CURRENT DEVELOPMENT SLICE

First complete expedition

A Blitzer receives a diegetic adventure transmission, flies through a portal into an authored destination, recovers valuables and returns home with clear outcomes. Build reusable adventures and believable travel, then verify the first complete expedition for a small Steam playtest.

5 shipped · 1 in development · 1 planned

Development notes

October 2 correction requested by Mike: the latest adventure requests are committed to this slice, not deferred for weekend readiness. Development order: TASK-25 separate gate suspension from death; TASK-26 authored adventure definitions and shared lifecycle; TASK-27 replace the rejected modal briefing with short replayable visor transmissions; TASK-28 integrate animated portal entry/loop/exit and combined journey acceptance. TASK-22/23/24 provide the first-expedition reliability, readability and handoff acceptance pass. Detailed criteria: tasks/prd-adventure-modules-and-presentation.md; design/sector-admission.md; design/pilot-information.md. Mike supplies portal artwork and reviews rendered visual studies; a placeholder can exercise the adapter first. Steam 52.230 remains the published baseline; local source travel is not hosted readiness. No hidden roster, persistent flight paragraphs, invented guardian/deadline knowledge or automatic acceptance from test results. Timed closure/loss requires durable recovery; hosted provisioning and release activation remain subsequent explicitly authorized work. Record verified progress today; the calendar does not establish readiness.

Changes to this slice

Started with 3 work items. 4 added since the start; 0 currently removed.

TASK-25 · Gate travel is not ship destruction — Added after the start
TASK-26 · Modular authored adventures and shared lifecycle — Added after the start
TASK-27 · Replace adventure briefing card with visor transmissions — Added after the start
TASK-28 · Animated portal passage and combined journey acceptance — Added after the start

Changes are recorded in each work item's activity.

Shipped

FEATURE-23 · Hive defenders

Local tactical-colony revision; design/hive-raids.md. Explicit reactive priority tree: Queen absent -> disengage; boundary -> return; assigned pair protects threatened Forager; other pairs screen/intercept; relocation -> moving escort; otherwise patrol. Queen coordinates shared threats and roles rather than each fighter chasing the last shooter. Two standing patrol defenders, food permitting. Continuously moving 3D patrols with base radii115-151m, plus smooth per-defender phase variation and +/-12% radius variation, separation18m, escort80m, dedicated worker-guard orbit70m with260m target radius. Owner-approved wider hard Queen boundary460m replaces260m. Existing0.33x size,30 hull,78m/s, staged projectile fire, six-active/twelve-launch budgets remain. Deliveries fund births48initial/cap240, worker8/defender3, replacement worker reserve preserved; Foragers60 capacity/180m work/90s maximum sortie and situational partial returns. Distant fire causes Queen screening and worker recall, not unlimited pursuit. Tactics, live raid, colony, natural sortie and host/three-client regression tests pass. Render inspected. Human swarm feel, routing and group balance remain for playtest; protocol25 now required for Queen impact replication, with matched updated builds. Nothing deployed. Forager pause correction: unloading under recall previously switched to SEEK, then RETURN every frame, stopping repeatedly inside delivery range. Empty recalled workers now move in escort within rally range, pause their sortie clock and resume work when recall clears. No eligible work also falls back to moving escort. Obstructed mining targets are skipped for five seconds and depleted targets discarded. tests/forager_recall_trial.gd covers the real blocked mining ray, escort movement, single delivery and resumption; colony and natural sortie/interception/replacement/rematch pass. Protocol25 unchanged; no release.

Feature · 1 blitzer supportedOpen item
Shipped

FEATURE-15 · Expanded visual, audio and input options

Expand graphics, audio and input preferences. Graphics scope: quality presets; anti-aliasing options with clear performance/clarity tradeoffs; window mode and resolution; VSync and frame limit; render scale; texture filtering; shadow quality; glow/effects quality; HUD scale and camera FOV. Persist per-player choices, restore defaults, and provide timed confirmation/revert for risky display changes. Validate cockpit and chase instrument readability at 720p/1080p and representative lower-end hardware. Preserve existing essential settings and broader audio/controller/mouse scope.

Feature · Results requestedOpen item
Shipped

FEATURE-19 · Queen raid and gold extraction

Local Queen feedback revision; design/hive-raids.md. Permanent bubble removed: shield is fully invisible at rest, blocked hits reveal broad irregular additive/emissive patches for about0.95s, up to four overlaps, then fade completely. Rear hits remain eligible for finite gold and do not flash shield. Per-Queen material isolation verified. Defensive turning/front-versus-rear rules, doubled scale, recalls, food economy and irregular finite gold remain. Translation now uses1.6m/s² acceleration,1.2m/s³ jerk and150m arrival easing; combat stops, rally waits and target loss brake smoothly. Protocol25 replicates impact sequence/local point via Queen snapshot health/aim fields; duplicate/stale effects suppressed and initial historical impact skipped. Idle/hit/faded renders inspected; feedback/tactics/colony/natural sortie and host-three-client impact replication checks pass. Human readability, brightness and movement feel remain for playtest. No push/deployment.

Feature · 1 blitzer supportedOpen item
Shipped

FEATURE-8 · Rift spectacle and staged rewards

Staged rift lifecycle, three-times-scale hazard, rollback-tick ship pull, gravity well, reward waves and rift-only diamond band are implemented locally; they are no longer wholly future work. Sources: docs/reference/rift-gameplay-local.md September 26 sections, docs/plans/prd-rift-collapse.md and economy-canon.md v2.2. Local escape-envelope/gameplay and host-plus-three-client evidence exists. Remaining: live multiplayer/hardware acceptance, competing feedback, reward/risk tuning and proposed rock-bearing flavours. A new Blitzer should find and understand the opportunity without coaching; coordinate FEATURE-16 and FEATURE-54 under the current visor contract, without restoring rejected stage-by-stage callouts. Historical active-slice commitment remains arrival presentation only (September 18); this reconciliation does not expand or close the slice. Broader implementation is recorded here without claiming its live acceptance.

Feature · 1 blitzer supportedOpen item
Shipped

FEATURE-3 · Missiles and supplies

Two missile mounts with guided 03/04 missiles (designate, acquire, lock), powered homing and ballistic coast, defender alarms, authoritative ammo custody and sector-local death drops. Fuel and hull supplies use the six inventory slots; targeting and launch are disabled during engaged transit. In Steam build 88.270. Shields remain future work (FEATURE-7); combat and resupply tuning continues from playtest reports.

Feature · 0 blitzers supportedOpen item
Shipped

BUG-1 · Multiplayer ship positions desynchronize and cargo trails detach

Local follow-up committed as b676420a. Shared rock collision shapes and shader defaults remove repeated construction work; snapshot, mineral and flight-history processing also cost less. Server authority, exact rock holes, loot conservation and pickup behavior are preserved. In the retained twelve-client release test with 150 ms added RTT and 2% loss, cold rock creation peaked at 2.39 ms and later creation at 0.84 ms, below the 4 ms slice. All thirteen processes completed. Collision parity, mining, replication and history checks pass. Freeze recovery remains 1.7 seconds. Busy active-simulation frame p99 remains approximately 15–20 ms, so the 16.7 ms target is still open. A snapshot pacing experiment failed to improve it and was removed. Representative hardware checks and Internet group playtesting remain required. Nothing pushed or deployed.

Bug · 0 blitzers confirmedOpen item
Shipped

TASK-28 · Animated portal passage and combined journey acceptance

Implement US-004/005 in tasks/prd-adventure-modules-and-presentation.md. Session-owned adapter with entry, indefinite travel loop and readiness-controlled exit using Mike's portal artwork, initially a simple animated placeholder. Preserve coverage, responsive leave/retry, custody, flight release and stale-callback isolation. Profile cold/warm loads; test two clients, both directions, cargo, refusal, disconnect, respawn and both module fixtures. Finish with weekend first-expedition acceptance; record limitations honestly.

Task · 0 blitzers supportedOpen item

Recent activity

Completed slices

Raid the Hive together

5 shipped · 5 at start · 1 added · 1 deferred

Development: discover, carry and trade with clear pilot information

0 shipped · 5 at start · 0 added · 4 deferred

Development: usability and mining

1 shipped · 5 at start · 0 added · 4 deferred