Internal codename for a lightweight, large-scale (up to 128 players) low-poly FPS built in Godot 4.6, inspired by BattleBit Remastered. v1 ships a single game mode: Conquest.
Internal project. The dedicated server and bot-driver builds are not for public release.
| Component | Path | Description |
|---|---|---|
| Shared core | shared/ |
Deterministic sim, wire protocol, gameplay rules. Linked by all binaries — the single source of truth so client/server/bot never drift. |
| Client | client/ |
Player-facing game: rendering, input, UI, client-side prediction + interpolation. |
| Dedicated server | server/ |
Headless, authoritative, Linux-only. 30 Hz tick. |
| Bot driver | bots/ |
Headless Godot build simulating many bots/process. Reuses shared/. Dockerized fleet for stress + playtesting. |
The server is authoritative. Clients (and bots) send input commands; the server simulates at a fixed 30 Hz and emits delta-compressed, interest-managed snapshots. Clients predict locally and reconcile.
- Engine: Godot 4.6.x (verified on 4.6.3).
- Run a headless server: see
docs/runbooks/. - Run the bot fleet / stress test: see
docs/runbooks/.
Read AGENTS.md first. It is the working agreement: use the superpowers skills and graphify as mandated, claim tasks in docs/TASKS.md, and respect milestone gates.
- Task board / status:
docs/TASKS.md - Roadmap & gates:
docs/milestones/ - Decisions:
docs/adr/ - System specs:
docs/specs/ - Full plan of record: the milestone index in
docs/TASKS.md