-
Notifications
You must be signed in to change notification settings - Fork 0
Onboarding and Title
The title screen offers exactly two paths — there's no Singleplayer/Multiplayer choice here (that moves to the lobby, at round start):
-
Log in — Continue with Google / Discord (OAuth: the button sends you to the provider's consent screen and back via
/auth/<provider>/callback, which links/creates your profile) or Tamer's Account (a native email/password sign-up / sign-in form).[CURRENT]— all three are wired to the live auth backends and verified on production. -
Play as guest — pick a nickname, and a profile is created and marked as a guest (
isGuest: true) with that nickname. The nickname prompt is a real HTML<input>so the mobile soft keyboard opens.[CURRENT]
Either path then always routes to character select, where one identity owns multiple characters (up to 5; create/delete). Selecting a character enters the lobby (the hub) — and only there do you choose Singleplayer or Multiplayer for a round.
A logged-in account owns its characters on the SERVER — they are cloud-saved and follow the account across devices/browsers (the client lists / creates / deletes them via /account/characters, gated by an account session token; each character is a server profile). A returning account stays logged in: on reload it skips the title straight to its characters (a stale session signs out cleanly). Guests are session-only — they can play, but characters are NOT saved; a guest starts fresh each page session (character select shows a "log in to keep your tamers" note). So only logged-in players have save files, and an existing player's first login migrates their current save into the account as its first cloud character.
The lobby is a single unified hub — a walkable forest-village camp (one place for both Singleplayer and Multiplayer; the two old separate lobbies are merged). You move your character (WASD / on-screen joystick / gamepad) around an open clearing ringed by dense trees and walk up to buildings to use them — each building's roof fades open as you approach and a prompt appears when you're in reach.
The interactable buildings are the Cave Portal (start a run), Merchant (Spirit Shop), Healer (free team heal), Vault (Team & Inventory / roster), Workshop (Base Upgrades), Bestiary (monster archive), and Outfitter (Cosmetics) — each with a bespoke keeper, so the camp now covers every destination the old menu-lobby had (Play + 6 stations).
Account-level actions — View Profile, Account, Settings, Switch Character, Sign out — open from the top-right avatar menu (tap the avatar badge or press Esc), which also mirrors Bestiary / Cosmetics / Base Upgrades for convenience; guests instead get Bestiary / Cosmetics / Base Upgrades / Settings / Switch Character / Log in.
The Cave Portal opens a picker that asks Singleplayer (an instant, PRIVATE 1-player server round — no matchmaking, no other players) or Multiplayer (matchmade into a shared online round). Both run the same server-authoritative path: SP/MP unify (2026-06-09) made the SERVER profile the single source of truth in both modes, so single-player is online-first and cheat-proof — the camp + management read the authoritative server profile, and the old local-only SP scenes were retired.
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