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System Status

Live status from PROJECT_STATUS_2026.md

Item Status
Monorepo layout client/ (Vite + Babylon.js), apps/client-2d/ (PixiJS v7 + React), server/ (Express + WebSocket), game-data/ (authoritative JSON content)
Main server loop server/src/core/WorldTick.ts at ~100 ms sim tick
Main client entry client/src/main.ts
2D client entry apps/client-2d/src/App.tsx
Primary rendering (3D) Babylon.js (@babylonjs/core + loaders + materials + addons)
Primary rendering (2D) PixiJS v7 + React UI (apps/client-2d/)
Networking WebSocket (ws) via server/src/networking/WebSocketServer.ts
Manifest System Deterministic server-authoritative state via hash chain in server/src/core/manifest/; client divergence detection in apps/client-2d/src/manifest/; resync API at /api/manifest/*
Data content root game-data/ by default, optional published pack via USE_PUBLISHED_CONTENT / CONTENT_PACK_DIR
Item Status
Server auth verification Supabase JWT flow with guest/dev toggles. Public release lockdown tracked by #2040.
Client auth provider VITE_AUTH_PROVIDER supports supabase or none; auto mode resolves to Supabase if configured.
Persistence drivers PERSISTENCE_DRIVER: auto / postgres / file. Backup/restore proof tracked by #2039.
JSON fallback PLAYER_SAVE_FILE default under data/.
Redis usage Optional (ioredis) for cache/chat relay paths, graceful fallback when unset.
Health endpoint GET /health includes auth, persistence, playtester, self-healing and content-root summary. Release observability tracked by #2049.
Domain Live status
Players/combat Movement, target selection, attack handling, skill usage, cooldown/mana flow, death/respawn are wired. Balance/UI hardening remains open.
Inventory/equipment/loot Inventory stacks, equip/unequip, loot drop + pickup and sync are active.
Canonical loot truth Production path is LootDirector -> ProceduralLootMachine -> loot_delta. Legacy LootSystem is quarantined; PR #2036 restricts its constructor further.
Player Stats Sync Server-authoritative XP/level tracking via PlayerStatsDirector; player_stats_snapshot broadcast via WebSocket.
Quest system Quest start/progression/sync and talk/collect/combat updates are active.
Questline system Questline engine + bridge and unlock propagation are wired.
NPC runtime NPCSystem, memory cache/persistence, relationships, proactive chat and game-data loading are wired.
Living Duden / NPC speech Runtime language content loads from game-data/language; 2D NPC interaction emits runtime dialogue packets.
Lineage runtime FamilyHouseRegistry, birth journal, replay, LineageTickRunner, snapshot bridge and visible-POI runtime provider exist.
Lineage worldSurface Server projects houses/nodes into liveGameplaySnapshot.worldSurface; 2D renders markers; 3D rendering tracked by #2046.
Ouroboros agents OuroborosEngine is instantiated and ticked from WorldTick.
World systems Chunks, observers, world objects, weather/time and terrain adapters are wired.
Resource entities Deterministic resource nodes and chunk coordinates are wired; remaining deterministic audit cleanup tracked by #2041.
Storage system StorageEntity entities with inventory, open_storage/transfer_item handlers in WorldTick.
Warfront WarfrontSystem lifecycle, status pushes and reward claims are wired.
World boss WorldBossDungeonSystem encounter flow and ranking summaries are wired.
Vote system Vote banner/session/status and reward claims are wired.
Crafting Server-authoritative starter crafting loop is wired and visible in snapshots/UI.
Admin content tools /api/admin/content/* routes + /admin-content.html are active.
Issue Purpose
#2038 Repeatable production deploy and live verification gate
#2039 Persistence backup and restore proof
#2040 Production auth and session hardening
#2041 Remaining deterministic audit violations
#2042 Mobile and browser performance budget
#2043 Player-facing UI coverage for critical gameplay
#2044 Audited release content pack and asset license proof
#2045 Required full-loop E2E and release smoke gate
#2046 Render lineage worldSurface in the 3D client
#2050 Runtime civic state from tick and house data
#2047 Runtime market pricing from resource state
#2048 Item provenance, trading and anti-duplication audit
#2049 Runtime observability and release SLO dashboard
Item Status
Playtester runtime AutonomousPlaytester enabled by PLAYTESTER_ENABLED
Monitor mode default PLAYTESTER_MONITOR_MODE=webrtc
Viewer page /playtester-monitor.html
Publisher page /playtester-render-publisher.html
Signaling PlaytesterWebRTCSignaling at PLAYTESTER_MONITOR_SIGNAL_PATH
Release reporting Open under #2049

Last Updated: 2026-06-26 Commit: bb29e775

Areloria WASD Codex

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