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Keira0206 edited this page Oct 16, 2026
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You can use the navigation bar on the right to find the page you're looking for.
A recommended starting place is Getting Started.
- Card System
- Dynamic Card Faces and Post‐Battle Card Rewards
- Card Data Model
- Card System Diagrams
- Card Library API
- Card Discovery and Library Lore
- Initial Cards
- Card Loading and Validation
- Card Service & Testing
- Survival Cards
- Guardian Cards
- Round 2 Master Card List
- Card Design and Naming Standards
- Card Art Specification
- Corruption Cards and PIERCE Effect
- Card Upgrade System
- Card Upgrade Standard
The player manual and high level explanation : Combat Game Play
UML: Battle components UML
- Battle System & Game Loop
- BattleActions & BattleArea & BattleDisplay
- Player & Battle Deck
- Card Effect Handling
- Card Effect Resolution
- UX/UI
- Card Cool Down
- Encounter Composition — Different Enemies in Every Combat
- Combat‐Stats‐System
- Energy System
- Economy System
- Reward System
- Victory Screen and Reward Feedback
- Defeat Screen and Return Flow
- Inventory and Item Persistence
- Curse Items
- Non-Battle Encounter Framework
- Shop Encounter System
- Chance Encounter System
- Chance and Shop Encounter UI
- Encounter Resolution and Cross-System Integration
- Encounter Acceptance Test Plan
- Campfire and Elite Conditional Rewards
- Battle Tutorial Guidance UI — Tutorial instructions with eight gameplay screenshots, implementation details and version compatibility notes.
- New Player Battle Tutorial and Contextual Event Help — Feature overview, player flow, contributor documentation, and acceptance testing.
- Tutorial-Entry-and-Fresh-Run-Transition
- Card Keyword Tooltips
- Interface Contract
- Enemy System Design Document
- Enemy System Test Plan
- Taunt System Test Plan (Sprint 3)
- Encounter-Composition-Test-Plan-Sprint-3
- Boss Status Effects and Animations
- Enemy Art Asset Conventions
- Votive Attendant Tutorial Enemy
- Boss AI System
- Boss AI System Test Plan
- Enemy Memory System
- Enemy Bestiary
- Encounter-line
- Bestiary System
- Enemy Memory System Test Plan Sprint 3
- Service Locator
- Loading Resources: Batch loading game resources through the Resource Service.
- Logging
- Unit Testing
- Debug Terminal
- Concurrency & Threading: General-purpose multi-threading through the Job System.
- Settings: The Settings Screen.
- UI: Rendering UI elements on the game screen.
- Animations: Adding animations to entities.
- Audio: Playing audio.
- AI: Adding AI to entities.
- Physics: The physics Engine.
- Terrain
- Game Screens
- Game Area