# Transcience Top-down twin-stick bullet-hell with a dedicated, server-authoritative backend. Godot 4.7, GDScript, no external runtime dependencies. ## Play ```bash tools/server.sh # dedicated server on :27015 tools/client.sh --join --name ada # connect a client ``` Or run one client and press **Host and play** for a listen server. **Controls** — WASD move, mouse aim, LMB fire, **E** to pick up loot and to use the hub's portals and quartermaster, **1–4** use an inventory slot, **shift+1–4** drop one, **hold F** for one second to escape a dungeon, **Esc** menu, **F1** hitbox overlay. Every one of those is rebindable in Settings. ## What is here | | | | --- | --- | | **Twin-stick bullet hell** | Server-simulated bullet field, ~300 concurrent bullets at 0.28 ms/tick — around 60x headroom against the 60 Hz budget. | | **Authoritative multiplayer** | Clients send input and nothing else. Hits, damage, death, loot, upgrades and instance transfers are all server decisions. Prediction and reconciliation for the local player. | | **Enemies** | Five readable movements (static, drift, orbit, approach, strafe) composed with bullet emitters. Nothing deals contact damage; every threat is a bullet you can see. | | **Two bosses** | The Warden of the Fold stands still through four phases. The Cantor of the Vault walks a circuit, chases, orbits, and marks the floor before it strikes. Both are pure data. | | **Three dungeons** | Two real runs, one per boss, plus a Proving Grounds: the same content at a fraction of the health and ten times the drop rate, for testing by hand. | | **Characters** | Up to five living per account, permadeath, levels 1–15, experience shared across the party undivided. | | **Inventory and loot** | Four slots, always on screen. Loot is either world-shared or instanced per player, and the instanced kind is filtered on the wire rather than hidden in the client. | | **Upgrades** | Seven, drawn three at a time and spent at a hub NPC. Damage, fire rate, extra projectiles, splitting, poison, and a legendary that deletes enemy bullets. | | **Emergency escape** | A one-second channel back to the hub that damage does **not** interrupt — because if it did, quitting the process would be the better escape. Dropping your connection runs the same channel. | | **Settings** | Rebindable controls and volumes, and an in-game credits screen. | ## Develop ```bash tools/check.sh # parse-check every script ~5s tools/test.sh # 468 GUT tests, headless ~4s tools/smoke.sh # server + 4 bot clients over ENet ~40s ``` Read [CLAUDE.md](CLAUDE.md) first — it is short, and the Godot CLI gotchas in it will otherwise cost an afternoon. ## Docs - [docs/ROADMAP.md](docs/ROADMAP.md) — what is built, what is next, where each feature lives - [docs/DECISIONS.md](docs/DECISIONS.md) — settled design decisions and their reasoning - [docs/ARCHITECTURE.md](docs/ARCHITECTURE.md) — code map and the node-free simulation - [docs/NETCODE.md](docs/NETCODE.md) — replication model, hit validation, known gaps - [docs/WORKFLOW.md](docs/WORKFLOW.md) — agent-assisted Godot development, and the verification traps this project has actually hit - [docs/ASSETS.md](docs/ASSETS.md) — asset packs and their licence findings - [CREDITS.md](CREDITS.md) — third-party attribution - [CLAUDE.md](CLAUDE.md) — commands, invariants, Godot CLI gotchas ## Not ready for the internet `LocalAuthProvider` lets any client claim any account id. It exists to have the same shape as Steamworks so swapping is one class, and it must be replaced before this is reachable from anywhere untrusted. There is no transport encryption either. See [docs/ROADMAP.md](docs/ROADMAP.md).