Repository navigation
Hardtekkas
Status: owner-approved name and requested fourth rival; design and actionable backlog only. No gameplay implementation or runtime verification is claimed. Recorded October 12, 2026 UTC.
Tracking: Hardtekkas issue #31 · Shared music/choreography issue #30.
- Create a separate hardtekk gang named Hardtekkas, alongside Gabberina's, Cumbias and Phonkistas.
- Tekkistas is an optional name unlocked once the player reaches the appropriate reputation/good-standing level. It is not an automatic or irreversible faction replacement.
- Begin the music reference collection with Drucktherapie and Wake Up below; the owner subsequently added Break It Down and subsequent references, retained below.
- Carry the established major requirements into this crew: exceptional music-generated/driven dance variety, distinctive skating and on-foot performance, ownership-aware mob-themed bosses, and shared player/enemy solo-to-crew and rival head-to-head choreography.
The new faction does not remove hardtekk from Gabberina's. Their explicit jumpstyle + gabber + hardtekk blend, Hardtekk Tutorial, and all earlier music/video references remain part of their design.
Use the existing Crew Naming Rights design and canonical gang reputation, rather than creating a separate grind or per-NPC reputation counter.
The current master specification already says that the configured Friendly reputation threshold unlocks Crew Naming Rights in the Gang Atlas. Its durable relationship is player UUID + stable gang ID; names are presentation metadata. Hardtekkas is the canonical default, and Tekkistas is the owner-approved optional unlocked name within that system.
Existing naming safeguards apply:
- Keep the same stable faction identity, reputation, membership, control, powers, music, boss selection, rewards, Atlas discovery, Boombox targeting and campaign defeat records.
- Let the player see and restore the canonical Hardtekkas name.
- Multiplayer defaults to personal aliases; shared world aliases require the server's existing permission/vote policy. Server canonical-name locks and resets remain respected.
- Choosing Tekkistas must not create a second faction, restart progression, grant duplicate rewards, revive a defeated rival or make one player's cosmetic choice rewrite everyone else's state.
Unresolved: no numeric Friendly threshold is defined here. Confirm whether Tekkistas is a suggested preset within general Crew Naming Rights or a separate themed unlock, whether any extra rank is intended, and how eligibility behaves after reputation loss, betrayal/reconciliation or server alias-policy changes. Do not silently invent these rules. Proposed acceptance: the choice is deliberate and resettable through the existing alias flow.
| ID | Owner-selected reference | Public metadata checked October 12, 2026 UTC | Review state |
|---|---|---|---|
| HARD-MUSIC-001 | Drucktherapie | HRDSND, resonant.live; 2026; 2:45 | Spotify page metadata verified; audio and beat/phrase analysis pending |
| HARD-MUSIC-002 | Wake Up | Dr.Sheppat; 2025; 3:38 | Spotify page metadata verified; audio and beat/phrase analysis pending |
| HARD-MUSIC-003 | Break It Down | Greb Levah; 2026; 2:47 | Spotify page metadata verified; audio and beat/phrase analysis pending |
| HARD-MUSIC-004 | DOPPLER | ythotkk; public title/artist verified; year and duration not independently verified in this update | Audio/beat/phrase analysis pending |
| HARD-MUSIC-005 | Ober Mega Affen Geil | Supplied preview: Greb Levah and HIGHTKK, 2026; direct metadata verification pending | Audio/beat/phrase analysis pending |
| HARD-MUSIC-006 | Sonntagskorg | Supplied preview: Wolli, 2024; direct metadata verification pending | Audio/beat/phrase analysis pending |
| HARD-MUSIC-007 | Norti im Keller | Supplied preview: HRDSND and NorTekk, 2025; direct metadata verification pending | Audio/beat/phrase analysis pending |
| HARD-MUSIC-008 | die stimmen gewinnen langsam - super slowed | Supplied preview: Römi, 2026; direct metadata verification pending | Audio/beat/phrase analysis pending |
| HARD-MUSIC-009 | Ich.. Eh.. Oh.. Tschuldigung | Supplied preview: LuuZz, 2022; direct metadata verification pending | Audio/beat/phrase analysis pending |
| HARD-MUSIC-010 | Lype | Supplied preview: Actek, N/CK, E·F·N; 2025; direct metadata verification pending | Owner-selected; audio/beat/phrase analysis pending |
| HARD-MUSIC-011 | Schall - Greb Levah Remix | Supplied preview: Thomas Schumacher, Greb Levah; 2025; direct metadata verification pending | Owner-selected; audio/beat/phrase analysis pending |
| HARD-MUSIC-012 | Reset | Supplied preview: Greb Levah; 2024; direct metadata verification pending | Owner-selected; audio/beat/phrase analysis pending |
| HARD-MUSIC-013 | Anxiety HardTekk | Supplied preview: HALAT; 2025; direct metadata verification pending | Owner-selected specifically for Nether Hardtekkas events; audio/beat/phrase analysis pending |
| HARD-MUSIC-014 | Anaboler Lernprozess | Supplied preview: Anabolic Impact; 2024; direct metadata verification pending | Owner-selected; audio/beat/phrase analysis pending |
| HARD-MUSIC-015 | Ladys On The Dancefloor | Supplied preview: HIGHTKK, Greb Levah; 2026; direct metadata verification pending | Owner-selected; audio/beat/phrase analysis pending |
| HARD-MUSIC-016 | Down in it | Supplied preview: Greb Levah; 2025; direct metadata verification pending | Owner-selected; audio/beat/phrase analysis pending |
| HARD-MUSIC-017 | JUMPTEKK | Supplied preview: Richard Joni; HARDTEKK UNTIL WE DIE; 2026; direct metadata verification pending | Owner-selected; audio/beat/phrase analysis pending |
| HARD-MUSIC-018 | Move | Supplied preview: Greb Levah; 2024; direct metadata verification pending | Owner-selected; audio/beat/phrase analysis pending |
| HARD-MUSIC-019 | Druckwelle | Supplied preview: Kannadiss, HRDSND; 2023; direct metadata verification pending | Owner-selected; audio/beat/phrase analysis pending |
| HARD-MUSIC-020 | HirnTherapie | Supplied preview: Tekknosucht, REDMANN; 2ND ANNIVERSARY; 2024; direct metadata verification pending | Owner-selected specifically for Nether Hardtekkas events; audio/beat/phrase analysis pending |
These are starting references, not a closed soundtrack or proof of in-game playback. No BPM, beat map, instrumentation, drop timing, choreography or detailed audio observations are claimed. Keep the collection extendable and preserve original URLs. Use authorized audio sources and original/commissioned or appropriately licensed assets; links grant no extraction, sampling, training, distribution or performer-likeness rights.
The following are design proposals, not additional owner-approved roster or mechanics:
- Give the Hardtekkas their own original hardtekk-centered sonic identity, silhouettes, fashion, movement vocabulary and challenge personalities. Exact roster, genders, palette, outfits, substyles, names and final music remain open.
- Explore forceful, tightly timed skate/dance phrases, complementary crew roles, dynamic formation exchanges and escalating call-and-response. Derive actual footwork and timing from direct music/movement research, not track titles.
- Plan anticipation → recognizable musical entrance → playable challenge → escalation → memorable finale. Carry musicality and variety through repeated gameplay, rather than relying on one cinematic.
- Distinguish them from Gabberina's broader jumpstyle/gabber/hardtekk blend through deliberate composition and choreography. Shared genre influence does not justify copying the other crew's routine with a recolor.
- Keep mastery, timing, route choice and readable counters central. Avoid unavoidable reveal damage, permanent stun-locks or effect spam.
Extend the multi-rival campaign to the player plus Gabberina's, Cumbias, Phonkistas and Hardtekkas:
- Track source mob-gang influence/control and borrowed powers independently for each rival. Define partial influence, contested control, full takeover and rival-to-rival changes explicitly.
- Full takeover removes the corresponding source-gang power from the affected rival. Aliases, boss cosmetics, reactive music and dances must never restore stripped abilities. Resolve recapture/restoration and already-started abilities deterministically, with visible player feedback.
- After a normal mob event resolves, a rival retaining qualifying control may stage a separate surprise challenge. Record the original result/rewards first; select/stage eligible rivals through one clear arbitration rule, without competing music, duplicate callbacks, recursive encores or stale ownership checks.
- Preserve independent persistent rival defeats and a clear overall campaign conclusion. Defeating or renaming Hardtekkas must not change another rival's progress. Optional rematches must not erase wins or silently revive a hostile campaign.
- Preserve source mobs, UUIDs, inventories, ownership, provider data, AI recovery, optional-mod fallbacks and existing movement/combat authority. Never replace provider-owned mobs to implement faction powers.
Exact influence sharing, takeover thresholds, encounter frequency, ability mapping, rewards, defeat conditions and restoration rules remain shared design work.
Use the canonical music-driven dance and boss specification and shared issue #30.
- Hardtekkas need exceptional signature dances and meaningful phrase/transition/formation variety, including mob-specific anatomy/rig adaptations. A generic loop or tempo-only reskin does not satisfy the quality target.
- Players and enemies can perform solo, let teammates join, and face rival crews head-to-head, both on foot and while skating. Design deliberate join/leave, leader handoff, complementary roles, safe moving formations, mode transitions, interruption recovery and graceful solo fallback.
- For each supported Hardtekkas-controlled mob gang, design a distinct mob-themed human boss combining the controlling faction's music/style and source mob's theme. Preserve the underlying mob gang. No final Hardtekkas boss roster is approved yet; Hakken Horse remains the owner-specified Gabberina/horse example.
- Boss selection and significant choreography follow current authoritative ownership, with explicit neutral/player/contested/recapture behavior and safe in-flight transitions.
- Apply the owner's major Killer Instinct-inspired reactive music quality goal: fights, confirmed hits, skate trick chains/landings and combo escalation should drive musical accents/layers and memorable announcer-style payoffs. See the canonical specification's reactive-music section. This is an inspiration target, not a claim about Killer Instinct's internals or permission to copy its recordings.
- Never delay player input, hits, tricks or landings to fit a musical grid. Proposed phrase-aware structural transitions coexist with immediate event feedback. Keep crew choreography, rival music handoffs and multiplayer timing coherent.
All implementation boxes remain open until native exact-build evidence exists.
- Reconcile existing registry, reputation, Crew Naming Rights, control, event, movement, audio and save architecture; retain stable identity across both names.
- Resolve Tekkistas preset/unlock semantics, Friendly threshold configuration, reputation-loss behavior, personal/shared alias permissions and canonical reset UX.
- Review the complete reference collection directly; record actual timing observations and authorized sourcing/provenance without inferring audio details from metadata.
- Finalize original faction art/music direction, roster, dance vocabulary, skating identity and signature challenges.
- Extend the faction × source-gang control/power matrix to four rivals; specify partial/contested/full control, recapture and in-flight transitions.
- Implement and verify full takeover strips only the relevant rival/source power, with readable source/loadout feedback and persistence.
- Build music-driven Hardtekkas phrase/formation variety and ownership-aware mob-themed human boss profiles across supported mob/rig/provider coverage.
- Integrate player/enemy solo-to-crew, on-foot/skating and head-to-head routines with the shared system in #30.
- Integrate reactive fight/trick-chain music, escalating combo payoffs and faction-specific audio with the shared musical timeline; keep controls and gameplay responsive.
- Build and playtest a flagship entrance, surprise appearance, escalating fair challenge and finale with clean music handoff.
- Test four-rival surprise arbitration, duplicate/recursive prevention, current-control eligibility and original-event reward preservation through losses, exits and interruptions.
- Test independent defeats, campaign completion and optional rematches; neither alias changes nor boss/music transitions may reset them.
- Test locked/unlocked Tekkistas selection, canonical reset, save/reload, server restart, two players with different personal aliases, unauthorized shared-alias attempts and operator policy changes.
- Test multiplayer authoritative timing/state, late join, lag, disconnect/rejoin, simultaneous control/alias changes, leader departure, chunk unload, death and cancellation.
- Validate rig/contact quality, momentum, terrain/collision-safe formations, grinds, turns, aerial/landing transitions and optional-provider present/absent behavior.
- Verify muted-audio visual timing, separate music/effects/announcer levels, reduced motion/flashing, readable telegraphs, voluntary participation and short/skip replay options.
- Profile client/server frame/tick time, animation, audio, networking, memory, startup and loading against a comparable baseline; improve without feature loss, regressions or arbitrary content/population/variety caps. Preserve established bounded temporary-event lifecycle, chunk safety and anti-farm safeguards.
- Collect native playtest evidence for musicality, responsiveness, identity, fun, fairness, variety and goosebump-level impact; attach exact-build captures, test results, performance comparisons and rights records before completion/release claims.
Related: Gabberina's · Cumbias · Phonkistas · Gang Wars master · Roadmap.
JetSetCraft Wiki · Forge 1.20.1 · Repository · Release 0.3.0 · Research Atlas · Roadmap
Current capability, verified evidence, research inspiration, and future design are intentionally separated.
- 🏁 Terrain-Aware Circuits & Boss Arenas
- 🎛️ Controls
- 🛼 Ride Styles
- ⚡ Tricks, Combos & Flow
- 🕺 Breakdance & Cyphers
- 🛤️ Grinding & Transfers
- 🌍 World Physics
- 💥 Krumpaz — Krump Crew
- 👟 Footworkas — Chicago Footwork
- 🎶 Reactive Music, Dances & Mob Bosses
- ⚡ Hardtekkas & Tekkistas To-dos
- 🔊 Phonkistas & To-dos
- 🎹 Cumbias Rival Gang & To-dos
- 🔥 Gabberina's Campaign & To-dos
- 🎨 Graffiti
- 📻 Gang Wars, Boombox & Mob Atlas
- 🗺️ Hangouts, Territory & Reputation
- 👥 Chapters, Posse & Mob Archetypes
- 🧭 Research Atlas
- 🛹 Street Sports, Movement & Rides
- 🎨 Graffiti, Music & Audio
- 🎞️ Animation, Models & Creators
- 🧰 Frameworks, Java & Bedrock