This folder is the local Unreal 5.7 canary for SPLITROOT — a fantasy
RTS/FPS Archon hybrid being built as the first canary game inside a
reusable game-factory branch on the Workflow connector at
https://tinyassets.io/mcp.
The folder contains only the game build, code, proof scripts, launchers, and provider/skill configuration. The project's design, vision, decisions, current state, and plans all live on the connector. Local files would go stale; the connector is the live brain.
- Workflow connector:
https://tinyassets.io/mcp - Project goal:
9171b100de33— "Design and prototype a fantasy Archon RTS/FPS hybrid" - Search the connector wiki for
splitrootto find current project pages (status, design, lineage research, persona, decisions). - Read
pages/plans/chatbot-builder-behaviors.mdon the connector before authoring new content there.
This branch follows a three-layer convention codified on the connector
at pages/concepts/factory-branch-layer-boundaries-convention-2026-05-24.
The branch itself (Layer A) holds only genre-agnostic substrate;
per-game data + per-game proof + per-game launchers live in
games/<game-id>/ (Layer C). SPLITROOT is the first instance at
games/splitroot/.
Factory substrate (Layer A — branch root):
ArchonFactoryCanary.uproject— Unreal 5.7 project file. (Deferred rename to per-game location pending Source/ module split.)Source/ArchonFactoryCanary/— C++ substrate module (route, entitlement, map-table, shared-RTS, visibility, combat, faction movement, player interaction, runtime input seams). (Deferred split intoSource/Archon/+games/splitroot/Source/Splitroot/.)FactoryContracts/— factory-level contracts (session_routes.json,entitlement_policy.json,archon_adapter_contract.md). Per-game contracts that still live here are explicitly deferred Phase 2 moves pending the JSONify-factions runtime config.Proof/— factory-level verification scripts (build-and-test-policy.ps1,unreal-map-smoke.ps1,local-proof-checks.ps1,playtest-render.ps1). Per-game arc proofs live undergames/<game-id>/Proof/.Launchers/Play-CurrentBuild.cmd— stable desktop-target launcher; delegates to the current game's per-game launcher.AGENTS.md,CLAUDE.md,CODEX.md,README.md— local operating rules and provider session notes..agents/skills/,.claude/skills/,.claude/agents/— skill + agent definitions (canonical + Claude Code mirror)..mcp.json— connector configuration.
Per-game instance (Layer C — games/splitroot/):
games/splitroot/README.md— what SPLITROOT is, connector design pointers.games/splitroot/FactoryContracts/factions.json— Verdant Choir / Kinwild Covenant / Lenswright Compact data.games/splitroot/Proof/first-60-seconds-smoke.ps1— SPLITROOT's rung-1 arc proof.games/splitroot/Launchers/Play-ArchonFactoryCanary.cmd,Open-ArchonFactoryCanary.cmd— SPLITROOT-specific launchers (will renamePlay-Splitroot.cmd/Open-Splitroot.cmdat the Phase 3 module rename).
Double-click C:\Users\Jonathan\Desktop\SPLITROOT Current Build.lnk
(the only SPLITROOT desktop shortcut). It must always point at
Launchers/Play-CurrentBuild.cmd, which launches the current merged
playable build. Today that delegates to
games/splitroot/Launchers/Play-ArchonFactoryCanary.cmd and starts
the canary map directly; when a packaged build becomes the current
build, update Play-CurrentBuild.cmd instead of creating another
desktop icon.
Run games/splitroot/Launchers/Open-ArchonFactoryCanary.cmd when you
need the editor.
This checkout is intended to be public source history, not a full binary
asset archive. Git tracks the Unreal project, C++ source, config,
contracts, proof scripts, coordination notes, launchers, provider setup,
and small SPLITROOT canary fixtures under games/splitroot/Content/.
Raw Fab/vendor asset downloads under Content/Fab/ and Content/Fab_*
stay local-only. They include very large licensed payloads and are
restored through the local import/proof workflow rather than committed
directly to GitHub. Generated Unreal output (Binaries/, Intermediate/,
DerivedDataCache/, Saved/) is also ignored.
You don't need a clone of this repo to contribute to SPLITROOT's
design, lineage research, faction balance discussion, or factory-branch
architecture. Open Cowork (or any MCP client), connect to
https://tinyassets.io/mcp, find goal 9171b100de33, read the
splitroot pages, and contribute via the wiki draft → promote flow.
Local repo access is only needed for the Unreal canary build itself — the implementation that earns the factory branch's claims.