --localwrites to your personal file. It warns you when a change would be overridden by something else. -
/startrework — asks everything it needs up front and writes a complete config in one pass, instead of scattering questions across later steps. -
Migration tooling for existing projects. A converter moves a v1.0 project onto
project.yaml. It previews by default, only deletes old files once it has proved every value survived, and deletes nothing if anything is missing./adoptspots an older project and runs it for you, and you'll get a reminder at session start if you have old config files and noproject.yaml. -
Recommendations for how much process your project needs. Describe the game you're making and CCGS suggests a level, instead of asking you to guess what "standard" means for a weekend jam versus a two-year production.
Changed
- Claude no longer starts the four risky commands by itself.
/hotfix,/day-one-patch,/dev-storyand/story-donenow run only when you type them. They bypass the sprint process, patch shipped builds, write game code and close out stories — none of that should begin because a conversation drifted near the topic. Everything else still gets suggested as before. - Engine specialists can only hand work to their own sub-specialists. The Godot, Unity and Unreal specialists are now limited to the four sub-specialists under each of them. Previously any of them could call any agent in the studio. This was already the documented rule; now it is enforced rather than trusted.
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Fifteen agents that never delegated no longer can. They were carrying the ability to spawn other agents and never using it.
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Light is now the default, not just the recommendation.
modes.rigordefaults tominimalinstead ofstandard, so a project that never opens/settingsgets the fast path: a one-page brief instead of a full design pipeline, terse writing, light test evidence, no director review panels. We changed this because we measured the old default. Built both ways, the heavier tier cost several times more to reach working code, did not produce a better result, and gave nothing back when someone else picked the project up. It was not buying more; it was buying nothing we could detect. If your project outgrows the light path,/helpand/gate-checkwill say so, and/settings modes.rigor=standardis one command. Projects that already setrigorexplicitly are completely unaffected. - Setup steers light by default.
/startnow recommends the minimal, guided path for new projects, so you land somewhere light and step up if you need to. - Setup asks about your game, not about the framework. The question is "what best describes what you're building?" — a game jam, a focused project, something systems-heavy — rather than "how much process do you want?"
- Your process level is always visible. The status line shows it next to your project stage, e.g.
Concept · minimal. - Advice goes both ways.
/helpcan suggest tightening up as a project grows, not just lightening up when you sound overwhelmed. - Moving into Production offers a check-in on whether the level you chose at the start still fits. It's a suggestion — it never changes the verdict.
team.size: solois nowteam.size: individual, so it isn't confused withreview_mode: solo, which means something different.- Less of your session is spent on the framework itself. Roughly 40% of the per-turn overhead was removed, leaving more room for your actual game.
- Picking up after a
/clearor/compactis more reliable. Your session checkpoint is now a defined part of your session notes rather than an ever-growing file, so what comes back is the same every time and leaves far more room for actual work. Older notes can be archived without losing anything.
Fixed
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Unity and Unreal projects were silently skipping three commit and session checks. The hooks that look for hardcoded gameplay values, unowned TODOs, undocumented gameplay systems and missing architecture docs all searched
src/— which is where Godot keeps code. Unity keeps it inAssets/and Unreal inSource/, so on those engines the searches matched nothing, every check quietly did nothing, and the result was indistinguishable from a clean pass. They now resolve the code root from your engine, and if they cannot work out where your code lives they say so instead of reporting nothing found. -
Godot C# projects can now hand C# work to the C# specialist. The Godot specialist listed only three of its four sub-specialists, leaving
godot-csharp-specialistunreachable — even though setup routes every.csfile to it. If you chose C# or Both, your game code had no specialist path. -
The rules badge in the README said 11. There are 13.
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/hotfixnow gets your approval before touching code. It used to implement the fix first and collect approvals afterwards. /sprint-planno longer promises a review step that your settings skip. It now says which reviews run at which levels./story-donecan no longer close a story with failing acceptance criteria in autonomous mode. The safeguard existed but couldn't be reached./settingsno longer shows rigor-derived values as "locked", which read as "you can't change this" when you can./design-systemno longer insists on 8 design sections at levels that require fewer./localizepointed at a command that doesn't exist./team-narrativeran two phases together with no checkpoint between them.- Upgrade instructions no longer suggest a merge that conflicts on every file for projects that don't share history with the template.
- Upgrade instructions now tell you to check for your own customisations first. Replacing the framework overwrites your edits to any file it also ships — agent definitions and hook registrations especially. The steps show you how to find those before you start, and how to keep the ones you want.
- Re-running a review on unchanged work now offers to skip it instead of repeating the whole thing at full cost.
- Several documented settings quietly did nothing. They looked correct and matched nothing.
- Jam and prototype projects are no longer warned about design-document sections they were never meant to write. The check now respects the level you picked.
- Two file checks were silently doing nothing on Windows. They ran, found nothing, and reported success. They now work.
- Passing a phase gate can actually advance your project stage.
/gate-checkreached the right verdict but couldn't record it. /bug-reportcan now run tests, which it always said it would.- Committing gameplay code no longer prints a wall of raw search output alongside the warning.
- The status line can show what you're working on — the epic, feature and task breadcrumb was described in the docs but never actually appeared.
- Fixed broken links in the Unity reference documentation.
Deprecated
production/stage.txt,production/review-mode.txtand.claude/docs/technical-preferences.mdare superseded byproject.yaml. Nothing breaks if you keep them — they're still read whenproject.yamldoesn't have a value. Run the migration script with--finalizewhen you're ready to retire the first two. The third is kept on purpose: it still holds your Forbidden Patterns and Allowed Libraries, which have noproject.yamlequivalent yet.
Settings that don't do anything yet
These six are documented and accepted, but nothing reads them. Setting one today has no effect. /settings says so when you view or change one, so you won't configure something expecting a result:
accessibility.target · cadence.sprint_length · cadence.milestone_length · strict_gate_checks · project.kind · features.token_budget_warn_at