Epics
Every epic here is one plain file — an overview.md holding the idea, what has
been decided, and a dated note on where it stands. Most of these are parked ideas, not an
active backlog — that's genuinely where things stand, not a gap I haven't gotten to. The
granular work (the tasks) lives in GitHub Issues, one label per epic, in a private
repository; see the pick-up protocol for how an agent works
one. The task files that filled this board until 2026-09-13 are kept in the repo's history
folder, not on the site.
Art direction — finding Spellgrove's vibe
Deciding what Spellgrove looks and feels like — the bodies, the light, the air, the things and their colours — and writing it down so every asset, generated or drawn, is judged against the same page.
2026-10-21: the characters are the DEFAULT (simple bodies only behind dev mode), the bodies inside the native builds, sign-up picks a character, every body's hands and arms relaxed by tools/bodies/hands.py (no credits), Rah a given character — all on staging, proved on the emulator. Meshy for new bodies only; Blender for adjustments. Next: Kris's sign-off, then the live release with new screenshots; clothes as items; the light pass #34.
Barter marketplace
Player-to-player item exchange with no in-game currency — pure barter, with both a web interface and an in-game interface.
Parked since 2026-08-05; waits on a concrete ownership and inventory model in server-architecture.
Battle arena POC
Proof of concept for a battle arena — matched, resetting, opt-in combat with ley-line/conduit resource contention.
Parked since 2026-08-05; the hot-seat POC is specced and waiting to be asked for.
Building the Game — one site, the Builder, and the building blocks
The public site becomes the live front door to the game's building blocks — elements, ground, creatures, the world and its areas — view-only for everyone, editable by Kris (and later by players in their own areas) through a separate admin service, the Builder, with a way to hand an agent a focused task from any section.
Built and signed off 2026-09-04; other people editing their own Areas is an idea held until Kris decides how a player gets a named Area.
Character composition POC
Choosing your character and clothing from interchangeable parts — the player-facing selection experience.
Live since 2026-09-27: Rah's drawn eyes, noses, mouths and hairs plus shirt and pants colours, chosen on the account screen and worn in the game; the name is the player's to change.
Connection and sync — never pretend to be online
A client–server that tells the truth about its connection — freezes rather than fakes when a channel dies, recovers visibly, answers every intent, never shuts an Area down under a player — and, when the realm cannot be reached, says so and hands the player the offline runner.
Live and signed off 2026-08-19; offline play is the offline runner (2026-10-24, mini-games); the Area Connection property and the offline home were withdrawn the same day.
Context and docs architecture
Keep agent cold-start context flat as the project's documentation grows — full proposal lives in docs/context-architecture.md, not restated here.
Parked; a proposal awaiting Kris's read, partly overtaken by the 2026-09-13 board change.
The element table
Author the 64 elements themselves — flavour names, per-element properties, colours, values, spell-kinds, and rarity. The keystone table four other epics lean on and none owns.
Parked; authoring the 64 elements is Kris's own work in the card editor.
The game interface — first brush
The UI layer over the 3D world — title screen, HUD, the Ingredients collection view and the element-card visual language — plus the card editor Kris authors the 64 with, wrapped as an HTML shell over the live multiplayer world.
Touch controls landed 2026-09-18 (a joystick or follow touch, Run and Jump buttons, a stamina bar), design-reviewed against renders; on /play and APK v31, waiting on Kris's phone.
Graphics tiers — simple and detailed, and the three-part body
Two ways of drawing every creature — today's primitives as the simple tier, real rigged and animated bodies as the detailed tier — switched by one layer in the client, over a head, a torso and legs that are swappable from the start.
Phase 3 is in as the characters (2026-10-20): ten bodies picked on the detailed tier, a 13 MB downloadable pack, Esmeralda; the tier stays a device setting behind dev mode. #18 closed; #16 (the switch rebuilding in place) and #17 open.
Ground look and levels
The ground of Lor gets its look (unshaded, painted = seen; sand a step down; water and lava moving; fewer, better tiles from a fresh Claude Design brief) and its third dimension — three walkable levels joined by ramp hexagrams, same-flavour mountain stacking to a double peak, and a boulder — all inside the one grid, one mesh and one movement rule the ground-types epic built.
The rim replaced the rock box 2026-09-18 (deep water is deep again), water and lava pour off the world's edge, and Mud is a ground type; on /play and APK v31.
Ground types
Every cell of every Area becomes one of the 64 hexagrams — the ground it is made of — stored, sent, rendered with soft edges, sunken water and lava, standing mountains, painted into every existing Area, and editable in an area map editor.
Done and signed off 2026-08-18; the look continued in ground-look-and-levels.
Ideas — the miscellaneous shelf
A running list of ideas and notes that belong to no epic yet, kept so a session with nothing obvious to work on has somewhere to look.
Opened 2026-10-05 as the place loose ideas go; the list below is the whole epic.
Kickstarter pre-launch page
A free "notify me on launch" Kickstarter page to build an invested audience — not a funded campaign, since the money isn't the point.
Parked since 2026-08-05; the store release came first — on Google Play since 2026-09-22, iOS with Apple for review (2026-10-19).
Mini-games — Golem Hollow, the first spell, and things placed on the ground
The first mini-game — an Area where stone golems walk from a spawn point to the Grove Tree and the player defends it by casting the Lightning Tower, the game's first spell — plus everything it needs underneath: spells and kinds as data, stats and health on every creature, an editor that places things on the ground, a volcano that erupts fire crystals and ice that grows ice crystals.
Golem Hollow and Cinder Hollow are live; the offline runner (2026-10-24) is the game when the realm cannot be reached; the chest quest (2026-10-24) brought the first quests, carrying and chests, and Far Hop its Tumbling Cairn; mini-games across several Areas and a spell editor are ideas held.
MVP — definition of done
Kris's explicit definition of done for the MVP release of Spellgrove — the list that says when the first release is finished.
Defined 2026-10-10. Dying is done (#27, 2026-10-24); #29 done 2026-10-30; #30 done 2026-11-01 (the cap, the switch and the friendly message live; the Spend Alert is Kris's own). 0.4.0 (the realms client, Release C) with both stores; Release C live.
Naming and brand
The game is Spellgrove (decided 2026-09-11), the studio is CoCreations, the domain is spellgrove.com; SPELLGROVE and LEGEND OF RAH were filed as Australian word marks on 2026-10-19; the copyright notice's legal read remains open.
Name, studio and domain decided; SPELLGROVE and LEGEND OF RAH filed with IP Australia 2026-10-19 (classes 9 and 41), registration months away; the copyright notice's legal read is Kris's open call.
Object system experiments
Experiments with objects and deeper/composite objects — building on the base-elements work and the 3D composition POC.
Parked since 2026-08-05; the object-gallery POC stands, nothing further built.
Platform sign-in — the phone's own player is the account
On a phone the account is the device's Google Play Games or Game Center player: a first launch signs in silently and lands on the title signed in, with no sign-up screens; email accounts are made on the web only and can be signed into anywhere; Steam is a placeholder; the sign-up's tag question is gone.
Built and deployed 2026-09-12; the remaining console switches and device checks are Kris's own.
Public site and comms
The public-facing Lor website — an Astro static site that renders this workspace's markdown, built agent-legible from day one.
Live at spellgrove.com; the 2026-09-13 sweep reshaped the workshop pages and ported the early experiments.
Server architecture
Architect the server software that runs the actual game — the client is substantially an interface, not the core mechanics.
Release B (the capacity floor and the realm's door, #30) and Release C (realms as units, invite codes, pooling homes, the realms client) are LIVE on both realms since 2026-11-01 — the box cut over to one unit per realm, live pooling homes ten to a process, a private realm proved end to end on its own certificate. Release D (selling realms) is next; 0.4.0 is with both stores.
Server instance
A working, running server instance — hosting, deploy, and environments for whatever server-architecture lands on.
Live and hardened (2026-09-13); the one open issue is mail from the box.
Spell-crafting interface
The in-game interface for crafting — casting recipes onto the ground/casting-bench and filling formula-driven items with ports and stocks.
Parked since 2026-08-05; the spell table and the eight kinds of spell set down 2026-10-24; the cauldron-or-ground question is still open.
Store release — Spellgrove on Google Play and the App Store
Getting the game into the stores: the name (Spellgrove) and Rah's icon through the game and the site, the privacy policy, terms and support pages, in-app account deletion, a Codemagic pipeline for the Play bundle and the App Store archive, the store listings, and the checklist of what only Kris can do.
0.4.2 since 2026-11-01 (0.4.1 plus the realm you are in always on the Realm screen): Play production code 54, full rollout; Apple build 53 attached to the 0.4.2 record, not submitted — waiting for Kris's screen recording on 0.4.2 (53) and his reply to the 2.1 Information Needed rejection. Then REALM_CODES_MIN_CLIENT=0.4.0 once 0.4.x is in both stores. Live on Google Play since 2026-09-22.
Tag — one game of chasey across the whole world
Playground tag as a core mechanic: opt in on your account, one player is it everywhere at once, run up beside another tag player and they're it — a white glove over the it's head, green over everyone playing, a line under the health bar saying who is it, a 20 s no-butcher-back, a random new it when the it player vanishes, and a per-Area switch for places where the game does not continue.
Live and signed off 2026-09-11; the family's play is the test now.
Workspace dashboard
The public site doubles as Kris's private working surface — an attention-router for supervising many agents, not a project-management tool he fills in by hand.
Parked; /now was retired on 2026-09-13 in favour of GitHub Issues, and the rest shipped inside the Builder.
World map and portals
The map of Lor — how areas link through portals, what rules each area imposes, and the two surfaces that show it (a standalone page on the website and a screen in the game), including a personal map of your own home and your friends' realms.
Built and signed off 2026-08-18; the arrival-cell pile-up fixed 2026-09-08; area rules became a catalogue with presets and a real `harm` rule on 2026-09-15.
World traversal and ground
Walking around the world and doing things — the mechanism of ground types, their properties, and the player's ability to affect them.
Running and jumping shipped 2026-09-18 (1.6x, one Village crossing of stamina, a jump over one cell walking or two running); the rest of the traversal half still waits for a design conversation.