Where We Are

Build Status

A living snapshot, synthesized from the build ledgers — FLEET-RESULTS.md and BUILD-BACKLOG.md. Proven means built and verify-green or live; parked means it's waiting on a taste call.

Proven / live In progress Parked (taste call) Open / gated

Live services

THE EXCHANGE — economy backend
Atomic, server-authoritative, anti-dupe order-book market. Cross-account atomic trade, fee→sink, Σ(ledger)=0, one-winner/no-dupe + restart-persistence ALL proven. Durable on Coolify/Hetzner.
Live
Accounts + auth
bcrypt signup/login + sha256 session tokens, per-player persistence — full stack up via Docker Compose.
Live
Asset hub
134 concept images + 10 vision boards hosted as a browsable directory. This codex embeds from it.
Live
This codex
The wiki you are reading — built static (Astro), searchable (Pagefind), deployed isolated on Coolify.
Live

Systems — built & proven

Core loop
Fight → loot → trade → grow → bank-or-risk → permadeath, proven end-to-end in the gray-box proto.
Proven
Combat + classes
All 5 classes with distinct fire shapes, abilities, glass-cannon contract + stat clamp. Hold-to-fire, wall collision, loot bags.
Proven
The 5 zones (realm)
Static Sea → Reverie → Recursive Wilds → Delirium → the seam — locked ladder, per-band enemy mix, depth-tiered loot, earned fast-travel.
Proven
Progression + skill tree
The ~1.8× skill>gear cap MEASURED (1.76–1.89× fresh); per-run skill tree wired live; crush→Scrap, sets, mastery.
Proven
The Rig + home-meta
Crush→Scrap, upgrade-a-band, miner feed→Tokens dive-fuel, contracts, the vault-survives-death gate.
Proven
Bestiary
Full named roster — trash, elites, Aspect bosses, the Kernel raid boss — built and documented.
Proven
Endgame
The Sandbox (greed-timer wave event), Trials → Raids ladder, Seasons + cosmetic pass, the wealth-endgame facade.
Proven
3D art + beauty pass
CC0 low-poly models (5 distinct class silhouettes) + 5 per-biome atmospheric grades; readability held sacred.
Proven
UI / HUD
RotMG-geometry HUD — HP/MP bars with numbers, paper-doll equip, 8-slot inventory grid, clean minimap.
Proven
Whole-loop cohesion
All 7 cohesion acceptance criteria green — the systems read as ONE game, not a pile of features.
Proven
Visual-QA harness
Screenshot + pixel-diff regression gate wired into the verify loop (headless-green ≠ looks-right).
Proven

Parked for a taste call

The title
The game name is locked to "GODMAW". USPTO trademark clearance is still pending before public launch.
Parked · Jay
Art style — final lock
Many styles explored; 3D low-poly models won the A/B test, but the in-game render is still being tuned.
Parked · Jay
NPC voice + quests
The cast ROLES are locked (Harvenia, Wanda, Jaxson, Raya, the Exchange, the Residual, Billy's Gate); the written dialogue is not.
Parked · Jay
Diegetic naming pass
AI-flavored names for stats, items, zones, mats and enemies — current terms are working placeholders.
Parked · Jay
Factions
Cut for v1; planned as a v2 earned, power-neutral, seasonal layer.
v2

Open canon questions

One ability vs two
FOUNDATION locks "auto + 2 abilities"; the combat-gear rework moves to one active slot (equip one of two). This codex reflects the reworked one-ability model; a deliberate reconcile is pending.
Open
Convergence presentation
The doom-meter logic is locked; how it visually appears to players is the biggest parked endgame item.
Open
"Imprint" vs "Exaltation"
The final name for the apex per-stat bump is not yet confirmed.
Open

This page is a curated synthesis of the build ledgers as of the last wiki build. It is not auto-live game telemetry.