Epics
Every epic here is plain files — an overview.md, a regenerated
status.md, and a tasks/ folder for whichever epics are actually
being worked. No issue tracker. Most of these are parked ideas, not an active backlog —
that's genuinely where things stand, not a gap I haven't gotten to. See
the pick-up protocol for how an agent picks up work here,
and /now for what's waiting on me and what's ready for agents.
Barter marketplace
Player-to-player item exchange with no in-game currency — pure barter, with both a web interface and an in-game interface.
Battle arena POC
Proof of concept for a battle arena — matched, resetting, opt-in combat with ley-line/conduit resource contention.
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.
5 review1 needs-input1 backlog
001–005 built, live and in review. Kris: sign in on spellgrove.com with your game account (Papa), open Building the Game, try an edit on Staging, and paste your task-runner key into an Ask-an-agent panel for a first small task. 006 (other people's areas) is backlog; 007 waits on the rest of the Dirt sentence.
Character composition POC
Choosing your character and clothing from interchangeable parts — the player-facing selection experience.
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 Areas that declare whether they need a connection at all.
1 ready1 backlog6 done
006 — local play, the home when there is no realm — is ready (005 signed off, so its blocker is gone); 008 last.
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.
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.
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.
4 done
Nothing outstanding. Promoting the card editor onto the public site is a later, separate call once more elements are defined; element authoring itself is tracked as element-table/003.
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.
1 ready1 review5 done
006 waits on Kris's formal sign-off (the v3 tiles are live). 007 — a flank texture for mountains — was TRIED on 2026-08-20 and rolled back: not better enough for its cost. It stays ready, with the experiment written up in its own file; the root cause is that the ground mesh carries no UVs.
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.
8 done
Done — all eight signed off 2026-08-18. The look itself continues in ground-look-and-levels.
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.
Naming and brand
The game's title (Lor: The Ten Thousand Things) and studio name (CoCreations) are decided; domain and trademark filing remain open.
2 needs-input
Kris/a lawyer resolves Q004's remaining items (jurisdiction, third-party contributors, AI-art framing, trademark/copyright framing — entity name is answered) to unblock naming-and-brand/001 — plus Q002 (domain) and Q003 (trademark filing) whenever convenient, none urgent. Also new: naming-and-brand/002, Kris runs the public game-name poll (Spellgrove vs Cauldria vs Portilia, optional Rahlands) and records the final title.
Object system experiments
Experiments with objects and deeper/composite objects — building on the base-elements work and the 3D composition POC.
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.
1 backlog
Nothing urgent. The Giscus/Discussions question is closed (2026-08-04 decision: repos permanently private, giscus impossible). Optional, non-blocking: whether /join ever needs a real form backend, and whether/which historic docs get ported into the deliverables log as backdated entries.
Server architecture
Architect the server software that runs the actual game — the client is substantially an interface, not the core mechanics.
4 needs-input2 backlog16 done
021 (single-identity accounts + unified account screen) built, tested, and DEPLOYED LIVE 2026-08-28 — needs Kris's own visual/on-device look (no display in the building container, same gap as 019) plus the Android APK rebuild+upload before that ships to phones. Remaining, unchanged: 018 spellgrove.com; 011's Play Console setup; 012's iFastNet DNS records; 020's Apple checklist; 017 (backlog) needs a support address picked.
Server instance
A working, running server instance — hosting, deploy, and environments for whatever server-architecture lands on.
1 done
Droplet live and now behind HTTPS at lor-server.cocreations.com.au (Let's Encrypt via Caddy, wss for director and game channels, verified 9/9 externally). Remaining follow-up cleanup — DO project assignment, git deploy credentials on the box — none of it blocking.
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.
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.
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.
1 backlog15 done
All built work signed off 2026-08-18. Only 008 (players stacking on the arrival cell) remains, in backlog until player collision exists.
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.