ASTRA Project Operating System
Single source of truth for KALYUG PROTOCOL. Every number on this page is derived from tracked records — nothing is estimated or assumed. Where information does not exist, it appears as an Action Required card rather than a guess.
Overall
18%
Design tree
70
59 leaf items tracked
Action required
0
0 critical, unanswered
Assets
0/0
none registered yet
Consistency
23
3 critical · ran 10m ago
Production phases
A phase without exit criteria cannot report meaningful completion.
P0In design
Foundation (2 months)
Documentation complete: Vision, Hard Rules, full GDD, Technical Architecture, Production Bible, Combat Balance Bible, ProjectOS, Art Direction, UI System, Asset Taxonomy. GATE 1 — DESIGN FREEZE: no production begins until documentation is complete.
P1Not started
Vertical Slice (3 months)
One map section, two heroes, three weapons, loot, barrier system, complete combat loop, networking, one complete playable match. GATE 2: the game is enjoyable without additional content. Playtest approval required before expanding.
P2Not started
Alpha (5 months)
Five heroes, all ten weapon families, complete map, Solo, Duo, matchmaking, progression, cosmetics foundation, core UI, audio. GATE 3 — FEATURE FREEZE: no new gameplay systems after this point.
P3Not started
Beta (4 months)
Performance, balancing, bug fixing, device compatibility, telemetry, anti-cheat, LiveOps preparation. GATE 4 — PERFORMANCE CERTIFICATION: target frame rates achieved across supported device classes.
P4Not started
Release (2-4 months)
Store, marketing, community, submission, soft launch, global launch. GATE 5 — LAUNCH READINESS: critical bugs resolved, backend stable, telemetry operational, store approved.
Module completion
Leaf-weighted: one finished zone out of ten reads as 10%, not 50%.
| Module | Kind | Items | Unspecified | Blocked | Progress |
|---|---|---|---|---|---|
| Astra DweepMAP-001 | Map | 10 | 37 | 0 | 20% |
| Launch Roster (Disciples)CHR-ROOT | Feature | 15 | 19 | 0 | 20% |
| Divine Weapon FamiliesWPN-ROOT | Feature | 10 | 0 | 0 | 20% |
| Game SystemsSYS-ROOT | Feature | 22 | 0 | 0 | 15% |
| Match ModesMODE-ROOT | Feature | 2 | 0 | 0 | 20% |
Critical questions
Answer these and the project can move.
No critical questions open.
Blocked work
Items that cannot start until something upstream is decided.
Nothing blocked.
Work in flight
Task board summary.
SPRINT
6
IN PROGRESS
1
REVIEW
0
BACKLOG
9
DONE
0
16 open · 116h estimated
Recent activity
just nowAR-028 answered: I actually think this is **one of the best ideas we've had**, and I would go further than Claude. The Relic Codex shouldn't just be a galle
just nowAR-024 answered: Again, I think Claude is **100% correct**. This is a classic production inconsistency. We have two documents saying: **AR-015 (Gameplay):
1m agoAR-027 answered: I actually think this is the **best review Claude has given so far**. This isn't about game design anymore—it's about **production manageme
2m agoAR-025 answered: This is another **excellent review**, and I completely agree. This isn't just a documentation issue—it's an architectural decision. You ca
2m agoAR-023 answered: This is another place where I think Claude is **100% right**, and it's actually pointing out something more important than the contradiction
3m agoAR-026 answered: This is the **single most important technical document** for the project. And Claude is absolutely right. Without this document: * Artist
3m agoAR-022 answered: This is another **excellent catch**, and this time I think **Claude is 100% correct**. In fact, this is exactly why having an independent a
3m agoAR-021 answered: This is an **excellent catch**, and I actually think Claude is right here. This is exactly why professional studios do **greyboxing (blocko