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Context
DESIGN-BIBLE Area 3. Paradox, hyperinflation, the Auditor — climax is co-authorship not combat. Three permanent endings
(A/B/C).
What s needed
- Town — Archive Tower / Celestial Spark Hearthlight: ...
lane: world & content
Context
DESIGN-BIBLE Area 2. Inherited debt, the forked archive (Canon vs Schism), crystallized ledger-stone.
What s needed
- Town — Vault Anteroom / Forklight Hearthlight: Keeper of Ancestry, Custodian ...
lane: world & content
Context
PRD Current Build Reality: No questline exists at all. The STORY block / Act 1 slice is structural scaffolding, not
authored content.
What s needed (per DESIGN-BIBLE Area 1)
- Town / Hearthlight ...
lane: world & content
priority: high
Context
PRD F1, Current Build Reality. The shared-presence MMO layer is not actually working. Players do not reliably see each
other in town and realm-convergence is scaffold.
What s needed
- Reliable ...
lane: world & content
priority: high
Context
PRD Q-F2b. When a player transitions into a solo segment (platformer, turn-based battle) they leave the shared-world
relay. Other players currently have no defined visual state for them.
Options ...
lane: engine
open-question
Context
PRD Q-N1. A player currently cannot enter anything — there are no world-to-interior transitions. The design intent is
that descending from the top-down world into a cave, building, or shaft would ...
lane: engine
open-question
Context
PRD F3.1–F3.4. Boss encounters chain multiple play-styles (platformer → arena → turn-based RPG) via a data-driven
script. The segment sequencer is a new component that sits above the existing ...
lane: engine
priority: high
Context
PRD Q-S2c. Turn-based PvP requires a fundamentally different networking shape from the existing rebroadcast relay.
Questions to answer
- Turn submission format: what does a client send to ...
lane: engine
open-question
priority: high
Context
PRD F2.4. The turn-based battle mode does not exist — no renderer, no logic. It must implement the same
enter/exit/update/render interface as battlefield.js and platformer.js so it slots into ...
lane: engine
priority: high
Context
PRD F7.1–F7.6. No account system, season state, or transfer gate currently exists.
What s needed
- Season open/close clock (shared real-world window)
- Per-character season-complete flag ...
lane: foundations
priority: high

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