0.1.0-alpha.3 — First playable build
Published
- First cooked, playable Windows client published, installed and verified end-to-end through the launcher.
- Movement Lab: a grey-box traversal test level — sprint lane with distance markers, jump blocks, mantle ledges, slopes, a wall-run gallery, a wall-jump corridor and a slide ramp.
- Listen-server multiplayer: one player hosts, the host is the authority for the session.
- Native fallback keymap (WASD, mouse, Space, Shift, Ctrl, Q, E) so the build is playable with zero authored input content.
- Launcher 0.1.2: swap-aside installs so a failed or locked update never guts a working build, retry on mid-stream download drops, verify detects a build tree missing its executable.
It is a movement test slice: expect placeholder visuals and a single level.
The point of downloading it is to tell us how the movement feels.
0.1 — Vertical slice
Pre-alpha
Traversal
- Slide, wall-run, mantle, climb and dash implemented as custom movement modes with client prediction and extended saved-move data, so they survive a client correction.
- Deterministic wall and ledge probes derived independently on client and server from identical trace parameters — never replicated, so a disagreement resolves as an ordinary movement correction.
- Every traversal tunable exposed as designer-facing data. No literals in the movement code.
Combat
- Light and heavy attacks, block, dodge, hit reactions and stagger, driven from authored attack definitions rather than hard-coded timings.
- Parry adjudicated 100% server-side: the server holds the attack timeline and the defender's window and stamps the request on arrival.
- Server-side melee traces and a lock-on targeting component whose legality is decided from world transforms, not from the client's view.
- A blend-weighted camera mode stack — local and cosmetic, never trusted by any check.
Abilities & Techniques
- Attribute set carrying Vitality, Stamina and Veil, with a single damage execution as the only thing that writes Vitality.
- Natively declared gameplay tags for every ability, state, cooldown, cost, Essence, Form and modifier — no runtime string matching.
- Six Techniques composed from data assets across five Form classes: Gale Step, Ember Arc, Bastion Rise, Storm Needle, Mirror Echo, Veil Mend.
- Ability cost and cooldown reconciliation: the client predicts the cost for responsiveness, the server reapplies authoritatively, the client corrects.
Survival
- Six gatherable resources with depleting, jitter-respawning harvest nodes. Item grants are server-only.
- Inventory, equipment and server-validated crafting, with no client-side crafting path at all.
- Building: client-side ghost preview and snapping, server-side re-derivation and validation, per-region persistence to PostgreSQL.
World & AI
- Server-authoritative day/night cycle and a clear/rain weather chain, published cheaply to game state.
- Archetype-driven enemy behaviour states with a global round-robin scheduler under a hard per-frame cap.
- A per-target attack token pool so a group commits one attack at a time, plus delayed radius-limited ally alerts and squad focus.
- Varkuun, the first boss: a three-phase encounter running on the ordinary enemy stack with no boss-only damage or health path.
Backend & persistence
- Accounts on argon2id, JWT access tokens, rotating single-use refresh tokens with reuse detection that revokes the whole session family.
- Character create/list/soft-delete, and authoritative state save with optimistic concurrency — a stale write is refused rather than silently applied.
- Dedicated-server registry with heartbeats, presence tracking and a join-ticket claim flow.
- Redis-backed rate limiting, an admin API with an audit trail on every action, and Prometheus metrics.
Tooling
- In-game debug panel and console commands for every shipped system.
- Reversible numbered database migrations; the schema is never hand-edited.
Known limitations in 0.1
Read before downloading
- The playable client is a movement lab: one grey-box test level with placeholder visuals. It is not the open world, and it does not pretend to be.
- Multiplayer is a listen server — one player hosts and is the session's authority. A true dedicated server needs a source-built engine and is roadmap work.
- Production levels, animation, audio and materials are not built. Code paths and hooks exist; the assets are placeholders.
- Character meshes are single-view reconstructions with no skeleton and no skin weights. They cannot be animated.
- Character data may be wiped between builds without warning. Treat every test character as disposable.
- Behaviour at 120 ms latency with packet loss is part of the definition of done for each feature, but the slice as a whole has not been load-tested at population.