Browser-Based Co-op Dungeon Crawler
A solo-built, browser-first, server-authoritative co-op dungeon-expedition game.
Built with
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
- TypeScript monorepo via pnpm workspaces
- Bun — WebSocket world server, tick scheduler
- Vite + Three.js — game client and 3D scene
- Supabase — Postgres with RLS for persistence
- Vitest + Playwright — unit and end-to-end coverage
- Biome + Lefthook — formatter and pre-commit gates
- Docker — local infra stack
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.