claudeandClaude Opus 5.5 170eb409dd
ci / verify (push) Successful in 53s
Restore the 451 lines of the roadmap the flake note deleted
Commit 3d1b5da replaced the "Known flake" note by slicing the file from
that heading to "## Open questions for the user", on the assumption the
two were adjacent. They are not: between them sit the verification
surface and every stage section -- what each one built, its decisions and
its known gaps. All of it went, and it was pushed.

Restored from the commit before, with only the two intended changes
applied on top: the flake section replaced with its diagnosis, now ending
at the rule that actually closes it, and the HUD and connect-screen rows
the second UI pass meant to add. Every other document was checked for the
same kind of loss against the start of the session; none had any.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 13:14:58 +02:00
2026-09-03 16:03:57 +02:00
2026-09-03 16:03:57 +02:00
2026-10-05 13:13:11 +02:00
2026-10-05 13:13:11 +02:00
2026-10-05 13:13:11 +02:00
2026-09-03 16:03:57 +02:00
2026-09-03 16:03:57 +02:00
2026-09-07 16:20:10 +02:00

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

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.

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