Stage · Technical Setup → Pre-Production (8 ADRs Accepted 2026-08-28; test scaffold + CI wired; UX queue ①–⑤ APPROVED 2026-08-31; friend playtest gates the netcode ADR)
Pre-Production — UX design › UX specs ①–⑤ all APPROVED 2026-08-31 (inventory · crafting · build-mode · HUD · settings; pattern library v0.15; accessibility committed) › /ux-design pause in progress (A–E3 written); next: title-screen spec, ADR-0014 (UI stack), tide-tint quick-spec (the open 14th MVP row)
13/14
MVP systems designed
15/15
architecture ADRs accepted
7/8
UX specs review-approved
⬇ Download playtest build (macOS, 42 MB)unsigned — see how to open it
Concept art
What it is meant to look like — generated illustrations prompted from the art bible, not game assets.












Systems
| # | System | Tier | Status | Doc |
|---|---|---|---|---|
| 1 | Tide Scheduler | MVP | Reviewed | full GDD — tide-scheduler.md |
| 2 | Netcode Session | MVP | Designed | quick-spec + ADR (after friend playtest) |
| 3 | Camera | MVP | Designed | quick-spec |
| 4 | Save & Persistence | MVP | Designed | quick-spec |
| 5 | Player Movement | MVP | Designed | quick-spec |
| 6 | Inventory & Hauling | MVP | Designed | quick-spec — sprint-1 exit criterion, 3-day time-box |
| 7 | Combat | MVP | Reviewed | full GDD — combat-system.md |
| 8 | Land Dock/Undock | MVP | Designed | quick-spec |
| 9 | Harvesting & Resource Nodes | MVP | Reviewed | full GDD — harvesting-system.md |
| 10 | Crafting & Gear Identity | MVP / Tier 1 | Reviewed | full GDD — crafting-system.md |
| 11 | Base Building | MVP | Reviewed | full GDD — base-building.md |
| 12 | Enemy AI | MVP | Designed | quick-spec |
| 13 | UI/HUD & Co-op Affordances | MVP / Tier 1 | Approved | quick-spec |
| 14 | Tide-Tint Render Pipeline (minimal) | MVP | Shader contract in art bi… | Tide Scheduler, Land Dock/Undock |
| 15 | Tide-Tint Polish (atmosphere, departure mist, drift-in/out cosmetics, multi-stop §4.3 curves) | Tier 1 | art bible §4.3 / §2 — the… | — |
| 16 | Base-Defense Events | Tier 1 — first-to-slip | Indexed | none (deliberate) |
| 17 | Save-Anyone-Can-Host | Tier 1 — first-to-slip | Indexed | none (deliberate) |
| 18 | Animal Husbandry | Full Vision | Indexed | none |
| 19 | Production Chains | Full Vision | Indexed | none |
| 20 | Ruins & Blueprints | Full Vision | Indexed | none |
| 21 | Rival Settlements | Full Vision | Indexed | none |
| 22 | Audio Direction | Full Vision | Indexed | none |
Independent reviews
- Harvesting & Resource Nodes GDD — Independent Design ReviewNEEDS REVISION
- Crafting & Gear Identity GDD — Independent Design ReviewNEEDS REVISION
- Combat System GDD — Independent Design ReviewNEEDS REVISION
- Design Review: Base Building — 2026-08-27
- Design Re-Review 5: Base Building — 2026-08-27
- Design Re-Review 4: Base Building — 2026-08-27
- Design Re-Review 3: Base Building — 2026-08-27
- Design Re-Review: Base Building — 2026-08-27
- Design Re-Review 2: Base Building — 2026-08-27
Next steps
- Finish
/ux-design pause(final five sections) →/ux-review→ APPROVED /ux-design title-screen— owns the session-ended notice, the reset floor, and pause/settings' exit contract- ADR-0014 (UI stack): settings.json schema + Schema_* test, BindingDisplay shape, provisional Window/Resolution/VSync rows, UI-scale mechanism, panel stack
- Tide-Tint Render Pipeline quick-spec — row 14, the outstanding 13/14 MVP item
- Unity project scaffold + first example test (gate requirement); external: schedule the friend-group playtest (gates netcode ADR-0008)
Open questions
- Examine ↔ Revive control collision at a Downed ally (crafting OQ 7 — combat to rule via /quick-design)
- ADR-0007
Pingbinding amendment (pattern #15 is BLOCKED on it) - Player-journey map not yet created (every UX spec header notes it)
ui.json→ ADR-0006 manifest; RepairCommandKind→ the crafting-runtime ADR
Playtest build
The Gate 0 netcode prototype — two players over Unity Relay. Not the game: coloured squares and circles that exist only to answer "does a hit feel connected at real internet latency?".
- Driftlands-Gate0-Proto-mac-2026-09-11-c197115.zip 42 MB · built 2026-09-11 11:27
macOS will refuse an unsigned app the first time: open it, dismiss the warning, then System Settings → Privacy & Security → scroll down → Open Anyway. Or in Terminal: xattr -cr ~/Downloads/"Driftlands Gate0 Proto.app". Windows build on request.
Documents
Game Design Documents
- Base Building design/gdd/base-building.md
- Combat System design/gdd/combat-system.md
- Crafting & Gear Identity design/gdd/crafting-system.md
- Game Concept: Driftlands design/gdd/game-concept.md
- Cross-GDD Review Report design/gdd/gdd-cross-review-2026-08-27.md
- Harvesting & Resource Nodes design/gdd/harvesting-system.md
- Systems Design Phase Brief — Driftlands design/gdd/systems-design-brief.md
- Systems Index: Driftlands design/gdd/systems-index.md
- Tide Scheduler design/gdd/tide-scheduler.md
Quick Specs
- Quick Design Spec: Camera design/quick-specs/camera-2026-08-27.md
- Quick Design Spec: Enemy AI design/quick-specs/enemy-ai-2026-08-27.md
- Quick Design Spec: Inventory & Hauling design/quick-specs/inventory-hauling-2026-08-26.md
- Quick Design Spec: Land Dock/Undock design/quick-specs/land-dock-undock-2026-08-27.md
- Quick Design Spec: Netcode Session design/quick-specs/netcode-session-2026-08-27.md
- Quick Design Spec: Player Movement design/quick-specs/player-movement-2026-08-27.md
- Quick Design Spec: Save & Persistence design/quick-specs/save-persistence-2026-08-26.md
- Quick Design Spec: UI/HUD & Co-op Affordances design/quick-specs/ui-hud-2026-08-27.md
UX Specs
- UX Spec: Build Mode — Picker, Ghost, Placement & Demolish design/ux/build-mode.md
- UX Spec: Crafting — Station Screen, Repair & Examine design/ux/crafting.md
- HUD Design: Driftlands design/ux/hud.md
- Interaction Pattern Library: Driftlands design/ux/interaction-patterns.md
- UX Spec: Inventory — Bag & Shared Storage design/ux/inventory.md
- UX Spec: Pause design/ux/pause.md
- UX Spec: Settings — Controls, Display, Audio, Accessibility design/ux/settings.md
- UX Spec: Title Screen design/ux/title-screen.md
Architecture Decisions
- ADR-0001: Tide Scheduler as a Pure Engine-Free Assembly docs/architecture/adr-0001-tide-scheduler-pure-assembly.md
- ADR-0002: Host Commit Model — HostCommitQueue, Non-Yielding Critical Sections, Tick-Phase Ordering docs/architecture/adr-0002-host-commit-model.md
- ADR-0003: Assembly and Purity Boundaries — asmdef Graph, Engine-Free Rules, UnityInterop, HostContext and Command Shapes docs/architecture/adr-0003-assembly-purity-boundaries.md
- ADR-0004: Save File Format and Reconcile Pipeline — Atomic Write, TideState, ISaveable Two-Class Rule, Durability Semantics docs/architecture/adr-0004-save-format-reconcile-pipeline.md
- ADR-0005: Land Lifecycle on Addressables — Per-Template Groups, Preload/Activate/Teardown on Tide Edges, the LandNet Object, and the Per-Template Memory Budget docs/architecture/adr-0005-land-lifecycle-addressables.md
- ADR-0006: Game Data Loading and Fail-Loud Validation — StreamingAssets JSON to Driftlands.Data, configVersion, TideConfig Arrival, the Validation Gate docs/architecture/adr-0006-game-data-loading-validation.md
- ADR-0007: Input Action Map — The Project-Wide `.inputactions` Asset, Three Maps, Two Schemes, the `InputFrame` Snapshot, and Rebind Persistence docs/architecture/adr-0007-input-action-map.md
- ADR-0008: Netcode Wire — Transport, Tick, RPC Surface, Replication Representations, Late-Join Snapshot docs/architecture/adr-0008-netcode-wire.md
- ADR-0009: Player Transform Authority — Owner-Authoritative `NetworkTransform`, the Kinematic Mover, Host-Commanded Snaps, and Remote Interpolation docs/architecture/adr-0009-player-transform-authority.md
- ADR-0010: Inventory Replication — CARRY from Outcomes, `SharedStorage` and Node Lists on the Wire, Equipment, and the Id Codecs docs/architecture/adr-0010-inventory-replication.md
- ADR-0011: Structure Registry Replication — `BaseNet` List, Client Registry Copy, Wall Colliders, and the Chest Binding docs/architecture/adr-0011-structure-registry-replication.md
- ADR-0012: Enemy Simulation Model — One Flat Host Machine, Deterministic Composition, Steering Through the Shared Mover, and the Enemy Wire docs/architecture/adr-0012-enemy-simulation-model.md
- ADR-0013: Tide-Tint Render Pipeline — `Global`-Scope Shader Properties, DriftLayer Taxonomy, Build Overlay docs/architecture/adr-0013-tide-tint-render-pipeline.md
- ADR-0014: UI Stack — UI Toolkit Screens, Settings Service, Panel Manager docs/architecture/adr-0014-ui-stack.md
- ADR-0015: Combat Model — `ICombatState` Ownership, the Dual-Run Player Machine, Strike Resolution, Enemy Damage Phase 0, Downed/Revive, and the Durability Events docs/architecture/adr-0015-combat-model.md
- Architecture Review Report — 2026-08-28 docs/architecture/architecture-review-2026-08-28.md
- Architecture Review Report — 2026-09-01 docs/architecture/architecture-review-2026-09-01.md
- Architecture Review Report — 2026-09-07 docs/architecture/architecture-review-2026-09-07.md
- Driftlands — Master Architecture docs/architecture/architecture.md
- Control Manifest — Driftlands docs/architecture/control-manifest.md
- Requirements Traceability Matrix (RTM) docs/architecture/requirements-traceability.md
- Architecture Traceability Index docs/architecture/traceability-index.md
Design Reviews
- Design Re-Review 2: Base Building — 2026-08-27 design/reviews/base-building-rereview-2-2026-08-27.md
- Design Re-Review: Base Building — 2026-08-27 design/reviews/base-building-rereview-2026-08-27.md
- Design Re-Review 3: Base Building — 2026-08-27 design/reviews/base-building-rereview-3-2026-08-27.md
- Design Re-Review 4: Base Building — 2026-08-27 design/reviews/base-building-rereview-4-2026-08-27.md
- Design Re-Review 5: Base Building — 2026-08-27 design/reviews/base-building-rereview-5-2026-08-27.md
- Design Review: Base Building — 2026-08-27 design/reviews/base-building-review-2026-08-27.md
- Combat System GDD — Independent Design Review design/reviews/combat-system-review-2026-08-26.md
- Crafting & Gear Identity GDD — Independent Design Review design/reviews/crafting-system-review-2026-08-26.md
- Harvesting & Resource Nodes GDD — Independent Design Review design/reviews/harvesting-system-review-2026-08-26.md
Gate Checks
- Gate 0 — Provisional Pass production/gate-checks/gate-0-provisional-pass-2026-09-11.md
- Gate Check: Concept → Systems Design production/gate-checks/gate-concept-to-systems-design-2026-08-25.md
- Gate Check: Systems Design → Technical Setup production/gate-checks/gate-systems-design-to-technical-setup-2026-08-27.md
- Gate Check: Technical Setup → Pre-Production production/gate-checks/gate-technical-setup-to-pre-production-2026-09-02.md
Art
- Driftlands — Art Bible design/art/art-bible.md