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Documentation pass for a cold start
Audited the whole set rather than appending to it, and the two files a fresh
session reads first were both wrong.

README claimed the emergency escape takes three seconds and is CANCELLED BY
DAMAGE. It takes one, and damage explicitly does not interrupt it -- that is a
settled decision with its own entry in DECISIONS.md, and the front page said
the opposite. It also described one stationary boss, one hub portal, and none
of characters, permadeath, levels, inventory, loot, upgrades, settings or
credits. Rewritten, with the "not ready for the internet" warning made explicit.

ROADMAP had no "what is next" at all: every stage reads *done*, which for a
cold start is a dead end. It opens with where things stand and a table of
candidates -- auth, a reason to play past level 15, an economy, hit feedback,
replacing the non-redistributable packs, DTLS -- each with what blocks it, and
says plainly that the user has chosen none of them. Open questions renumbered
from the orphaned 8-11 they were left at, with the solved one dropped and three
real ones added.

ARCHITECTURE's file map listed two files twice, missed five subsystems
(upgrades, stats, poison, settings, credits, the UI theme), and still said
MapGen.build() is "the entry point both sides use" -- it is server-only, and
the whole anti-map-hack story depends on that. Rebuilt by layer and audited
against the tree: every path listed exists, and every one of the 64 source
files is covered.

CLAUDE.md's security paragraph said a client can send "exactly two things"
plus two roster requests. There are five client -> server messages. That number
is the security model, so it is now a table naming each one and what it
carries. Also records that nothing automated can see the screen.

Smaller: a stale 156/156 test count in ASSETS.md, and test counts refreshed to
468 where they are quoted.

check.sh clean, 468 tests, SMOKE PASS, all four diagnostics green, no broken
internal links.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-07 16:20:10 +02:00

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# 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, **14** use an inventory slot, **shift+14**
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 115, 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).