Table of Contents
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.