Audited rather than appended. What had drifted, now corrected: - ROADMAP's opening still described the project before this session: no word of the anti-cheat fixes, 468 tests, 23 smoke assertions, and a screenshot list half its current size. It now summarises the session, lists seven open items raised with the user and not yet decided (the boss-kill experience edge, the hub frame rate, aggro through corner cracks, the Warden-hall alcoves, one-tile arena doors, the Proving Grounds before release, hit feedback), and quotes current numbers. Its radius table still gave BULLET_INTEREST_RADIUS as the bullet cull at 2200; it is a 2900 ceiling over a per-bullet check. - NETCODE described the flat bullet radius as the design, claimed the respawn lockout gates connected players (they are unbound on death), and called actor scoping "next stage". All corrected, and a new section covers what the handshake and server now refuse: duplicate sessions, reasons that now arrive, paced control messages, coalesced store writes, bounds-checked hot decoders. - DECISIONS gains the audit's rules, the Proving Grounds' status, the tunnel and entrance rules, and the interface calls -- each flagged as the user's or as a judgement call. - ARCHITECTURE's file map lacked the actor classes, the dev auth provider, the menu backdrop and any tools section. - README told people to start a client with --name, which now only names bot characters, and its feature list predated fog, tunnels and carried health. CLAUDE.md gains three invariants (health on the record, one session per account, tools that host use scratch data); WORKFLOW gains the four traps this session fell into or nearly did. Every doc was checked for unintended deletions against the session's start, and every relative link resolves. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
4.1 KiB
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 # connect a client; you name a character on the roster screen
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 — and not for release. Generated rooms joined by tunnels two to four tiles wide, which now and then hold a group of enemies. |
| Fog of war | Lit by rays, so a shadow cuts straight through a tile and an enemy rounding a corner appears a slice at a time. Bullets fade past the edge of sight, but never so soon that one could reach you unseen. |
| Characters | Up to five living per account, permadeath, levels 1–15. Health carries between runs and the hub heals it. Experience is shared, undivided, among the players near enough to have seen the kill. |
| 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 # 576 GUT tests, headless ~4s
tools/smoke.sh # server + 5 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.