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Project

A project binds the design, repository revision, EngineProfile@1, adapter versions, dependencies, environment, build recipe, declared scenarios, and acceptance checks before work begins. The engine profile pins the engine and export templates, target platform and renderer, physics and navigation settings, importers and plug-ins, locale and random streams, network and containment policy, and measured resource envelope.

The proposed Spell game.bootstrap_project@1 creates that custody boundary. The principal Pattern game.build_playable_slice@2 coordinates only the feature named by the Invocation and preserves the source diff produced by its placed Spells. Project truth includes scenes, resources, settings, tests, and design decisions; engine-native imports and rebuildable caches remain separate records.

A passing model explanation, attractive screenshot, or generated source tree is not a game. The project must still load under its pinned engine, satisfy deterministic checks, build, and survive the declared playtest scenario.

Project source is executable material. Generated code, foreign scenes, editor scripts, native extensions, plug-ins, shaders, external resources, and import hooks receive no ambient execution, network, device, secret, or installation authority. The first proof admits only a trusted fixture; general project execution requires the Tomb profile named by the engine contract. Headless engine mode is not containment.

License acceptance and destructive source changes are separate gates. Restart resolves the pinned Pattern, source, engine, adapter, environment, and schema. Incompatible parked work drains, migrates through an explicit adapter, or ends honestly rather than moving to “latest.”

Continue with Assets, World, Playtest, or Build.