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Dominik Burger edited this page Jun 6, 2026 · 10 revisions

Tamers Quest — Game Logic

A reference for verifying that the game's rules and formulas are correct.

Legend: [CURRENT] = how the code works today (the multiplayer extraction loop is live) · [PLANNED] = designed but not yet built (PvP, AI content gen, reconnection) · [OPEN] = awaiting a decision.

This doc mirrors the code. When a rule here disagrees with how you want the game to behave, that's a logic bug to flag — note it and we fix the code (or this spec). Companion: docs/IMPLEMENTATION_PLAN.md.

Pages

Overview

Tamers Quest is a real-time online multiplayer extraction game with monster taming (think Dark and Darker), live at tamersquest.com: you bring a team of monsters into a shared procedural map with up to 16 players, fight wild monsters, and try to extract through a portal before the closing safe zone ends your run. PvP between players is designed but not yet built (Q11). Combat is turn-based and AI-resolved.

Game Loop

  1. Menu → pick/create a character. [CURRENT]
  2. Base inventory — the player owns a roster of monsters: a team of 4 active + a vault of up to 100. [CURRENT]
  3. Queue into a round — matchmaking gathers up to 16 players (or starts after a countdown with ≥ min). [CURRENT]
  4. Spawn on a procedurally-generated map (DLA caves + Voronoi biomes), at a server-assigned walkable point from the seed. [CURRENT]
  5. Explore top-down (WASD / joystick), server-side tile collision. [CURRENT]
  6. Encounter wild monsters — some visible, some hidden (ambush). Walk into one (it acts first) or throw a spirit chain to engage with initiative → instanced turn-based combat / taming. [CURRENT] PvE / [OPEN] PvP (Q11)
  7. Extract via a portal (keep your gains) or lose your run team on defeat. [CURRENT]
  8. Results return you to the menu; profile saved server-side. [CURRENT] (in-memory; durable Postgres is coded but [OPEN] awaiting DB provisioning)

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