The player's muzzle was fixed last commit; every enemy and boss emitter has one too, and theirs reach further. A ring sits 46px out, an arc sweep's outer arms sit past 100px, and a wall-gap curtain spans the whole arena -- most of a curtain is nowhere near the thing that fired it. The pool samples geometry once per tick and never sees the jump, so all of those were spawning bullets on the far side of whatever stood between. That matters here more than it sounds, because both boss arenas are authored out of cover. The hall has pillars; the vault has barricades, and its own comment says they are there so that knowing where the Cantor is does not hand you a firing lane to it. A barricade blocks bullets and deliberately does NOT block sight -- so it is exactly the cover this bug cancelled. Measured before fixing: the Warden's curtain put 13 shots through a one-tile wall and its arc sweep 13 more; the Cantor's curtain, 16. Two checks, not one. The path test skips its own starting tile so a shooter in a doorway still resolves, and that skip let a telegraphed burst whose centre and ring sit inside one wall tile through -- born in the wall, announced to every client, dead on the next tick. The destination is now asked separately, so a bullet never exists inside geometry. A telegraphed strike passes its own marker as the source rather than the boss: that burst is born where the player was warned, and a pillar between the boss and the spot has nothing to say about it. A strike marked on cover is now simply a dud, which is cover working; pinned by a test so it stays a known shape. First attempt at this used a turret behind a barricade and proved nothing -- a turret's 24px offset cannot clear its own 16px radius plus a 32px tile, so the test could not have failed. Replaced with the two emitters that can reach, plus both real arenas. Co-Authored-By: Claude Opus 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.