Browser-Based Co-op Dungeon Crawler

A solo-built, browser-first, server-authoritative co-op dungeon-expedition game.

Built with

Claude Code
TypeScript
Bun
Vite
Three.js
Supabase
Postgres
Vitest
Docker
pnpm
Claude Code
TypeScript
Bun
Vite
Three.js
Supabase
Postgres
Vitest
Docker
pnpm
Claude Code
TypeScript
Bun
Vite
Three.js
Supabase
Postgres
Vitest
Docker
pnpm
Claude Code
TypeScript
Bun
Vite
Three.js
Supabase
Postgres
Vitest
Docker
pnpm

What

A browser-first co-op dungeon-expedition game with tick-deterministic combat at 300 ms, click-to-move controls, and a server-authoritative world model. Adaptive session length via a save-room-staged chunk loader.

Why

Most co-op games either demand reflexes that don’t translate to a browser or compromise on persistence and party-coherence to fit one. Click-to-move, multiple worlds, and server-authoritative state let the game be playable in a tab over a lunch break without losing what makes the genre worth playing.

Stack at a glance

How it’s built

Built end-to-end with Claude Code under a multi-agent governance harness — typed roles for architecture, gameplay, network protocol, content, and PM. Decision logs are append-only, the source-of-truth vision document is immutable, hard rules are enforced by pre-commit hooks, and every tier ship runs a PM report, regression suite, and security review before closing.