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SPLITROOT — Unreal Canary

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.

Where the project actually lives

  • Workflow connector: https://tinyassets.io/mcp
  • Project goal: 9171b100de33 — "Design and prototype a fantasy Archon RTS/FPS hybrid"
  • Search the connector wiki for splitroot to find current project pages (status, design, lineage research, persona, decisions).
  • Read pages/plans/chatbot-builder-behaviors.md on the connector before authoring new content there.

Layer convention (factory vs per-game)

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/.

What this folder is

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 into Source/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 under games/<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 rename Play-Splitroot.cmd / Open-Splitroot.cmd at the Phase 3 module rename).

How to open the project

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.

Public Git boundary

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.

For contributors without local file access

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.

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