Arborwake is built by several AI sessions working in parallel, each on its own branch. A workstream is one of these sessions and the files it owns. This page records the split as of 2 November 2026.
Rules everyone follows#
- Codex is the technical lead and sole integrator. Only the lead merges into
main(the accepted game) orPlaceholder(the integrated Arborwake alpha). - Claude sessions submit isolated commits on their own branches and never merge into lead branches.
- Each workstream owns its own paths and its own report files in
docs/ops/agent-messages/. A report is not acceptance, and it does not give permission to change shared files. - Questions, blockers and handoffs go through those reports. The user's own messages are the only approvals.
- Small calls are decided inside the workstream (see Review process).
Who owns what#
| Workstream | Owns | Branch | Tip (2 Nov) |
|---|---|---|---|
| Codex lead | Integration, shared state, navigation, saves, story scenes after II1, travel, release | main, Placeholder | 1ded4c01c, b89f778c2 |
| Movement and Map (Codex) | Main-game movement, collision, transitions; Threadway streaming | shared main checkout (uncommitted) | — |
| Claude General | Coordination, the two to-do records, briefs | — | — |
| Claude A | Room layouts, encounter content, shuffle engine, tutorials | claude/expeditions | e7656b980 |
| Claude A fork 2 | Hearth disturbance boards | claude/expeditions-hearth | d662d8577 |
| Claude B | Turn rules, services, bots, roster and quest rules | claude/skills | 215bfbf88 |
| Claude B fork | Location-aware bot bands, strain preview | claude/skills-fork | badaa5c6f |
| Environment art | Permanent maps, state art, Threadway P24 | claude/environment-art | 5ed726064 |
| Room building | Art for every run room and board (layouts stay with A) | claude/environment-art | 5ed726064 |
| Run HUDs | All run and encounter HUD | claude/run-hud | a893e4f08 |
| HUD and inventory | Town and home UI, shops, icons | claude/hud-inventory | 7c54d3631 |
| VFX main and fork | All effect groups | claude/vfx and claude/vfx-* | a0ba90a7a |
| Character sprites | Named cast, turned bodies, repair kit, icons | claude/cell-slime | 16c9aab43 |
| Grab-and-release | Tendril and rope motion | claude/microglia-motion | f81684851 |
| Wiki | This wiki (wiki/**) | claude/wiki | 7df3a62ea |
The parked run-HUD fix lives on claude/run-hud-parked-unitsat (b990d4a5c). Codex's earlier art branches stay as history and sources: codex/environment-art (95339ee9d) and codex/ranger-character-art (8a6ddb0f7).
Ownership changes#
- 29 October: the user handed environment art from Codex to Claude, which builds environments but does not write story or create characters.
- 31 October: Room building took the art for all future run rooms; Claude A kept the layouts. Codex took main-game movement, collision and placement.
- 1 November: the run HUD split from the town and home UI. Hearth's neuron lines moved from environment art to character art.
- 2 November: Run HUDs moved to a fork session. The idle Claude B fork took the bot bands. Claude A's fork 2 took the Hearth boards.
What is left (2 November)#
The lead's integration lists nine open items. The General session split them: Claude A delivers the Hearth handoff, a generated-outing assembler and eight Studios drills. Claude B writes rules for Tea visits, absence, the epilogue, paid Call and Archive charting. Character sprites produces the later cast. The HUD session lists the interiors still lacking art. Codex does the story scenes, stairs, travel, saves, provenance and device testing.
See also#
Sources#
- docs/ops/agent-messages/2026-11-02-lead-full-project-reconciliation-audit.md (working copy, not in Git)
- docs/ops/agent-messages/2026-11-02-claude-general-remaining-work-split.md (working copy, not in Git)
- docs/ops/agent-messages/2026-11-01-claude-workstreams-todo.md (working copy, not in Git)
b89f778c2:docs/ops/agent-messages/2026-11-02-lead-reconciled-game-integration.md1ded4c01c:AGENTS.md