Write down where the project stands
plan/STATUS.md: what the last session changed, what to pick up next, and the handful of things that were learned the hard way and would otherwise have to be rediscovered. Linked from the overview, which now also lists plans 13 and 14 alongside the earlier phases. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015CYEJKobJ2Re4Dv7qUoSA7
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# AI D&D — Local AI Dungeon Clone: Plan Overview
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> **[STATUS.md](STATUS.md) — where things stand and what to pick up next.** Read that
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> first; this file is the shape of the project, not its current state.
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A locally hosted web app replicating AI Dungeon's core experience: scenarios, adventures,
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AI-driven storytelling, AI Dungeon-style memory/context management, JavaScript scripting
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(compatible with real AI Dungeon scripts), and full transparency into what is sent to the AI.
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@@ -109,3 +112,11 @@ Open questions are recorded at the top of each phase file under "Ask before impl
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+ milestones per scenario (`stat_schema`); the AI proposes deltas, a Python engine clamps them
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(min/max, per-turn cap, cooldown, sticky milestones); band descriptions keep the model honest;
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World State drawer + Insights delta report; reuses the Phase 11 undo/retry snapshot.
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- **[Memory-bank embedding cost](13-memory-embedding-cost.md)** *(round three of the egress
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work)*: a turn fetched the whole memory bank's vectors to pick five — 96% of everything it
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read. Packed float32 + an in-process cache + SQL-side filtering; a played turn went 6.4 MB
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to 123 kB. Includes the byte-meter harness (`backend/tools/`). One step left, see STATUS.
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- **[Phase 14 — Story tree](14-phase-story-tree.md)** *(designed, not started)*: the linear
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action list becomes a branching tree, so a retry is a sibling rather than a rewrite and both
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paths survive. The real argument is bug elimination — seven bug classes trace to "the story
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is a mutable list" and all disappear when nothing is rewritten in place.
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