DRIFTLANDS co-op survival on drifting tides — studio progress

Quick Design Spec: Netcode Session

Type: New Small System Scope: The session model — who hosts, how friends join and leave, the two authority rails every system builds on, and the late-join sync contract. Does NOT own: wire-level anything (RPC shapes, replication representations, tick rates, intent validation, transport finalization — all → the netcode ADR, gated on the friend playtest), or any system's disconnect semantics (each GDD's edge cases own theirs). Date: 2026-08-27 Estimated Implementation: model prototype-validated; session plumbing ~3–4 days once the ADR locks

Overview

Host-and-play, prototype-confirmed: one friend's machine is the world, everyone else connects to it. The architecture is two authority rails, used consistently by every system designed since: things you own feel instant (your movement, your bag), things the world owns resolve on the host (damage, storage, crafts, structures). The prototype proved the feel holds at simulated 70–140 ms; one real friend-group playtest over real internet gates the ADR that locks the wire. This spec exists so the session model is written down and the twelve systems referencing "the host" all mean the same thing.

Core Rules

Tuning Knobs

No knobs live here — session capacity is a scope fact, and every timing/rate value is the ADR's to set with real-network data. This section exists to say so.

Acceptance Criteria

Systems Index

Already tracked as MVP system #2 (Core, "Prototype-validated | quick-spec + ADR after friend playtest"). On approval: status → Designed (quick-spec; ADR pending playtest) — with this, **all 13 MVP systems are designed**.

Forward refs owned elsewhere: everything in Rule 7 → netcode ADR (/architecture-decision, after the friend playtest — the one remaining external gate); Steam lobby/invite UX → UI/HUD /ux-design queue; fixed-vs-rotating host → group decision before Tier 1.