Agent Quest 0.2.0 — Ultra-mode agents & Retina-crisp rendering
Agent Quest now shows every hero that ultra mode spawns, names heroes after what they're actually doing, and renders the whole village at your display's native resolution.
This release adds support for Claude Code's ultra mode: workflow-orchestrated subagents — which previously never appeared on the map — now walk the village like any other hero. It also ships much sharper text and sprites on hi-DPI/Retina displays, smarter hero labels sourced from session metadata, and model badges for the new Claude 5 family (Fable and Mythos). Everything keeps working across both Claude Code and Codex.
Highlights
- Ultra-mode agents on the map — agents spawned by Claude Code's ultra mode / Workflow orchestration are now discovered and rendered live. Their transcripts live one level deeper than classic Task subagents (
subagents/workflows/wf_<runId>/), so they were invisible before; orchestration journals and metadata files are filtered out so no phantom heroes appear. - Smarter hero labels — subagent heroes are now named from the metadata the CLI writes next to each transcript. Classic Task subagents get their exact description (e.g. "Verify Claude Code lifecycle hooks"); workflow agents get an
Explore: <task>style label instead of eight identical truncated prompts. - Retina-crisp rendering — the Phaser canvas now renders at physical pixels instead of CSS pixels. On a Retina display that's 4× the pixels for the same screen area: building labels, hero name tags, and sprite art stop looking grainy. The canvas follows window resizes and live DPR changes (browser zoom, dragging the window between displays).
- Claude 5 model badges — heroes and the Detail Panel recognise
claude-fable-5with a dedicated FABLE badge, and unknown model families get an auto-derived badge and color — so Mythos models (claude-mythos-5) show a MYTHOS badge out of the box, no update required.
Notes
- Workflow agents follow the same rules as classic subagents: they appear on the map and in the Party Bar, but never fire notifications, so a large fan-out can't spam you.
- Hi-DPI rendering caps the backing store at 3× to keep VRAM bounded on high-density mobile screens.
- The map editor still renders at CSS resolution; it will pick up the same treatment in a future release.
