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Progress Tracking

In Progress Last updated: 2026-06-11

Overall Progress

Total Refactor Phases
16 / 25 (64%)

Completed Phases

Architecture Blueprint & Root Rot Audit

P0

Established refactor goals, identified architectural issues

game_domain Layer

P1

Pure domain layer without Bevy/Lightyear/Godot/TOML dependencies

Content Compilation Pipeline

P2

Split into raw, normalize, validated, plan, lock, fingerprint stages

Protocol Network Contracts

P3

Removed shared::* layer, split by Lightyear semantics

Server Authoritative Gameplay Domains

P4

Split systems.rs into command, map, movement, economy, production, combat, victory

runtime_core Refactor

P5

Split command lifecycle, network loop, frontend projection

gdextension Dictionary Boundary

P6

Adapted to new frontend contracts

Godot Frontend Split

P7

Split game.gd mega-script into render, input, HUD, camera services

Official Registry Classification

P15

Fixed faction_sets.toml classification, passes content-tool validate

In Progress

Official Asset/Render Contract

P16

Refactor sprite atlas, animation clips into asset catalog

Pending

Port deltawater Movement Model

P17

Acceleration, braking, tracked/omnidirectional drive models

Port deltawater Godot Controls

P18

Reverse commands, orientation offset, movement state display

Map Logic Layers

P19

Compile into pathing, placement, resource rules

View full roadmap

See Roadmap for complete phase breakdown and future plans.