Tunnels are wide enough to fight in now, so occasionally one is occupied: each tunnel leg rolls a 10% chance of a group of two or three of one kind, standing within two tiles of each other. Most legs are too short or too near the entrance to qualify, so in practice it is about one depth-1 run in three (60 of 200 measured), rising with depth as tunnels get longer. Rare on purpose -- tunnels are where you go between fights, and a tunnel that is usually empty is what makes the one that is not a surprise. Never within aggro range of the entrance, checked per member rather than per group: members stand up to two tiles off the group's centre, so a centre that clears the entrance does not mean everyone does. The first version checked the centre, and the nearest member landed 15 units outside aggro range by luck. Never a lone straggler: a leg that cannot fit two gets nobody. Placed after every room, so each room's population is exactly what its seed always produced, and every leg rolls the same dice whether or not it is used, so one tunnel's luck never depends on another's shape. Scaled by the dungeon like every other spawn, each member from its own fresh definition. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Transcience
Top-down twin-stick bullet-hell with a dedicated, server-authoritative backend. Godot 4.7, GDScript, no external runtime dependencies.
Play
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
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 first — it is short, and the Godot CLI gotchas in it will otherwise cost an afternoon.
Docs
- docs/ROADMAP.md — what is built, what is next, where each feature lives
- docs/DECISIONS.md — settled design decisions and their reasoning
- docs/ARCHITECTURE.md — code map and the node-free simulation
- docs/NETCODE.md — replication model, hit validation, known gaps
- docs/WORKFLOW.md — agent-assisted Godot development, and the verification traps this project has actually hit
- docs/ASSETS.md — asset packs and their licence findings
- CREDITS.md — third-party attribution
- 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.