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v0.1.0
wachtelhund edited this page Aug 4, 2026
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The foundation: a complete StarCraft-style 1v1 RTS in Rust with no game engine, no asset files, and a bit-deterministic simulation.

- Deterministic lockstep sim — Q16.16 fixed-point math, input-only mutation, FNV checksums every 24 ticks. Two peers stepping the same commands are bit-identical, which is what online play stands on.
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Two asymmetric races, authored entirely in data (
units.ron):- Vanguard Combine (industrial): Fabricator, Trooper, Vanguard, Breaker (siege tank with deploy mode + splash), Skywing (flyer), Stormcaller (Plasma Storm caster); HQ, Supply Pylon, Muster Hall, Plasma Condenser, Forge, Aerie, Archive (Weapons/Armor research).
- Kyth Assembly (swarm): Drone, Skitter, Spitter, Ravager, Wisp, Weaver; Hive, Spire, Sap Well, Warren, Incubator, Roost, Cortex.
- Full macro loop — minerals + plasma (gas), tech requirements, research, supply, production queues with cancel/refund.
- One map ("Meridian") — two high-ground mains, ramps, chokepoints, fog of war with the high-ground vision rule (you can't see up cliffs).
- Skirmish AI at three difficulties — no cheating, difficulty is macro tightness and aggression timing.
- Online multiplayer through a Cloudflare Worker relay with 5-letter lobby codes; WebSocket lockstep with desync detection.
- SC-style control: control groups, shift-queueing, ctrl+click type-select, rally points with auto-gather, attack-move, siege toggle, spellcasting, rebindable hotkeys, DPI-scaled HUD.
- Procedural everything — every sprite (units at 8 facings × 2 walk frames × 2 teams), building, cliff face, effect, the 5×7 font, and all audio (music loop + SFX) are generated at startup. Zero asset files.


First release with CI-built binaries for macOS (universal), Windows and Linux, attached to the GitHub release.