Donchitos/Claude-Code-Game-StudiosPublic

Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.

AI summary: A coordinated multi-agent framework that transforms Claude Code into a complete virtual game development studio.

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ShellMITCreated Feb 12, 2026Last push 5d agoLatest release v1.1.2+278 stars this week+906 this month

Quick answers

What is Claude-Code-Game-Studios?
A coordinated multi-agent framework that transforms Claude Code into a complete virtual game development studio.
What does Claude-Code-Game-Studios do?
Claude Code Game Studios structures a single AI coding session into a simulated game development studio featuring 49 distinct agent roles and 73 workflow skills. It implements a hierarchical coordination system that mirrors real-world studio departments, from narrative design to engine programming. The framework enforces strict operational rules and utilizes hooks to maintain context and direct communication between these simulated roles. By providing specific prompts and workflow definitions, it prevents the AI from losing focus during complex game development tasks. This structured approach allows developers to tackle ambitious game projects by effectively managing the AI's cognitive load.
Who is Claude-Code-Game-Studios for?
Solo game developers, technical designers, and programmers utilizing Claude Code who want to structure large-scale game development tasks. Familiarity with standard game engine architectures is expected.
How do I get started with Claude-Code-Game-Studios?
Follow the setup instructions in the .claude directory to initialize the studio environment.
How popular is Claude-Code-Game-Studios on GitHub?
Donchitos/Claude-Code-Game-Studios has 25,706 stars and 3,655 forks on GitHub, and gained 278 stars in the last 7 days.
What license does Claude-Code-Game-Studios use?
Donchitos/Claude-Code-Game-Studios is released under the MIT license.

Star history

since Jul 28, 2026
010K20KJul 2026Aug 2026Sep 2026Oct 2026
25.7K stars as of Oct 3, 2026. Measured daily since Jul 28, 2026; GitHub no longer exposes earlier star timestamps.

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Signals and awards

derived from tracked data
  • Widely adopted

    25,706 stars

  • Well documented

    High community health score

  • Permissive license

    MIT

  • Continuous integration

    Automated checks passing

  • Repeat trending

    9 trending appearances

What Claude-Code-Game-Studios does

Claude Code Game Studios structures a single AI coding session into a simulated game development studio featuring 49 distinct agent roles and 73 workflow skills. It implements a hierarchical coordination system that mirrors real-world studio departments, from narrative design to engine programming. The framework enforces strict operational rules and utilizes hooks to maintain context and direct communication between these simulated roles. By providing specific prompts and workflow definitions, it prevents the AI from losing focus during complex game development tasks. This structured approach allows developers to tackle ambitious game projects by effectively managing the AI's cognitive load.

Solo game developers, technical designers, and programmers utilizing Claude Code who want to structure large-scale game development tasks. Familiarity with standard game engine architectures is expected.

  • Role-Based Agents: Defines 49 specialized agent personas covering every aspect of game development from art direction to QA.
  • Workflow Coordination: Implements 73 specific skills to route tasks between the appropriate simulated departments.
  • Context Preservation Rules: Enforces 11 strict operational rules to ensure the AI maintains architectural consistency across long sessions.
  • Lifecycle Hooks: Utilizes 12 lifecycle hooks to trigger specific agent behaviors during different phases of the development process.
  • Engine Agnosticism: Provides structured workflows applicable to major engines including Unity, Godot, and Unreal Engine.

Where teams use it

Indie Game Prototyping

Solo developers utilize the framework to rapidly generate gameplay mechanics and architectural foundations across different game engines.

Narrative Systems Design

Game designers engage specific narrative agents to structure branching dialogue trees and complex quest logic.

Asset Pipeline Automation

Technical artists automate the conversion and optimization of game assets by coordinating the appropriate technical agents.

Complex Refactoring

Programmers offload the restructuring of intricate game state managers to specialized engine programming agents.

Getting started: Follow the setup instructions in the .claude directory to initialize the studio environment.

README

main branch

Claude Code Game Studios

Turn a single Claude Code session into a full game development studio.
49 agents. 74 skills. One coordinated AI team.

MIT License 49 Agents 74 Skills 12 Hooks 13 Rules Built for Claude Code Buy Me a Coffee GitHub Sponsors


Why This Exists

Building a game solo with AI is powerful — but a single chat session has no structure. No one stops you from hardcoding magic numbers, skipping design docs, or writing spaghetti code. There's no QA pass, no design review, no one asking "does this actually fit the game's vision?"

Claude Code Game Studios solves this by giving your AI session the structure of a real studio. Instead of one general-purpose assistant, you get 49 specialized agents organized into a studio hierarchy — directors who guard the vision, department leads who own their domains, and specialists who do the hands-on work. Each agent has defined responsibilities, escalation paths, and quality gates.

The result: you still make every decision, but now you have a team that asks the right questions, catches mistakes early, and keeps your project organized from first brainstorm to launch.


Table of Contents


What's Included

Category Count Description
Agents 49 Specialized subagents across design, programming, art, audio, narrative, QA, and production
Skills 74 Slash commands for every workflow phase (/start, /design-system, /create-epics, /create-stories, /dev-story, /story-done, etc.)
Hooks 12 Automated validation on commits, pushes, asset changes, session lifecycle, agent audit trail, and gap detection
Rules 13 Path-scoped coding standards enforced when editing gameplay, engine, AI, UI, network code, and more
Templates 39 Document templates for GDDs, UX specs, ADRs, sprint plans, HUD design, accessibility, and more

Studio Hierarchy

Agents are organized into three tiers, matching how real studios operate:

Tier 1 — Directors
  creative-director    technical-director    producer

Tier 2 — Department Leads
  game-designer        lead-programmer       art-director
  audio-director       narrative-director    qa-lead
  release-manager      localization-lead

Tier 3 — Specialists
  gameplay-programmer  engine-programmer     ai-programmer
  network-programmer   tools-programmer      ui-programmer
  systems-designer     level-designer        economy-designer
  technical-artist     sound-designer        writer
  world-builder        ux-designer           prototyper
  performance-analyst  devops-engineer       analytics-engineer
  security-engineer    qa-tester             accessibility-specialist
  live-ops-designer    community-manager

Each agent declares a model in its frontmatter: the three directors ask for Opus, lead-programmer and fifteen specialists name Sonnet, and the remaining thirty inherit your session's model. Treat the tiers as seniority of role, not as a billing plan — most of the studio runs on whatever model you are already using.

Engine Specialists

The template includes agent sets for all three major engines. Use the set that matches your project:

Engine Lead Agent Sub-Specialists
Godot 4 godot-specialist GDScript, Shaders, GDExtension
Unity unity-specialist DOTS/ECS, Shaders/VFX, Addressables, UI Toolkit
Unreal Engine 5 unreal-specialist GAS, Blueprints, Replication, UMG/CommonUI

Slash Commands

Type / in Claude Code to access all 74 skills:

Onboarding & Navigation /start /help /project-stage-detect /setup-engine /adopt /settings

Game Design /brainstorm /map-systems /design-system /quick-design /review-all-gdds /propagate-design-change

Art & Assets /art-bible /asset-spec /asset-audit

UX & Interface Design /ux-design /ux-review

Architecture /create-architecture /architecture-decision /architecture-review /create-control-manifest

Stories & Sprints /create-epics /create-stories /dev-story /sprint-plan /sprint-status /story-readiness /story-done /estimate

Reviews & Analysis /design-review /code-review /balance-check /content-audit /scope-check /perf-profile /tech-debt /gate-check /consistency-check /security-audit

QA & Testing /qa-plan /smoke-check /soak-test /regression-suite /test-setup /test-helpers /test-evidence-review /test-flakiness /skill-test /skill-improve

Production /milestone-review /retrospective /bug-report /bug-triage /reverse-document /playtest-report

Release /release-checklist /launch-checklist /changelog /patch-notes /hotfix /day-one-patch

Creative & Content /prototype /vertical-slice /onboard /localize

Team Orchestration (coordinate multiple agents on a single feature) /team-combat /team-narrative /team-ui /team-release /team-polish /team-audio /team-level /team-live-ops /team-qa

Does it produce games, or documents?

A fair question, and the answer is a measurement rather than a sample project. Four games were built from one brief at different modes.rigor levels and the documents each wrote before its first line of game code were counted:

modes.rigor Docs before first line of game code Time
minimal 1 (the one-page brief) 0 min
standard 30 58 min

All of them produced a running, tested game. Two blind reviewers and a human playtest then ranked the standard build last — the extra 29 documents bought traceability, not a better game.

It runs the game and looks at it

The measurement above is about cost. The other half is whether the thing works, and for a game that means someone has to look at it — a passing test says nothing about a menu drawn off-screen. So a story that changes anything the player sees is not closed until the game has been launched, observed, and a screenshot retained in production/qa/evidence/. A parse check is not a run. This holds at every rigor level, including minimal, where automated tests are waived but the look is not.

The games themselves are deliberately not shipped here: this is a template you clone to start your own project, and somebody else's game in your repo is clutter, not evidence.

Getting Started

Prerequisites

  • Git
  • Claude Code — the native installer is recommended (npm install -g @anthropic-ai/claude-code also works, on Node.js 22+)
  • Python 3 — reads project.yaml for every skill and hook; without it every setting silently falls back to its default
  • Bash — runs every hook; built into macOS and Linux, and on Windows it comes with Git for Windows
  • Recommended: jq (for hook validation)

Hooks fail gracefully if optional tools are missing — you just lose validation — with one deliberate exception: a commit that stages data JSON is blocked when there is no Python to validate it.

Setup

  1. Clone or use as template:

    git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git my-game
    cd my-game
  2. Open Claude Code and start a session:

    claude
  3. Run /start — the system asks where you are (no idea, vague concept, clear design, existing work) and guides you to the right workflow. No assumptions.

    Or jump directly to a specific skill if you already know what you need:

    • /brainstorm — explore game ideas from scratch
    • /setup-engine godot 4.6 — configure your engine if you already know
    • /project-stage-detect — analyze an existing project

Configuration

project.yaml at the repo root is the single source of truth for how the studio behaves on your project — engine, naming conventions, and a modes block that controls how much process every skill enforces. /start writes it for you; you rarely need to hand-edit it.

The one question that matters most is modes.rigor — minimal, standard, or full. It's a single front door over six separate knobs (workflow — which GDD sections are required, docs.density, qa.level, story_granularity, review_mode — how many director agents review your work, and team.size), so /start asks it once instead of six times:

  • minimal (default) — jam-game speed. No GDDs required, terse docs, minimal QA evidence, solo review. /start → /setup-engine → /brainstorm (a one-page brief) → /create-stories → /dev-story ↔ /story-done.
  • standard — 5 required GDD sections, balanced doc depth, standard QA evidence, lean review.
  • full — all 8 GDD sections, thorough docs, full QA evidence on every story type, full director review.

minimal is the default because it was measured against the alternatives: the heavier tier cost several times more to reach working code, was ranked last on play quality, and returned nothing measurable when a fresh developer inherited the project. Raise it in one /settings call when your project grows — /help and /gate-check will suggest it when they see the signs.

Two escape hatches keep one setting from being a blunt instrument. system_overrides holds a single system to a higher standard than the rest of the project — your combat system gets the full treatment while everything else stays light. testing.strict sets, per test type (logic, integration, visual, UI, config), whether missing evidence blocks a story or merely warns.

Any of the six underlying knobs can still be set individually if you want a mix (e.g. workflow: full with docs.density: terse — comprehensive but compact). Two of them — review_mode (full / lean / solo) and team.size — are also personal: rigor sets the team-wide default, but you can override them per-developer in a gitignored project.local.yaml without touching the shared config. modes.automation (how often the AI pauses to ask before it acts) sits outside rigor and is likewise personally overridable.

View or change any setting with the /settings skill:

/settings                              # view effective config
/settings modes.review_mode            # view one setting
/settings modes.rigor=full             # write to project.yaml (team-wide)
/settings --local modes.review_mode=solo   # write to project.local.yaml (just you)

Full schema and per-setting behavior: .claude/docs/effects-map.md.

Upgrading

Already using an older version of this template? See UPGRADING.md for step-by-step migration instructions, a breakdown of what changed between versions, and which files are safe to overwrite vs. which need a manual merge.

Project Structure

CLAUDE.md                           # Master configuration
.claude/
  settings.json                     # Hooks, permissions, safety rules
  agents/                           # 49 agent definitions (markdown + YAML frontmatter)
  skills/                           # 74 slash commands (subdirectory per skill)
  hooks/                            # 14 scripts (bash) — 12 event hooks, yaml-helper.sh,
                                    #   and one opt-in diagnostic you wire yourself
  rules/                            # 13 path-scoped coding standards
  statusline.sh                     # Status line script (context%, model, stage, epic breadcrumb)
  docs/
    workflow-catalog.yaml           # 7-phase pipeline definition (read by /help)
    templates/                      # 39 document templates (+ per-section guidance)
src/                                # Game source code (Godot). The code root is
                                    #   ENGINE-SPECIFIC: Unity compiles only
                                    #   Assets/, Unreal builds from Source/<Module>/
assets/                             # Art, audio, VFX, shaders, data files
design/                             # GDDs, narrative docs, level designs
docs/                               # Technical documentation and ADRs
tests/                              # Test suites (unit, integration, performance, playtest)
tools/                              # Build and pipeline tools
prototypes/                         # Throwaway prototypes (isolated from src/)
production/                         # Sprint plans, milestones, release tracking
CCGS Skill Testing Framework/       # QA for the skills and agents themselves — see below

Testing your customizations

CCGS is a template you are meant to edit. CCGS Skill Testing Framework/ is how you check that an edited or newly written skill still holds up — a catalog of all 74 skills and 49 agents, per-category quality rubrics, behavioral specs, and templates for writing specs of your own.

/skill-test static [name]     # structural linter — 7 compliance checks
/skill-test category [name]   # category-specific quality rubric
/skill-test spec [name]       # behavioral spec assertions
/skill-test audit             # coverage report across skills and agents
/skill-improve [name]         # test-fix-retest loop; keeps or reverts on score change

It tests the framework, never your game — game tests live in tests/.

How It Works

Agent Coordination

Agents follow a structured delegation model:

  1. Vertical delegation — directors delegate to leads, leads delegate to specialists
  2. Horizontal consultation — same-tier agents can consult each other but can't make binding cross-domain decisions
  3. Conflict resolution — disagreements escalate up to the shared parent (creative-director for design, technical-director for technical)
  4. Change propagation — cross-department changes are coordinated by producer
  5. Domain boundaries — agents don't modify files outside their domain without explicit delegation

Collaborative, Not Autonomous

This is not an auto-pilot system. Every agent follows a strict collaboration protocol:

  1. Ask — agents ask questions before proposing solutions
  2. Present options — agents show 2-4 options with pros/cons
  3. You decide — the user always makes the call
  4. Draft — agents show work before finalizing
  5. Approve — nothing gets written without your sign-off

You stay in control. The agents provide structure and expertise, not autonomy.

Automated Safety

Hooks run automatically on every session:

Hook Trigger What It Does
validate-commit.sh PreToolUse (Bash, PowerShell) Checks for hardcoded values, TODO format, JSON validity, design doc sections — exits early if the command is not git commit
validate-push.sh PreToolUse (Bash, PowerShell) Warns on pushes to protected branches — exits early if the command is not git push
validate-assets.sh PostToolUse (Write/Edit) Checks data-file JSON under assets/, Assets/ or Content/, and asset naming in Godot's assets/ only — exits early if the file is under none of them
session-start.sh Session open Shows current branch and recent commits for orientation
detect-gaps.sh Session open Detects fresh projects (suggests /start) and missing design docs when code or prototypes exist
pre-compact.sh Before compaction Logs the compaction (its output does not reach Claude — session-start.sh restores context afterwards)
post-compact.sh After compaction Debug-log reminder only (its output does not reach Claude)
notify.sh Notification event Shows Windows toast notification via PowerShell
session-stop.sh Every response end Archives active.md to session log and records git activity
log-agent.sh Agent spawned Audit trail start — logs subagent invocation
log-agent-stop.sh Agent stops Audit trail stop — completes subagent record
validate-skill-change.sh PostToolUse (Write/Edit) Advises running /skill-test after any .claude/skills/ change

Note: validate-commit.sh, validate-assets.sh, and validate-skill-change.sh fire on every Bash, PowerShell or Write tool call and exit immediately (exit 0) when the command or file path is not relevant. This is normal hook behavior — not a performance concern.

Permission rules in settings.json auto-allow safe operations (git status, test runs) and block dangerous ones (force push, rm -rf, reading .env files) in both the Bash and PowerShell tools. The git rules match anywhere after git, so a git command whose text only mentions push followed later by + or -f, clean followed by -f, or reset followed by --hard — a commit message such as git commit -m "push + pull" included — is denied too: reword the message.

Path-Scoped Rules

Coding standards are automatically enforced based on file location. The paths below are Godot's. Each rule also matches the Unity and Unreal layouts: the code rules match C# under Assets/**/Gameplay/ and C++ under Source/**/Gameplay/ (and Core, AI, Networking, UI), data matches JSON under Assets/**/Data/ and Content/**/Data/, shaders match by file type, and tests match C# under Assets/Tests/ and C++ under Source/**/Tests/.

Path Enforces
src/gameplay/** Data-driven values, delta time usage, no UI references
src/core/** Zero allocations in hot paths, thread safety, API stability
src/ai/** Performance budgets, debuggability, data-driven parameters
src/networking/** Server-authoritative, versioned messages, security
src/ui/** No game state ownership, localization-ready, accessibility
design/gdd/** Required sections per modes.workflow, formula format, edge cases
design/narrative/** Lore consistency, character voice, canon levels
assets/data/**/*.json JSON validity, naming conventions, schema rules
assets/shaders/** Naming conventions, performance targets, cross-platform rules
tests/** Test naming, coverage requirements, fixture patterns
prototypes/** Relaxed standards, README required, hypothesis documented

Design Philosophy

This template is grounded in professional game development practices:

  • MDA Framework — Mechanics, Dynamics, Aesthetics analysis for game design
  • Self-Determination Theory — Autonomy, Competence, Relatedness for player motivation
  • Flow State Design — Challenge-skill balance for player engagement
  • Bartle Player Types — Audience targeting and validation
  • Verification-Driven Development — Tests first, then implementation

Customization

This is a template, not a locked framework. Everything is meant to be customized:

  • Add/remove agents — delete agent files you don't need, add new ones for your domains
  • Edit agent prompts — tune agent behavior, add project-specific knowledge
  • Modify skills — adjust workflows to match your team's process
  • Add rules — create new path-scoped rules for your project's directory structure
  • Tune hooks — adjust validation strictness, add new checks
  • Pick your engine — use the Godot, Unity, or Unreal agent set (or none)
  • Tune process weight — modes.rigor and its underlying knobs in project.yaml (see Configuration). Override per-run with --review solo on any skill.

Platform Support

Primary development on Windows 10 with Git Bash. The hooks and scripts are also tested on macOS — its stock bash 3.2 and BSD tools, with and without jq — and on Linux. All hooks use POSIX-compatible patterns (grep -E, not grep -P) and include fallbacks for missing tools. The notify.sh hook uses PowerShell for Windows toast notifications and is a no-op elsewhere — desktop notifications on macOS/Linux are not yet wired. Please file issues for any platform-specific breakage.

Community


Supporting This Project

Claude Code Game Studios is free and open source. If it saves you time or helps you ship your game, consider supporting continued development:

Buy Me a Coffee   GitHub Sponsors

Sponsorships help fund time spent maintaining skills, adding new agents, keeping up with Claude Code and engine API changes, and responding to community issues.


Built for Claude Code. Maintained and extended — contributions welcome via GitHub Discussions.

License

MIT License. See LICENSE for details.

View on GitHub

Recent activity

commits and pull requests

Releases and announcements

8 total
  1. **The default path works end to end, Unity and Unreal get the same care as Godot, and the checks tell you what they found.** A fix release for bugs in 1.1.1, each reproduced before it was fixed. ### Highlights - **The minimal path works start to finish.** `/help`, `/story-done`, `/sprint-status` and the status line follow it. Skills that expect a concept doc read `design/game-brief.md` instead, and there are no more dead ends into sprints. - **Engine commands that actually run.** Godot tests run, Unity tests compile, and Unreal tests compile and are found. `/smoke-check` runs your tests first. - **Unity and Unreal get what Godot gets.** Rules, hooks, checklists and agents know `Assets/`, `Source/` and `Content/`, and check their own engine reference. - **Warnings you can see.** Hook warnings now reach you. The commit and push checks find `git` however it's written, ignore here-doc text, and run in PowerShell too. The push warning names the branches it protects: `main`, `master` and `release/*`. - **Gates you can pass, and verdicts that don't overclaim.** `/gate-check` passes a project that is ready. Every verdict has a word for "could not check" (NOT ASSESSED). A release waits fo

  2. **Skills and agents work again outside auto mode.** A fix release for #128. ### Fixed - **Skills no longer abort before they start.** In 1.1.0, every skill that reads your config began with a shell command Claude Code refuses to run unless it is explicitly approved. In the permission mode CCGS ships with (`default`), 66 of the 74 skills stopped before doing anything — from any subdirectory of your project, and whenever Claude invoked a skill on its own, in auto mode too. Each skill now runs the config lookup as one plain command and pre-approves exactly that command in its own frontmatter. Nothing else is approved. - **`game-designer` and `creative-director` launch again.** Both preload skills, so the aborting command stopped them at startup with `Shell command permission check failed … Contains expansion`. They keep their preloaded skills and still have no shell access. - **Config is found from any folder.** Starting Claude Code inside `src/` or `design/` now reads the project's `project.yaml`. - **`/changelog` works in a repository with no commits yet.** Checked on Claude Code 2.1.277 and 2.1.281, in every permission mode, from the project root and from subdirectories. ### Up

  3. **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 - **Ask-before-write now holds, whatever your personal settings say.** CCGS sets Claude Code's permission mode to `default` in 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.json` if you really want to, but read `.claude/docs/setup-requirements.md` first. - **`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.**

  4. First stable release. Upgraders from `v1.0.0-beta`: see [UPGRADING.md](./UPGRADING.md#v100-beta--v10). ### Headline changes **`/prototype` and `/vertical-slice` are now two distinct gates** - `/prototype` = **concept prototype**, run after `/brainstorm` and before GDDs. New HTML / Engine / Paper paths. New `--spike` mode for ad-hoc mid-project technical questions. - `/vertical-slice` = brand-new pre-production gate. Production-quality end-to-end build that validates the full game loop before Production commits. - `prototyper` agent rewritten to operate in both modes. - Two new templates (`prototype-report.md`, `vertical-slice-report.md`) and two new coordination patterns (8, 8b). **Pre-production workflow restructured** (`workflow-catalog.yaml`) - New entity-inventory step before asset/UX authoring. - UX specs minimum raised to 3 (main menu + HUD + pause). - `prototype` step now optional in pre-production (it runs earlier). - `vertical-slice` step rewired to the new skill. - Solo-dev skip language throughout. ### Polish - `AskUserQuestion` widgets added to 7 skills that were missing them. - `--review full|lean|solo` flag now visible in argument-hints for all `team-*` skills. -

  5. v1.0.0-beta — Claude Code Game Studiosv1.0.0-betaApr 7, 2026pre-release

    > **This is a beta release.** The system is functional and has been through a full QA pass, but some rough edges remain. We welcome bug reports, feedback, and contributions. Expect things to evolve rapidly before v1.0 stable. Claude Code Game Studios is a game development studio framework for Claude Code — 48 coordinated subagents and 70+ workflow skills covering every phase of indie game development, from concept through live ops. --- ## What's New Since v0.3.0 This release encompasses **25 commits** of development organized across new skills, agents, infrastructure, and a full QA pass. --- ### New Skills (33 added, 1 removed) **Implementation pipeline:** - `/dev-story` — reads a story, loads full context (TR registry, ADR, control manifest, engine prefs), routes to the correct programmer agent via Task, drives implementation through to test - `/create-epics` — architect-level epic scoping, one epic per module - `/create-stories` — decomposes a single epic into story files with TR-ID references and test evidence paths - `/quick-design` — lightweight spec path for small changes; bypasses the full GDD pipeline **Story lifecycle:** - `/story-readiness` — validates a story is

Code frequency

additions and deletions
+33.2K-33.2KWeek of 2026-02-08: +33,180 linesWeek of 2026-02-08: -1,280 linesWeek of 2026-02-15: +1,455 linesWeek of 2026-02-15: -171 linesWeek of 2026-02-22: +0 linesWeek of 2026-02-22: -0 linesWeek of 2026-03-01: +0 linesWeek of 2026-03-01: -0 linesWeek of 2026-03-08: +15,943 linesWeek of 2026-03-08: -1,920 linesWeek of 2026-03-15: +4,998 linesWeek of 2026-03-15: -661 linesWeek of 2026-03-22: +3,941 linesWeek of 2026-03-22: -1,265 linesWeek of 2026-03-29: +1,160 linesWeek of 2026-03-29: -126 linesWeek of 2026-04-05: +23,536 linesWeek of 2026-04-05: -2,076 linesWeek of 2026-04-12: +0 linesWeek of 2026-04-12: -0 linesWeek of 2026-04-19: +2 linesWeek of 2026-04-19: -2 linesWeek of 2026-04-26: +58 linesWeek of 2026-04-26: -2 linesWeek of 2026-05-03: +17 linesWeek of 2026-05-03: -17 linesWeek of 2026-05-10: +2,894 linesWeek of 2026-05-10: -721 linesWeek of 2026-05-17: +0 linesWeek of 2026-05-17: -0 linesWeek of 2026-05-24: +0 linesWeek of 2026-05-24: -0 linesWeek of 2026-05-31: +0 linesWeek of 2026-05-31: -0 linesWeek of 2026-06-07: +0 linesWeek of 2026-06-07: -0 linesWeek of 2026-06-14: +0 linesWeek of 2026-06-14: -0 linesWeek of 2026-06-21: +0 linesWeek of 2026-06-21: -0 linesWeek of 2026-06-28: +0 linesWeek of 2026-06-28: -0 linesWeek of 2026-07-05: +0 linesWeek of 2026-07-05: -0 linesWeek of 2026-07-12: +0 linesWeek of 2026-07-12: -0 linesWeek of 2026-07-19: +0 linesWeek of 2026-07-19: -0 linesWeek of 2026-07-26: +0 linesWeek of 2026-07-26: -0 linesWeek of 2026-08-02: +0 linesWeek of 2026-08-02: -0 linesWeek of 2026-08-09: +0 linesWeek of 2026-08-09: -0 linesWeek of 2026-08-16: +0 linesWeek of 2026-08-16: -0 linesWeek of 2026-08-23: +0 linesWeek of 2026-08-23: -0 linesWeek of 2026-08-30: +0 linesWeek of 2026-08-30: -0 linesWeek of 2026-09-06: +0 linesWeek of 2026-09-06: -0 linesWeek of 2026-09-13: +0 linesWeek of 2026-09-13: -0 linesWeek of 2026-09-20: +25,083 linesWeek of 2026-09-20: -8,282 linesWeek of 2026-09-27: +22,838 linesWeek of 2026-09-27: -10,568 linesFeb 8, 2026Sep 27, 2026
+135.1K lines added, -27.1K removed over the last year.

Commits per week

last 52 weeks
100Week of 2025-10-04: 0 commitsWeek of 2025-10-11: 0 commitsWeek of 2025-10-18: 0 commitsWeek of 2025-10-25: 0 commitsWeek of 2025-11-01: 0 commitsWeek of 2025-11-09: 0 commitsWeek of 2025-11-16: 0 commitsWeek of 2025-11-23: 0 commitsWeek of 2025-11-30: 0 commitsWeek of 2025-12-07: 0 commitsWeek of 2025-12-14: 0 commitsWeek of 2025-12-21: 0 commitsWeek of 2025-12-28: 0 commitsWeek of 2026-01-04: 0 commitsWeek of 2026-01-11: 0 commitsWeek of 2026-01-18: 0 commitsWeek of 2026-01-25: 0 commitsWeek of 2026-02-01: 0 commitsWeek of 2026-02-08: 3 commitsWeek of 2026-02-15: 1 commitsWeek of 2026-02-22: 0 commitsWeek of 2026-03-01: 0 commitsWeek of 2026-03-08: 10 commitsWeek of 2026-03-15: 7 commitsWeek of 2026-03-22: 4 commitsWeek of 2026-03-29: 2 commitsWeek of 2026-04-05: 5 commitsWeek of 2026-04-12: 0 commitsWeek of 2026-04-19: 1 commitsWeek of 2026-04-26: 2 commitsWeek of 2026-05-03: 1 commitsWeek of 2026-05-10: 1 commitsWeek of 2026-05-17: 0 commitsWeek of 2026-05-24: 0 commitsWeek of 2026-05-31: 0 commitsWeek of 2026-06-07: 0 commitsWeek of 2026-06-14: 0 commitsWeek of 2026-06-21: 0 commitsWeek of 2026-06-28: 0 commitsWeek of 2026-07-05: 0 commitsWeek of 2026-07-12: 0 commitsWeek of 2026-07-19: 0 commitsWeek of 2026-07-26: 0 commitsWeek of 2026-08-02: 0 commitsWeek of 2026-08-09: 0 commitsWeek of 2026-08-16: 0 commitsWeek of 2026-08-23: 0 commitsWeek of 2026-08-30: 0 commitsWeek of 2026-09-06: 0 commitsWeek of 2026-09-13: 0 commitsWeek of 2026-09-20: 2 commitsWeek of 2026-09-27: 1 commitsOct 4, 2025Sep 27, 2026
40 commits in the last 52 weeks.

When work happens

weekday and hour
SunMonTueWedThuFriSat036912151821Sun 0:00 — 0 commitsSun 1:00 — 0 commitsSun 2:00 — 0 commitsSun 3:00 — 0 commitsSun 4:00 — 0 commitsSun 5:00 — 0 commitsSun 6:00 — 0 commitsSun 7:00 — 0 commitsSun 8:00 — 0 commitsSun 9:00 — 0 commitsSun 10:00 — 0 commitsSun 11:00 — 0 commitsSun 12:00 — 0 commitsSun 13:00 — 0 commitsSun 14:00 — 0 commitsSun 15:00 — 0 commitsSun 16:00 — 0 commitsSun 17:00 — 2 commitsSun 18:00 — 0 commitsSun 19:00 — 1 commitsSun 20:00 — 0 commitsSun 21:00 — 1 commitsSun 22:00 — 0 commitsSun 23:00 — 0 commitsMon 0:00 — 0 commitsMon 1:00 — 0 commitsMon 2:00 — 0 commitsMon 3:00 — 0 commitsMon 4:00 — 0 commitsMon 5:00 — 0 commitsMon 6:00 — 0 commitsMon 7:00 — 0 commitsMon 8:00 — 0 commitsMon 9:00 — 0 commitsMon 10:00 — 0 commitsMon 11:00 — 0 commitsMon 12:00 — 1 commitsMon 13:00 — 2 commitsMon 14:00 — 2 commitsMon 15:00 — 2 commitsMon 16:00 — 0 commitsMon 17:00 — 1 commitsMon 18:00 — 0 commitsMon 19:00 — 0 commitsMon 20:00 — 1 commitsMon 21:00 — 0 commitsMon 22:00 — 0 commitsMon 23:00 — 0 commitsTue 0:00 — 0 commitsTue 1:00 — 0 commitsTue 2:00 — 0 commitsTue 3:00 — 0 commitsTue 4:00 — 0 commitsTue 5:00 — 0 commitsTue 6:00 — 0 commitsTue 7:00 — 0 commitsTue 8:00 — 0 commitsTue 9:00 — 0 commitsTue 10:00 — 0 commitsTue 11:00 — 0 commitsTue 12:00 — 0 commitsTue 13:00 — 0 commitsTue 14:00 — 0 commitsTue 15:00 — 0 commitsTue 16:00 — 1 commitsTue 17:00 — 2 commitsTue 18:00 — 1 commitsTue 19:00 — 0 commitsTue 20:00 — 0 commitsTue 21:00 — 1 commitsTue 22:00 — 0 commitsTue 23:00 — 0 commitsWed 0:00 — 0 commitsWed 1:00 — 0 commitsWed 2:00 — 0 commitsWed 3:00 — 0 commitsWed 4:00 — 0 commitsWed 5:00 — 0 commitsWed 6:00 — 0 commitsWed 7:00 — 0 commitsWed 8:00 — 0 commitsWed 9:00 — 0 commitsWed 10:00 — 0 commitsWed 11:00 — 0 commitsWed 12:00 — 1 commitsWed 13:00 — 0 commitsWed 14:00 — 0 commitsWed 15:00 — 0 commitsWed 16:00 — 0 commitsWed 17:00 — 0 commitsWed 18:00 — 1 commitsWed 19:00 — 0 commitsWed 20:00 — 2 commitsWed 21:00 — 0 commitsWed 22:00 — 0 commitsWed 23:00 — 0 commitsThu 0:00 — 0 commitsThu 1:00 — 0 commitsThu 2:00 — 0 commitsThu 3:00 — 0 commitsThu 4:00 — 0 commitsThu 5:00 — 0 commitsThu 6:00 — 0 commitsThu 7:00 — 0 commitsThu 8:00 — 0 commitsThu 9:00 — 0 commitsThu 10:00 — 0 commitsThu 11:00 — 1 commitsThu 12:00 — 2 commitsThu 13:00 — 0 commitsThu 14:00 — 0 commitsThu 15:00 — 0 commitsThu 16:00 — 0 commitsThu 17:00 — 0 commitsThu 18:00 — 0 commitsThu 19:00 — 0 commitsThu 20:00 — 0 commitsThu 21:00 — 1 commitsThu 22:00 — 0 commitsThu 23:00 — 0 commitsFri 0:00 — 0 commitsFri 1:00 — 0 commitsFri 2:00 — 0 commitsFri 3:00 — 0 commitsFri 4:00 — 0 commitsFri 5:00 — 0 commitsFri 6:00 — 0 commitsFri 7:00 — 0 commitsFri 8:00 — 0 commitsFri 9:00 — 0 commitsFri 10:00 — 0 commitsFri 11:00 — 0 commitsFri 12:00 — 1 commitsFri 13:00 — 0 commitsFri 14:00 — 1 commitsFri 15:00 — 1 commitsFri 16:00 — 0 commitsFri 17:00 — 1 commitsFri 18:00 — 0 commitsFri 19:00 — 0 commitsFri 20:00 — 4 commitsFri 21:00 — 1 commitsFri 22:00 — 0 commitsFri 23:00 — 0 commitsSat 0:00 — 0 commitsSat 1:00 — 0 commitsSat 2:00 — 0 commitsSat 3:00 — 0 commitsSat 4:00 — 0 commitsSat 5:00 — 0 commitsSat 6:00 — 0 commitsSat 7:00 — 0 commitsSat 8:00 — 1 commitsSat 9:00 — 0 commitsSat 10:00 — 0 commitsSat 11:00 — 0 commitsSat 12:00 — 0 commitsSat 13:00 — 1 commitsSat 14:00 — 0 commitsSat 15:00 — 0 commitsSat 16:00 — 1 commitsSat 17:00 — 0 commitsSat 18:00 — 0 commitsSat 19:00 — 0 commitsSat 20:00 — 2 commitsSat 21:00 — 0 commitsSat 22:00 — 0 commitsSat 23:00 — 0 commits
Commit volume by weekday and hour (UTC). Larger dots mean more commits.

Who is committing

last 52 weeks
Maintainer commits41 (100%)
Community commits0 (0%)

41 commits in total over the last year.

DateListRankStars gained
Apr 20, 2026daily#11+173
Apr 19, 2026daily#19+184
Apr 18, 2026daily#23+190
Apr 16, 2026daily#16+119
Mar 26, 2026daily#10+124
Mar 25, 2026daily#18+108
Mar 23, 2026daily#17+140
Mar 22, 2026daily#18+240
Mar 21, 2026daily#19+201
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