DRIFTLANDS co-op survival on drifting tides — studio progress

Gate Check: Technical Setup → Pre-Production

Date: 2026-09-02
Checked by: gate-check skill
Review mode: full (all four directors spawned)
Verdict: CONCERNS — advanced by user decision with concerns acknowledged (stage.txt → Pre-Production, 2026-09-02)
Director panel: CD CONCERNS · TD CONCERNS · PR CONCERNS · AD CONCERNS — no NOT READY
Chain-of-Verification: 5 questions checked (3 tool actions) — verdict unchanged


Required Artifacts: 12/13 present

Filename note (not a gap): the checklist names docs/architecture/requirements-traceability.md. The /architecture-review skill writes that filename only in rtm mode, which requires stories and test files that do not exist yet (skill line 26). traceability-index.md is the correct artifact for this stage and carries the full matrix. Satisfied in substance.

Quality Checks: 9/9 passing

ADR circular dependency check: PASS. No cycles. ADR-0013 → 0001/0003/0005; ADR-0014 → 0003/0004/0006/0007 — all targets Accepted. The 2026-08-28 declared cycle (C3) was resolved by relabelling.


Director Panel Assessment

Creative Director: CONCERNS Vision is coherent and unusually well-guarded — the five pillars have visibly won arguments (skill-drift cut, party-clock invariant retired, tint pulled into MVP), and the anti-pillars are mechanized as Forbidden Patterns. The anchor promise is enforced by the type system, not discipline: tide AC-27 means the HUD only ever receives TintFloats, so a countdown is impossible by API. Four conditions raised — see Concerns 1–4 below.

Technical Director: CONCERNS Explicitly rejects conflating the two missing artifacts: "The missing Unity project is correct, not a defect" — creating it earlier would have produced a manifest.json of guessed versions that the ADRs then treat as ground truth. The missing test file is a real but narrow gate failure. Notes the CI workflow is an honest declared placeholder (its own header says it fails until tests exist) — the correct failure mode, loud not silent. Verification culture is working: E14/E15 caught a silent no-op and the test that would have passed on it.

Producer: CONCERNS Design/architecture substrate genuinely ready to plan against; the production apparatus is not, which is expected. Flags one pattern: the friend playtest + Steam transport choice has been open six days past its week-1 deadline while 44 commits of other work flowed around it, and it carries an unpriced 1–2 day transport integration prerequisite that appears on no task list.

Art Director: CONCERNS Art bible is genuinely production-ready; all three ADR-0013 corrections landed correctly and would lead an artist to do the right thing today. Atlas strategy is consistent between art bible §8.A.5 and ADR-0005 (numbers agree exactly). Gap is entirely "artifact doesn't exist yet" — no entity inventory, no per-asset specs, no pal_home_master.aseprite.


Blocker — ✅ CLEARED SAME DAY (2026-09-02, commit 25b411e)

The single blocker below was resolved hours after this gate ran, in the way the
verdict predicted: it was the phase's own first task. UnityProject/ now exists
with Driftlands.Tide (noEngineReferences: true, per ADR-0003) and a 14/14
EditMode suite covering tide F0–F2. Both aggravating factors are also closed —
ProjectVersion.txt confirms 6000.3.18f1 (the guessed 6000.3.0f1 pin was not
just unverified, it was wrong, and would have failed on Docker image resolution),
and packages-lock.json pins the package set. **A re-run of this gate would now
return PASS on artifacts.** The original finding is preserved below as the record.

1. No example test file exists. tests/ holds seven READMEs and nothing else, and there is no Unity project (Assets/, Packages/manifest.json, ProjectSettings/ all absent) to host one. The gate requires this explicitly.

Two aggravating factors found during the check:


Concerns (carried into Pre-Production)


Fixed during this gate check

Five items surfaced by the panel were verified and corrected in-session:

Item Source Fix
ADR-0013 + ADR-0014 both still said "This ADR is Proposed … NOT YET APPLIED" while their headers read Accepted and the amendments had in fact landedADBoth blocks retitled "Applied on Acceptance — ✅ ALL APPLIED 2026-09-01" and reframed as historical record
QQ-10 still open in architecture.md despite ADR-0013's live verification resolving it (QQ-06/07/08/09/11/12 all had proper strikethrough treatment)TDClosed with the E14 finding recorded — the verification changed the design
art bible §4.5 crimson note left "Art-director to confirm at the next pass"CD rulingAD confirmed 2026-09-02 — the HUD wins, no low-HP alarm ships
systems-index.md duplicate row 15 (flagged at three consecutive reviews; had begun propagating into a11y doc prose)CD/TDRenumbered 15–22, now unique and sequential; ADR-0013's "row 15 = Tide-Tint Polish" still resolves
a11y doc cited the row-15 defect in a live requirement—Updated to reference the fix

Verification spike order (TD, by blast radius)

P0 — before any feature code

P1 — before the systems they gate

P2 — ADR-0014 V2 (USS lint), ADR-0007 V1–V4, ADR-0005 Addressables/Awaitable interop, ADR-0014 V3 (accessibility compile).

What would make a vertical slice misleading (TD)


Recommended first three actions (PR)

Highest-risk sequencing mistake to avoid: writing epics and stories for the whole MVP before the playtest and before a Steam transport package is chosen. Stories touching ADR-0008–0012 would be rewritten.


Verdict: CONCERNS

Not PASS: one required artifact is genuinely absent — no example test file has ever proven the CI pipeline works, and the Unity version it pins is a guess. All four directors returned CONCERNS, which per the gate rules caps the verdict at CONCERNS regardless.

Not FAIL: no director returned NOT READY. Foundation and Presentation layers are traceability-gap-free, all 10 ADRs are Accepted with no dependency cycles, no deprecated-API usage, and all four 6.3 HIGH-risk domains are addressed. The missing Unity project is correct for this gate — Pre-Production is where it gets created, and creating it earlier would have baked guessed versions into the ADRs. The blocker is narrow and is itself the natural first task of the phase being entered.

The gate's own escape hatch applies: this checklist requires an example test file, but the only sane place to author one is inside a Unity project that this phase exists to create. Holding the phase closed until a test exists would deadlock the project against its own gate. The honest reading is: enter Pre-Production, and make project-creation-plus-one-green-test the first story rather than a later one.

We will know this gate was called correctly if: the playtest is dated within one week; project scaffold + one green CI test lands as story #1; the P0 spikes run before feature work; and sprint 1 closes with Foundation stories done and no rework caused by an undecided ADR.


Chain-of-Verification

Five challenge questions, three answered with tool actions:

Verdict unchanged: CONCERNS.