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Known Upstream Differences

This TypeScript/Node port preserves upstream user-facing outcomes while intentionally avoiding legacy implementation details that caused fragile behavior.

Legacy engine-system checks only partially passed while still reporting success. This port uses hard-failing validation, where any failed check exits nonzero.

Legacy folder-structure checks and project-file path expectations differed from the desired source/project-<slug>/ contract. This port uses source/project-<slug>/ for Godot, Unity, and Unreal.

Legacy Unreal naming used multiple labels. This port normalizes Unreal, Unreal Engine, unreal, and ue5 to canonical unreal, while keeping Unreal Engine as the display name.

Legacy validation depended on Python and shell assumptions. This port is TypeScript/Node only.

Role roster coverage is preserved through Codex-native IDs: studio-orchestrator, market-analyst, data-scientist, senior design/art roles, game-feel, UI/UX, QA, release, and implementation roles. Legacy underscore aliases such as producer_agent, qa_agent, and master_orchestrator are intentionally not valid role IDs.

Clone-visible template repositories track AGENTS.md, .codex/agents/*.toml, .codex/workflows/*.md, and .agents/skills/*/SKILL.md directly. run <role> assembles the current runtime prompt packet from tracked custom agents, project state, selected templates, and bounded context instead of materializing .codex/prompts/<role>.md mirrors.

Market and analytics are first-class renderable workflows owned by dedicated roles. Workflow prompts and normal role runs inline selected package template bodies instead of pointing Codex at project-relative template paths or loading every template.

Studio orchestration is provided through Codex-native roles, file-backed task state, explicit task orchestrate execution, selected workflow task recipes, and bounded workflow surfaces, not by a generated project_orchestrator.md.

Richer workflows exist for design specs, game-feel review, art direction, UI/UX review, production milestones, review, ship-check, playtest, bugfix, vertical slice, market, analytics, and handoff. Shortcut workflow commands render prompts. Supported workflow recipes such as vertical-slice, bugfix, ui-ux-review, and release-checklist can explicitly create .codex/tasks.json task graphs before task orchestrate runs them.

Intentional omissions for the first build: no interactive menu, no startover, no generated project_orchestrator.md, no exact template_info.md, no eager competitor reports during init, and no upstream license/authorship/citation parity documents.

Codex-native difference: run <role> invokes codex exec by default against a bounded runtime prompt packet. --dry-run and --print-prompt are the non-executing inspection paths. --allow-broad-context performs bounded discovery of existing project artifacts rather than recursive ingestion, and --fix receives the same runtime role context and selected templates as the primary implementation prompt.

Tracked template agents, workflows, and skills do not require generated-surface freshness metadata. Validation checks their structure and game-facing placement, while project-specific context metadata remains in .codex/context-manifest.meta.json.

Future-only features still not implemented in this build include planner/next, telemetry, changed-file tracking, prompt-size metrics, hard output-ownership enforcement, hosted/background orchestration, unbounded parallelism, legacy .gamestudio compatibility, CODEX.md, and project_orchestrator.md. Explicit local task orchestration is implemented as foreground, bounded, file-backed CLI behavior.