SUPERSEDED — history. This was the 17-phase Unity build tracker. The shipped game is a web client on a Cloudflare Worker (Client Shell, Networking) and is tracked by release in the dfmc-client repo; crafting, seasons and the Unity services below were removed or never built. Kept unchanged as the record of the plan (codex review 2026-11-03, lane codexreview-b).
Done
To do
1 Data Architecture
- ✦CSV data files pushed — Floors, Encounters, Creatures, Moves, CreatureMoves, SoulEffects
- ✦ScriptableObject classes — CreatureData, FloorData, MoveData
- ✦GameDataImporter editor script (CSV → ScriptableObject)
- Run importer — generate all SOs from CSVs, verify in Inspector
- Save system skeleton — CharacterSaveData, CreatureSaveData, InventorySaveData
- Save/load manager — JSON serialization, per-realm save slots
2 Single-Floor Overworld
- ✦Grid-based CollectorMovement with collision detection
- ✦CameraFollow — smooth tracking, centered on Collector
- ✦YSort — sprite Y-order rendering
- ✦LevelStart spawn marker
- ✦Three floor type scenes — FloorTest (Cave), OutdoorsTest, FishingTest
- ✦Collision boundaries per floor type
- ✦Tall grass Y-sort overlap effect (Outdoors)
3 Encounter Trigger
- ✦RandomEncounterZone — step-based encounter chance on ground tiles
- ✦SceneTransition — additive scene loading, preserves floor state
- ✦BattleSceneController — minimal battle scene shell, return to overworld
- ✦Movement freeze on encounter trigger (snap to tile before transition)
- Wire encounter to creature data — pick creature from floor's encounter table
- Encounter type logic — Cave (anywhere), Outdoors (tall grass), Fishing (interact)
4 Full Battle System
- Battle state machine — Intro → ActionSelect → Resolution → TurnEnd → Victory/Defeat
- 1v1 battle — single creature each side, move selection, damage calc
- Damage formula — type effectiveness, stats, grade modifiers
- Battle UI — HP bars, move buttons, creature sprites, turn indicator
- Expand to 3v3 — active creature + bench, swap mechanic
- Status effects — poison, stun, burn, etc. with resolution order
- Battle animations — attack, hit, faint, swap
- XP and leveling — post-battle XP distribution, level-up flow
- Wild creature capture — egg drop chance on battle win
- Loot drops — equipment, materials, Scrap, Ichor, Food
5 Floor Progression
- Floor data loader — read floor config from FloorData SO, set encounter table + map type
- Floor transition — portal leads to next floor, load correct scene/tilemap
- Map selector UI — floor list, re-entry
- Zone theming — tilemap palette swap or scene variant per zone (10 zones)
6 Win Condition
- ✦FloorProgress — battle win counter, 10-win threshold
- ✦Portal — spawns after win condition met
- ✦Chest — interactable one-time pickup
7 Boss Key & Boss Floors
- Key item — drops from battles on pre-boss floors, consumed on boss entry
- Boss floor scene — no wild encounters, single boss encounter
- Boss battle — character-led team (boss + 2 SR actives, no reserves), unique AI
- Boss data from bosses.csv — floor, team composition, rewards
8 Autoplay & Multi-Tab
- Pathfinding — A* on tilemap grid for auto-movement
- Autoplay config — move priority, heal threshold, flee conditions
- Auto-battle AI — move selection heuristic for player's creatures
- Death handler — autoplay stops on HC death, respawn on softcore
- Multi-tab — 4 simultaneous character simulations via additive scenes
9 Character & Class System
- Character creation — name, class selection, realm assignment
- Class XP — Tamer / Breeder / Artificer, leveled independently
- Character level — aggregate of class XP
- Skill tree UI — passive skill tree per class
- Skill point allocation + respec mechanic
10 In-Game Codex
- Codex UI — creature catalogue with seen/acquired/mutant states
- Creature detail view — stats, grade axes, move list, advancement chain
- Codex points — track completion %, reward thresholds
- Mutant bonus — +0.1% flat Mutant chance on full codex completion
11 Metagame UI Panels
- Breeding panel — pair selection, Food cost, egg output, grade inheritance
- Egg item use — hatch from inventory, hatch reveal
- Crafting panel — Scrap crafting, Ichor grade upgrade, gem/rune socketing
- Lock all metagame panels during PvP
12 Equipment System
- Equipment data — grade (Worn→Void), slots, base stats
- Inventory UI — grid view, equip/unequip, compare tooltip
- Gem/Rune/Enchantment socketing
- Soul attachment — creature soul bound to equipment
- Gear crafting via Scrap, grade upgrade via Ichor
13 Realms & Death Pipelines
- Softcore death — respawn, no permanent loss
- Season lifecycle — RemoteConfig dates, season end migration, ladder archive
14 PvP & Ladders
- PvP matchmaking — queue, ELO/rating system
- Unity Relay connection — simultaneous action submission
- Server-authoritative resolution — anti-cheat
- Leaderboards — per-realm, per-season
15 Steam Integration
- Steamworks.NET — auth, achievements, cloud saves
- Steam Inventory — item definitions, marketplace listing
16 Monetization
- Economy service — currency grants, purchase validation
17 Steam Release
- Store page — capsule art, description, tags, F2P config
- Achievements — Steam achievement definitions