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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 (e.g. AI content gen) · [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.
- Multiplayer and Networking — multiplayer model, networking & anti-cheat
- Movement and Sprint — top-down movement, sprint & stamina
- Monsters Stats and Elements — monster data, stat scaling, element matchups
- Combat and Taming — combat resolution, status effects, catching
- Spirit Chains — throwable engage/capture items, tiers, acquisition
- Progression — XP, levels, team & vault
- Map and Biomes — map generation pipeline, biome table
- Extraction Round — round timing, safe zone, portals, stakes
- Rendering and HUD — engine, procedural art, HUD
- Open Questions — undecided design points
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 is live — players duel on contact or by landing a spirit chain, and the winner loots the loser's team. Combat is turn-based, AI-resolved with a deterministic engine fallback.
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Menu → pick/create a character.
[CURRENT] -
Base inventory — the player owns a roster of monsters: a team of 4 active + a vault of up to 100.
[CURRENT] -
Queue into a round — matchmaking gathers up to 16 players (or starts after a countdown with ≥ min).
[CURRENT] -
Spawn on a procedurally-generated map (DLA caves + Voronoi biomes), at a server-assigned walkable point from the seed.
[CURRENT] -
Explore top-down (WASD / joystick), server-side tile collision.
[CURRENT] -
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 and PvP (rivals duel on contact or by chain)[CURRENT] -
Extract via a portal (keep your gains) or lose your run team on defeat.
[CURRENT] -
Results return you to the menu; profile saved server-side.
[CURRENT](in-memory; durable Postgres is coded but[OPEN]awaiting DB provisioning)
Tamer's Quest — game-logic wiki. This GitHub Wiki is the canonical, code-mirrored spec (it superseded the in-app public/wiki.html, now archived, on 2026-06-11). Pair with docs/IMPLEMENTATION_PLAN.md and docs/REQUIREMENTS.md in the repo.
Tamer's Quest Game Logic Wiki
- Home
- Onboarding and Title
- Multiplayer and Networking
- Movement and Sprint
- Monsters Stats and Elements
- Combat and Taming
- Spirit Chains
- Progression
- Map and Biomes
- Extraction Round
- Rendering and HUD
- Open Questions
Legend
[CURRENT] implemented
[PLANNED] vision
[OPEN] undecided