A standing weekly commitment to share real progress — made public. Every entry links
back to the actual source material (design docs, proofs of concept, this site itself)
rather than summarising from memory.
#16 · 2026-08-19
A contiguous group of the same mountain flavour is now one continuous massif in the ground itself — smooth steep faces, a sheer foot, a real apex — a group of the blocky kind is one big rounded cube, and stacking needs the exact same hexagram so a mixed painting reads as a range of separate peaks; the ground mesh got cheaper doing it, from 64,800 triangles in the Badlands to 18,900.
#15 · 2026-08-19
The third tileset — 29 tiles and a painted cliff face from a dedicated Claude Design session, one colour per family, no motifs — dropped into the game the day it was delivered, approved by Kris on the in-game renders, and shipped to the browser and the phone; screenshots kept beside deliverable 14's so the step is visible, and the design session is on record because it will be reused for tweaks.
#14 · 2026-08-19
The Badlands as it stands the day before Claude Design's third tileset goes in — three levels of ground joined by ramps, stone plateaus with cliff faces, a deep lake, a cone range crowned by a volcano, a boulder square, moving water and lava — in ten screenshots and a contact sheet of the twenty-eight painted tiles the game draws today, kept beside deliverables 12 and 13 so the step is visible.
#13 · 2026-08-18
The first real tileset, made from the brief the day it was written — sixty-four seamless painted tiles, one per hexagram — dropped into the game with no code change and shipped to the browser and the phone the same day; screenshots kept beside deliverable 12's placeholders so the step is visible.
#12 · 2026-08-18
Six screenshots of the world the day after the ground got types — the Village of Lor with its river, the Badlands with every type in patches, a home in the browser, the stone floors up close — kept so the progression can be seen once the painted tiles land.
#11 · 2026-08-18 · promised
When the connection stalls the character stops and says so; when it dies the game reconnects in the open or tells you it couldn't; every step you take is answered by the server; and your home is playable offline, its doors to the shared world closed until you're back.
Promised 2026-08-18, the day the review landed. Kris played the phone and a browser side by
side and watched them disagree; the review found why — a client that kept walking after its
socket had silently died — and a dozen relatives of the same fault. This deliverable is the
game becoming trustworthy about its own connection.
Acceptance criteria
- On the phone: put the app in the background for 30 s and return, or switch airplane mode on
for 20 s — the character freezes and a “Reconnecting…” notice shows within a few seconds;
then either play resumes with the world caught up, or after ~15 s a “Connection lost” screen
appears with Retry, and nothing moves until it’s back. Never a character walking through
portal rings on a dead channel.
- Two clients on the same account or two players in the same Area agree: the other body moves
when it moves, and appears when it arrives — APK and browser alike.
- A connection indicator on the HUD tells the truth (green / amber / red), and “Send
diagnostics” delivers the phone’s own log to the server.
- Areas carry
single_player / multiplayer / either; the home is either: with no realm
reachable, Start still puts you in your home (walk-only), and its doors to the shared world
bump with “That way needs a connection”.
- The server answers every step (ack, reject or superseded), delivers every kick with its
reason, and never shuts an Area down under a player who is still standing in it.
Artifacts
Pending until delivery: the /play page and the APK; docs/handoff/connection-and-sync.md;
the fault-injection harness and soak in game/director/test/.
#10 · 2026-08-17
Every cell of every Area becomes one of the 64 hexagrams — grass, sand, snow, stone, water and lava sunk below the ground, and mountains standing up out of it — visible in the browser and on the phone, with soft edges between neighbouring types.
#9 · 2026-08-11
The first actual game interface — a title screen that boots the live 3D world, a HUD with health and your stuff, and the 64 elements as collectible cards you can browse — live in the browser at a URL.
#8 · 2026-08-04
The live multiplayer world now renders 3D people who walk between cells — turning to face where they're going, arms and legs swinging — instead of flat coloured blocks teleporting a cell at a time. Same live server, same link, new eyes.
#7 · 2026-08-03
A tap-to-download .apk on the deliverables page, built from the same unchanged Stage 3 client as the browser link, connecting to the same droplet-hosted world — proof this runs on real hardware in someone's hand, not just a desktop browser tab.
#6 · 2026-08-03
A link on this page that opens the Godot web export of the Stage 3 multiplayer client, connected to a live world on the droplet — two or more players in the same world seeing each other move, from nothing but a browser tab.
#5 · 2026-08-02
Deliverable
#4 · 2026-08-02
A from-scratch runbook for the box the game will actually run on — one DigitalOcean droplet, Godot headless world processes, a director service, Postgres, and Caddy in front of it all.
#3 · 2026-07-29
The site itself, as this week's deliverable — and the principle it's built to demonstrate: the repo is the source of truth, the site is just a rendering of it.
#2 · 2026-07-29
A working proof of concept for building every creature, and every piece of gear, out of the same small set of interchangeable 3D parts.
#1 · 2026-07-29
Everything in Lor — ground, items, creatures — is made of the same 64 substances, drawn from the I Ching's 64 hexagrams.