Pressure is a Meta Quest VR puzzle prototype about building a dam while water rises behind it.
The prototype asks one question:
Is building a stronger dam against rising pressure genuinely fun?
This is not a production game. The current priority is a fast, deterministic, testable first milestone.
The repo currently contains:
- Project spec and architecture documents.
- A minimal Kotlin Android Gradle scaffold.
- A Quest-oriented launch activity placeholder.
- A short development blog.
The game simulation and renderer are not implemented yet.
Every implementation loop starts by reading:
GAME_SPEC.mdARCHITECTURE.mdTODO.mdFAILURES.md
Then implement exactly one TODO item, build, fix compile errors, run tests, update docs, commit, and stop.
Each loop also updates BLOG.md with a short publishable note about what changed and why.
Use the Gradle wrapper:
./gradlew assembleDebug
./gradlew testAndroid SDK location should come from a normal local Android setup or ignored local.properties. Do not commit machine-specific SDK paths.
On NixOS, use the flake:
nix develop --command scripts/pressure_check.shAn optional Android build container is available:
docker build -f containers/android-build.Dockerfile -t pressure-android-build .- Kotlin
- Android
- Meta XR SDK
- OpenXR
- OpenGL ES 3.2
- Gradle
- JUnit
Prefer Meta SDKs for Quest-specific VR integration where they make sense, without letting those APIs leak into the deterministic simulation layer.
Do not use Godot, Unity, Unreal, libGDX, or Flutter.
Do not commit secrets, keys, tokens, local SDK paths, build outputs, APKs, or generated caches.
Use a testing trophy shape:
- Agent/static checks catch wrong boundaries and forbidden clone-like choices.
- Unit tests carry most simulation confidence.
- Build/lint checks prove Android packaging remains healthy.
- Quest device runs validate VR integration when that layer exists.
For repeated agent work, see skills/pressure-ralph/SKILL.md.