Progress Tracking
In Progress Last updated: 2026-06-11Overall Progress
Completed Phases
Architecture Blueprint & Root Rot Audit
P0Established refactor goals, identified architectural issues
game_domain Layer
P1Pure domain layer without Bevy/Lightyear/Godot/TOML dependencies
Content Compilation Pipeline
P2Split into raw, normalize, validated, plan, lock, fingerprint stages
Protocol Network Contracts
P3Removed shared::* layer, split by Lightyear semantics
Server Authoritative Gameplay Domains
P4Split systems.rs into command, map, movement, economy, production, combat, victory
runtime_core Refactor
P5Split command lifecycle, network loop, frontend projection
gdextension Dictionary Boundary
P6Adapted to new frontend contracts
Godot Frontend Split
P7Split game.gd mega-script into render, input, HUD, camera services
Official Registry Classification
P15Fixed faction_sets.toml classification, passes content-tool validate
In Progress
Official Asset/Render Contract
P16Refactor sprite atlas, animation clips into asset catalog
Pending
Port deltawater Movement Model
P17Acceleration, braking, tracked/omnidirectional drive models
Port deltawater Godot Controls
P18Reverse commands, orientation offset, movement state display
Map Logic Layers
P19Compile into pathing, placement, resource rules
View full roadmap
See Roadmap for complete phase breakdown and future plans.