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Project

The request names one feature. Project binds that request to a repository revision and an engine environment before generated source or an editor can change the work around it.

game.bootstrap_project@1 establishes custody of design, repository, EngineProfile@1, adapters, dependencies, environment, build recipe, declared scenarios, and acceptance checks. The profile pins engine/export templates, platform/renderer, physics/navigation, importers/plug-ins, locale/random streams, network/containment, and measured resources.

game.build_playable_slice@3 coordinates only the admitted feature and retains the source diff created by its Spells. Scenes, resources, settings, tests, and design decisions are project truth; imports and rebuildable caches retain separate records. An attractive screenshot or generated tree must still load, pass checks, build, and survive the declared scenario.

The project can execute code. Generated source, foreign scenes, editor scripts, native extensions, plug-ins, shaders, resources, and import hooks receive no ambient network, device, secret, filesystem-execution, or installation permission. The first proof uses a trusted fixture. General execution requires its engine contract's Tomb profile; headless mode supplies no containment.

Licence acceptance and destructive source changes have separate gates. Restart resolves the pinned Pattern, source, engine, adapters, environment, and schema. Incompatible work drains, migrates through an explicit adapter, or ends honestly rather than switching to latest.

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