
Debug zero-G gameplay, breach-room transitions, projectile logic, and player movement issues in Orbital Breach.
Run the Orbital Breach preflight checks before committing, pushing, or opening a PR.
Implement browser-game runtimes with plain Three.js. Use when the user wants imperative scene control in TypeScript or Vite with GLB assets, loaders, physics, and low-level WebGL debugging.
Set browser-game architecture before implementation. Use when the user needs engine choice, simulation and render boundaries, input model, asset organization, or save/debug/performance strategy.
Audit this repo's Claude Code setup for drift across CLAUDE.md, settings, hooks, worktree files, and local skills.
Prepare, commit, push, and summarize a staging-only change for Orbital Breach.
Port a feature from archive branches into the current Orbital Breach codebase without breaking current invariants.
Prepare and optimize browser-game 3D assets. Use when the user asks for GLB or glTF shipping work, including Blender cleanup and export, collision or LOD setup, compression, texture packaging, and runtime validation.
Walk through the Orbital Breach manual gameplay smoke test before or after a gameplay change.