# Architecture ```mermaid flowchart TD A["Agent"] --> B["CLI or Python client"] B --> C["Single debugger owner"] C --> D["Durable operation journal"] C --> E["REDengine loopback transport"] E --> F["Installed WitcherScript bridge"] F --> G["Game state and input handlers"] F --> H["Small native adapters"] F --> I["Passive game HUD"] ``` The debugger writes an intent before dispatch, allows one operation at a time, and preserves uncertain native delivery. A client timeout ends the wait, not necessarily the operation. A finite step reports input delivery, observed ticks, release and paused boundary separately from gameplay effect. The host's CLI contracts (`w3dev help COMMAND --json`) specify current preconditions and bounds. The [Python package](../witcher_devkit/README.md) owns CLI, transport, owner and evidence logic. The [ordered game scripts](../scripts/README.md) are compiled into one owned bridge; [native adapters](../native/README.md) supply the few missing low-level primitives. [Offline tests and explicit live harnesses](../tests/README.md) have separate entry points and evidence claims. Native adapters, UI asset build tools and receipts are installation-specific. This source snapshot omits local game assets, generated bundles and private session/evidence history. It is not a general first-time installer.