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Joshua Marsh (icub3d) edited this page 2026-08-06 15:52:42 -06:00

Terra Redux

A 3D tactical turn-based squad game in Rust and Bevy. Think chess, except you build your own pieces: every unit is a character you assemble, equip, and develop.

This wiki is a signpost, not a library. Everything of substance lives in the repository, versioned alongside the code it describes, so a design doc cannot quietly outlive the change that invalidated it. Follow the links.

Start here

If you want Read
What the game is README
Conventions and architecture CLAUDE.md
What gets built, and when docs/ROADMAP.md
How to work on it docs/development.md
Why things are the way they are docs/adr/
The setting WORLD.md
The roster CHARACTERS.md

Current state

Bootstrapped: Catppuccin Mocha theming, a state machine, RON-backed data loading with hot reload, a validated character registry, and a working main menu. No combat, missions, 3D, or netcode yet.

In progress: M1 — Playable Vertical Slice. A grid, a 3D view, two units, move and attack, turn order, and a win condition. Everything a coloured primitive.

Working on it

One issue, one branch, one pull request. Branches are named <issue-number>-<slug>, and the PR body carries Closes #N. A PR is done when cargo build, cargo test, cargo clippy --all-targets -- -D warnings, and cargo fmt --check are all clean, and any docs/ page the change affects has been updated in the same PR.

The full rules, the label scheme, and a reference for what the fj CLI and the Forgejo API can each actually do are in docs/development.md.