Sprint M0.3 — the loadout and the bell
In progress. Not complete. Continues the first-verb sprint with the pieces that turn a greybox with blocks into an actual run: a budget, a clock, and a verdict at the end.
Shipped so far
- The loadout: a mass budget every player arrives with. Placing a block spends mass; removing it refunds the mass whole, with no penalty. A placement that would exceed the remaining budget is refused.
- Run-rig and cargo, the two cargo classes this build can actually implement: everything you place is run-rig by default, recovered on removal, litter if left standing when the run ends; cargo that hasn’t reached the Drop at the end is lost. A third class, commons — deliberately donated infrastructure — is named in the rules and in the code, but nothing persists across runs yet, so it isn’t built.
- A 20-minute run clock. The HUD stays quiet until the last five minutes, then shows the countdown.
- A score screen at the end of every run: total mass delivered by the team, and each player’s own litter left standing.
- A full world reset between runs, so a second run starts from a clean server state the moment someone rejoins — no manual restart required.
Still open
- Tuning the release profile and recording the wasm size number that actually counts toward the browser-client decision.
- The playtest itself — five friends, one server, a real run, and the question this whole milestone exists to answer.
Read the devlog post for the design reasoning and the bug the review caught before it could ever matter.