Genesis — Athena, the board, and "The Last Job

designintakeathena

Shipped as historical entry.

What Changed

This entry establishes the project context: The Last Job as a deterministic Cyberpunk heist simulator with a public build record and a task-backed development rhythm.

We started where the design already lived — Athena's Letta thread on moya. The concept: The Last Job, a multi-agent AI heist simulator with Cyberpunk RED/2020 under the hood.

Shipped this slice of intake:

  • Read the design thread (roles, lifepath, cyberware/cyberpsychosis, netrunning, street cred).
  • Created DSC Tasks project #16 with nine swimlanes (Intake through Lore).
  • Collabed with Athena via Broca on v1 scope: hidden agendas, real mortality, JSON rules contract.
  • Filed the canonical spec as Doc #344.
  • Dispatched research subagents to locate CP RED / 2020 rulebook sources.

The killer feature Athena named early: crew members are not scripts — they carry private state (loyalty, betrayal triggers) the player never reads directly. That became a hard guardrail in architecture.

Why It Matters

AI narration needs operational discipline. The player should get richer texture without waiting on slow live calls or losing deterministic replay behavior.

Implementation Notes

The commit message for this slice was:

Genesis — Athena, the board, and "The Last Job

Files touched in this slice included:

  • No file list was available for this historical entry.

Verification

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Visuals

Devlog illustration: Genesis — Athena, the board, and "The Last Job
Devlog screenshot: crew dossier surface.