Contributing to Anemora
Status: draft v0.3 (2026-05-06). Anemora is currently near the end of Stage 3 Vertical Slice verification. The primary public release path is Steam Early Access, and the code license remains All Rights Reserved by default until Stage 4 re-evaluation.
1. Current Contribution Posture
Anemora is currently a single-developer project. External issue intake, pull request intake, review rules, contributor legal terms, and moderation policy are not open workflows yet.
This document is a Stage 4 preparation draft. It records the current project state and the decisions that must be made before public contribution intake can be treated as supported.
Current public-facing project facts:
- Protagonist: Niro / ニロ (provisional).
- First zone: Antela / アンテラ (provisional).
- Public release direction: Steam Early Access as the primary public path.
- Code and project-owned assets: All Rights Reserved by default unless a third-party license explicitly applies.
- Contribution intake: single-developer workflow continues until Stage 4 decides otherwise.
2. Development Setup
Use the setup flow in README.md:
- Install Unity
6000.3.14f1through Unity Hub. - Clone the repository.
- Add the cloned
anemora/project in Unity Hub. - Open
Assets/Scenes/Anemora_Main.unity. - Press Play in the Unity Editor.
Additional layout / automation references:
docs/ASSET_STRUCTURE.md— canonical asset directory layout.docs/EDITOR_AUTOMATION.md— Unity editor automation and helper script usage.docs/adr/— Architecture Decision Records.
3. Coding Style
Formal public coding style guide: TBD for Stage 4.
Current observed code structure:
Assets/Scripts/Data/contains theAnemora.DataPOCO layer.Assets/Scripts/Save/contains theAnemora.Savelayer.Assets/Scripts/Game/contains game-facing ScriptableObject / runtime code.Assets/Scripts/TimeManagement/,Assets/Scripts/Player/,Assets/Scripts/Dialogue/, andAssets/UI/Scripts/hold feature-specific runtime components.Assets/Scripts/PerformanceHarness/contains Stage 4 stress-sample harness scaffolding.
If this repository accepts external pull requests later, formatting, naming, asmdef boundaries, nullable policy, Unity serialization conventions, and generated-asset boundaries should be documented here.
4. Commit Message Conventions
Formal commit convention: TBD for Stage 4.
Observed Stage 3 Day 1 commit subjects use short imperative phrases, for example:
Add trailer script v0 (30s / 60s / 180s)Polish README post-lore-reflectionAdd Stage 4 roadmap preliminary draftAdd stress sample harness design and skeleton
The current history does not follow strict Conventional Commits syntax such as feat:, fix:, or docs:. Stage 4 should decide whether to keep the existing imperative-subject convention, adopt Conventional Commits, or use another release-note workflow.
5. Issues and Pull Requests
Pull request intake: TBD for Stage 4.
Issue template set: TBD for Stage 4.
At this draft point, external PRs should not be treated as an accepted workflow. Before opening public PR intake, decide:
- Whether pull requests are accepted at all.
- Review owner and review expectations.
- Required tests / manual verification before merge.
- Branch naming and target branch policy.
- Whether Unity scene / prefab / asset changes require separate review from code changes.
- Whether contributors may submit generated assets or only source code / docs.
At scan time, no .github/ISSUE_TEMPLATE/ directory was present. If public issue intake opens, add templates for bugs, feature requests, asset review, localization feedback, and documentation fixes as appropriate.
6. Code License / Conduct / DCO / CLA
Code license remains All Rights Reserved by default. Stage 4 may re-evaluate this, but this contributing draft does not grant an open-source license. See NOTICES.md for the consumer-facing license summary.
Code of Conduct: TBD for Stage 4.
DCO / CLA handling: TBD for Stage 4.
At scan time, no CODE_OF_CONDUCT.md file was present. Contributor legal handling depends on the Stage 4 re-evaluation of the current All Rights Reserved default. Options such as no external contributions, project-license-only contribution, Developer Certificate of Origin, Contributor License Agreement, or custom written contribution terms are not selected here.
Related docs:
NOTICES.md— current consumer-facing license and third-party notices.docs/legal/code_license_options.md— neutral code license option notes.
7. Asset Contribution Policy
External asset contribution acceptance: TBD for Stage 4.
Current asset provenance is tracked through docs/legal/asset_ledger.md. Stage 3 Day 1 state includes:
- Niro / Antela provisional identity decisions reflected in sprite and documentation rows.
- Zone1 BGM
Assets/Audio/Music/Zone1_Ambient.ogg. - Zone1 SFX 30 entries across environment, footsteps, time-window, NPC, and UI categories.
- TMP Japanese / English font atlases and third-party font license references.
- Meshy / Blender building assets, PixelLab / Aseprite sprite assets, and AI-assisted audio records.
Any future asset contribution policy must account for:
- Third-party source licenses.
- AI-generation tool terms and paid-plan evidence.
- Steam AI disclosure category.
- Intermediate files under
art/_intermediate/andaudio/_intermediate/. - Final Unity import paths under
Assets/.
Do not assume that a code license, once selected or re-evaluated, also licenses sprites, audio, models, fonts, TMP atlases, or other assets. Asset licensing remains separate until Stage 4 re-evaluates it.
8. Testing Expectations
Required public PR test gates: TBD until a PR workflow opens.
Current verification references:
- EditMode expected count: 31 tests by source scan under
Assets/Tests/EditMode/. - PlayMode expected count: 27 UnityTests by source scan under
Assets/Tests/PlayMode/. - Verification catalog:
docs/VERIFICATION_SUITE.md. - G5 acceptance checklist:
docs/G5_ACCEPTANCE_MATRIX.md. - G5 preflight:
docs/G5_PREFLIGHT.md. - Manual G5 rubric:
docs/G5_MANUAL_RUBRIC.md.
Before any future PR process is opened, this section should define which checks are required for code changes, Unity scene / prefab changes, generated asset changes, documentation-only changes, and release candidates.
9. Documentation Updates
Current navigation docs that may need updates when a contribution changes project behavior:
README.md— public project entry point.CHANGELOG.md— milestone / release-note level.docs/devlog/INDEX.md— devlog navigation.docs/ASSET_STRUCTURE.md— directory layout.docs/EDITOR_AUTOMATION.md— automation usage.docs/legal/asset_ledger.md— asset provenance and license tracking.docs/STAGE4_ROADMAP.md— preliminary Stage 4 sequencing.
10. Public Release and Public-Facing References
The current primary public release path is Steam Early Access. Exact release timing, price, store-page copy, trailer final cut, and final license handling remain Stage 4 review items.
docs/PITCH_PUBLIC.md— Steam description / trailer / press-kit source text.docs/TRAILER_SCRIPT.md— 30s / 60s / 180s trailer script draft.docs/STAGE3_RETROSPECTIVE.md— Stage 3 retrospective draft.docs/STAGE4_ROADMAP.md— Stage 4 preliminary roadmap.AUTHORS.md— primary author and contribution status.NOTICES.md— consumer-facing third-party notices and current license status.
11. Change History
| Version | Date | Notes |
|---|---|---|
| v0.1 | 2026-05-05 | Initial draft for Stage 4 entry preparation. |
| v0.2 | 2026-05-05 | Reflected Stage 3 /spec resolution: Niro / Antela provisional names, Steam Early Access release direction, and All Rights Reserved default license pending Stage 4 re-evaluation. |
| v0.3 | 2026-05-06 | Updated for Stage 3 Day 1 near-completion: single-developer posture, Steam Early Access path, All Rights Reserved default, asset ledger state, test counts, and public-facing cross-references. |