DungeonBreak

Roadmap

Phase overview and dependencies

Roadmap: DungeonBreak

Overview

Phases for planning-docs baseline and Narrative Engine delivery. Each phase has a goal, requirements, and plans; we run discuss → plan → execute → verify per phase.

Phases

Phase 01 : Planning docs baseline

Goal: PROJECT, ROADMAP, and REQUIREMENTS are aligned with DungeonBreak and Narrative Engine; Phase 01 has a clear context (desired outcome, constraints, non-goals) and at least one plan with concrete tasks; TASK-REGISTRY or phase plans reflect the task breakdown.

Requirements: [REQ-01, REQ-02, REQ-03]

Plans: Run forge-loop discuss-phase 1 then forge-loop plan-phase 1 to generate.

Tasks (breakdown for Phase 01):

  • Capture Phase 01 context (discuss-phase): desired outcome, constraints, non-goals
  • Ensure ROADMAP Phase 01 details and REQUIREMENTS traceability are correct
  • Create or refine Phase 01 plan(s) with must-haves and task blocks
  • Document any decisions in DECISIONS.md

Phase 02 : Planning docs cleanup and narrative state-space simulations

Goal: PRD and key decisions live in .planning; general docs/ are not extended. Simulation notebooks in notebooks/ visualize the 3D narrative state space, saliency, dialog triggering, and Verlet+constraints so we can understand and communicate how the system will behave—no game code.

Requirements: [REQ-06]

Depends on: Phase 01 complete.

Plans: Run forge-loop discuss-phase 2 then forge-loop plan-phase 2.


Phase 03 : Narrative Engine first slice (Verlet + constraints)

Goal: Verlet integration and constraint application (per-axis min/max, reproject old_p) are implemented and unit-tested so narrative state stays within bounds. See .planning/DECISIONS.md (Narrative Engine) and .planning/implementation-roadmap.md.

Requirements: [REQ-04]

Depends on: Phase 02 complete.

Plans: TBD (run forge-loop plan-phase 3 when ready).


Phase 04 : Narrative Engine – dialog selection and integration

Goal: Dialog/storylet selection uses entity position and dialog Location (saliency); integration point for DialogComponent and/or Yarn Spinner is defined and implemented to a first testable slice.

Requirements: [REQ-05]

Depends on: Phase 03.

Plans: TBD.


Phase 05 : Docs fold into planning and notebook tooling

Goal: docs/ contains only image-catalog (and images). Game PRD, design decisions, and implementation roadmap folded into .planning. Notebook tooling: venv + check/install + JupyterLab from root; no single-notebook run commands. Notebooks are documentation (entities/vectors/dialogue in same space; threshold and options for follow-up).

Requirements: [REQ-07]

Depends on: Phase 02 complete.

Plans: Run forge-loop discuss-phase 5 then forge-loop plan-phase 5.


Phase 06 : Lab setup (uv, lab command) and notebook improvements

Goal: Single entry npm run lab; one main notebook (dungeonbreak-narrative.ipynb) that teaches axis semantics (Courage, Loyalty, Hunger), dialogue locations by meaning, how Kaiza reaches options (training, dialog, forces), saliency/threshold, Verlet, and time simulation—DRY, explicit naming, no arbitrary vectors. Doc images embedded; GDC/reference links in .planning. Fast, clone-and-run setup.

Requirements: [REQ-08]

Depends on: Phase 05 complete.

Plans: Run forge-loop discuss-phase 6 then forge-loop plan-phase 6.


Phase 07 : Escape the Dungeon (adventurelib base + modular architecture)

Goal: Define and implement Escape the Dungeon as a modular Python/Jupyter dungeon crawler starting at depth 12 as Kael, with level/chapter/act progression, NPC background simulation, quest + item systems, and embeddings-driven trait updates.

Requirements: [REQ-09, REQ-10, REQ-11, REQ-12]

Depends on: Phase 06 complete.

Plans: Run forge-loop discuss-phase 7 then forge-loop plan-phase 7.


Phase 08 : Vector-space rooms, dialogue ranges, and simulation clarity

Goal: Deepen Escape the Dungeon simulation with explicit Dungeon/Level/Room objects (50 rooms per level), room+item vectors that influence entities per turn, and dialogue clusters/options gated by vector distance and room state.

Requirements: [REQ-13, REQ-14, REQ-15, REQ-16, REQ-17]

Depends on: Phase 07 complete.

Plans: Run forge-loop discuss-phase 8 then forge-loop plan-phase 8.


Phase 09 : Cutscenes, action gating, skills, and livestream fame economy

Goal: Add a clear presentation and decision layer on top of the simulation: cutscene popups for major events, prerequisite-based action/dialogue filtering, skill vectors for emergent builds, and livestream gameplay with Fame gain and Effort spend (10 effort per turn).

Requirements: [REQ-18, REQ-19, REQ-20, REQ-21, REQ-22]

Depends on: Phase 08 complete.

Plans: 09-01 implemented; run forge-loop verify-work 9 --strict for final phase verification.


Phase 10 : Entity parity, factions, and emergent pressure systems

Goal: Move from prototype AI behavior to full emergent simulation parity: same legal action model for player/NPCs, dense room composition (treasure/rune forge), spawn pressure, faction/reputation lethality gates, companion recruitment, rumor spread, and level curves.

Requirements: [REQ-23, REQ-24, REQ-25, REQ-26, REQ-27, REQ-28, REQ-29, REQ-30, REQ-31, REQ-32]

Depends on: Phase 09 complete.

Plans: 10-01 implemented; run forge-loop verify-work 10 --strict for final phase verification.


Phase 11 : Content scale, archetype compass, and balancing

Goal: Expand authored content and balancing around emergent systems: large skill trees/evolution options, archetype headings/class textures, broader action/dialogue/item packs, and stability/performance tuning for long simulations.

Requirements: [REQ-68, REQ-69, REQ-70]

Depends on: Phase 10 complete.

Plans: 11-01 implemented (data-driven content packs, archetype compass runtime wiring, balancing harness/reporting).


Phase 12 : Terminal binary packaging and release automation

Goal: Publish Escape the Dungeon as downloadable terminal game binaries with a repeatable CI pipeline for tests, build artifacts, and tag-triggered releases.

Requirements: [REQ-33, REQ-34, REQ-35]

Depends on: Phase 10 stable simulation baseline.

Plans: 12-01 implemented; run forge-loop verify-work 12 --strict for final phase verification.


Phase 13 : Browser playable 3-column game UX (/play)

Goal: Ship a browser-playable TypeScript runtime in docs-site at /play with a 3-column button-first interface (actions/feed/status), Assistant UI feed presentation, and blocking cutscene queue.

Requirements: [REQ-36, REQ-37, REQ-38, REQ-39, REQ-40, REQ-41, REQ-42, REQ-43, REQ-44, REQ-45, REQ-46]

Depends on: Phase 10+ systems stable; docs-site build/deploy stable.

Plans: 13-01..13-06 initial browser runtime and gating. Recovery loops: 13-07 pivot docs/contracts, 13-08 UI rebuild, 13-09 parity presentation + tests, 13-10 release closeout.


Phase 14 : Browser parity closure and content scaling

Goal: Close remaining parity and gameplay-clarity gaps with a no-grid combat simulation, deterministic 25-turn reference run (single canonical seed), misinformation-aware deed memory, and reusable cross-language data contracts in TypeScript runtime.

Requirements: [REQ-37, REQ-38, REQ-40, REQ-47, REQ-48, REQ-49, REQ-50, REQ-51, REQ-52, REQ-53, REQ-54, REQ-55, REQ-56, REQ-57, REQ-58, REQ-59]

Depends on: Phase 13 engine/runtime in production.

Plans: 14-01 planning + DoD draft, 14-02 contracts/formulas + simulation implementation, 14-03 deterministic replay and tests, 14-04 performance/reporting closure.


Phase 15 : TypeScript Cutover and DungeonBreak/engine Package

Goal: Remove Python gameplay runtime and notebooks from active development immediately, retain npm run lab and install helpers for TypeScript workflows, and ship an installable package (DungeonBreak/engine) with bundled game data and an out-of-the-box React component.

Requirements: [REQ-08, REQ-60, REQ-61, REQ-62, REQ-63, REQ-64, REQ-65, REQ-66, REQ-67]

Depends on: Phase 13 complete; executes in parallel with late Phase 14 closure.

Plans: 15-01 planning/inventory, 15-02 removal cutover, 15-03 helper retargeting, 15-04 package extraction + CI/release wiring.


Phase 16 : Publish hardening for browser package release (GitHub Releases)

Goal: Harden GitHub-release package/browser operations with stricter CI quality bars, semantic tag validation, automated release notes, smoke replay packs, and deterministic packaged-tarball integration checks.

Requirements: [REQ-41, REQ-42, REQ-66, REQ-67]

Depends on: Phase 14 and Phase 15 complete.

Plans: 16-01 implemented.


Phase 17 : Content production and long-run balancing loops

Goal: Scale authored gameplay content (skills/dialogue/items/events/quests) while preserving deterministic behavior and performance under long-run simulations.

Requirements: [REQ-71, REQ-72, REQ-73, REQ-74]

Depends on: Phase 16 complete.

Plans: 17-01 contract lock + long-run suite/report baseline (complete), 17-02 content expansion (complete), 17-03 pressure/perf tuning (complete), 17-04 verification and summary (complete).


Phase 18 : Deterministic MCP playthrough and interface

Goal: Provide a stable MCP machine interface and dense deterministic playthrough coverage for tooling, regression, and report generation.

Requirements: [REQ-75, REQ-76, REQ-77, REQ-78, REQ-79, REQ-80]

Depends on: Phase 17 baseline.

Plans: 18-01 baseline MCP interface and local installer wiring (complete), 18-02 dense deterministic playthrough + regression + presenter/MCP parity verification (complete).


Phase 19 : Assistant Frame Window-Agent Support and Default Remote MCP

Goal: Add Assistant Frame support to browser /play so window agents can interact through a structured bridge, keep remote MCP (/api/mcp) enabled by default for signed-in users, and publish version-coupled play/test reports with each build.

Requirements: [REQ-81, REQ-82, REQ-83, REQ-84, REQ-85, REQ-86, REQ-87, REQ-88]

Depends on: Phase 18 complete.

Plans: 19-01 planning/contracts update (complete), 19-02 Assistant Frame integration + tests (complete), 19-03 default-on remote MCP auth/hardening/docs + versioned report publishing (complete).


Phase 20 : Report schema normalization and streamable event ledgers

Goal: Keep report fidelity while reducing memory and payload pressure by defaulting to reference-oriented ledger artifacts and adding JSONL stream iteration for timeline viewers.

Requirements: [REQ-89, REQ-90]

Depends on: Phase 19 complete.

Plans: 20-01 policy/docs realignment (no LLM chooser scope), 20-02 JSONL external ledger stream format + viewer iteration support.


Phase 21 : Tooling PRD, gameplay analysis, and report viewer

Goal: Tooling PRD; metric definitions (replayability, excitement, emergent); playthrough analyzer; report viewer on docs site.

Requirements: [PRD-tooling-gameplay-analysis]

Depends on: Phase 18 complete.

Plans: Tooling PRD + metrics, playthrough analyzer (playthrough-analyzer.ts), report viewer route /reports or /play/reports.


Phase 22 : Action policies as static data

Goal: Action policies in contracts/data/action-policies.json; agent-play and engine NPCs use policies instead of hardcoded behavior.

Requirements: [PRD-tooling-gameplay-analysis]

Depends on: Phase 21 complete.

Plans: action-policies.json, schema + export from engine, agent-play reads policy; future: simulateNpcTurns accepts policy ID.


Phase 23 : KAPLAY single-file HTML build

Goal: Standalone single-file HTML game with KAPLAY; first-person text mode + ASCII grid mode; screen-based UI (Navigation, Combat, Rune Forge, Inventory, Dialogue); bundle engine + game logic; GitHub release artifact.

Requirements: [Plan demo tooling and KAPLAY]

Depends on: Phase 22 complete.

Plans: packages/kaplay-demo, first-person scene, ASCII grid with screen swaps (Navigation → Combat → Action menu → Rune Forge, etc.); UI components per .planning/UI-COMPONENT-REGISTRY.md; build-standalone.ts → single HTML; GitHub release workflow.


Phase 24 : Docs-site deploy reliability and Vercel-parity CI loop

Goal: Keep docs-site continuously publishable by adding parity build checks with retained logs, hardening local package bootstrap paths used by Vercel, and removing recurring build-time regressions.

Requirements: [REQ-41, REQ-42, REQ-66]

Depends on: Phase 20+ ongoing docs-site/report surface work.

Plans: 24-01 parity workflow with uploaded logs, 24-02 engine dist bootstrap on install, 24-03 engine contracts export regression fix, 24-04 clean build output + lockfile refresh, 24-05 llms route response hardening.


Phase 29 : Engine/KAPLAY parity gaps (inventory action slice)

Goal: Close early gameplay parity gaps by adding explicit inventory actions in the engine (use_item, equip_item, drop_item) and wiring KAPLAY inventory UI controls directly to those engine contracts.

Requirements: [Plan demo tooling and KAPLAY]

Depends on: Phase 23 complete.

Plans: 29-01 inventory action contract + execution/availability, 29-02 KAPLAY inventory action wiring, 29-03 replay fixture/hash refresh.


Phase 30 : Kaplay first-person UI simplification

Goal: Simplify first-person interface; fix unclosed tags; align layout reuse (header/left/right/center).

Requirements: [User feedback]

Depends on: Phase 23 complete.

Plans: 30-01 Quick View → Utility, remove tabs, default grid; 30-02 escape keyboard hints (unclosed tags fix), layout reuse doc.


Progress

PhasePlans CompleteStatusCompleted
01. Planning docs baseline2 / 2Complete-
02. Planning docs cleanup and simulations2 / 2Complete-
03. Narrative Engine first slice0 / 0Superseded (archived after Escape the Dungeon pivot)-
04. Dialog selection and integration0 / 0Superseded (archived after Escape the Dungeon pivot)-
05. Docs fold and notebook tooling2 / 2Complete-
06. Lab setup and notebook improvements2 / 2Complete-
07. Escape the Dungeon1 / 1Complete-
08. Vector-space simulation depth1 / 1Complete-
09. Cutscenes and gating layer1 / 1Complete-
10. Entity parity and faction pressure1 / 1Complete-
11. Content scale and balancing1 / 1Complete-
12. Terminal packaging and release1 / 1Complete-
13. Browser playable 3-column UX10 / 10Complete-
14. Browser parity closure and content scaling4 / 4Complete-
15. TypeScript cutover + package4 / 4Complete-
16. Publish hardening (browser package)1 / 1Complete-
17. Content production and long-run balancing loops4 / 4Complete-
18. Deterministic MCP playthrough and interface2 / 2Complete-
19. Assistant Frame + default remote MCP3 / 3Complete-
20. Report schema normalization + streamable ledgers2 / 2Complete-
21. Tooling PRD + analyzer + report viewer3 / 3Complete-
22. Action policies as static data3 / 3Complete-
23. KAPLAY single-file HTML build6 / 6Complete-
24. Docs-site deploy reliability + Vercel parity CI5 / 5Complete-
29. Engine/KAPLAY parity gaps (inventory slice)3 / 5In Progress-
30. Kaplay first-person UI simplification3 / 3Complete-

On this page

Roadmap: DungeonBreakOverviewPhasesPhase 01 : Planning docs baselinePhase 02 : Planning docs cleanup and narrative state-space simulationsPhase 03 : Narrative Engine first slice (Verlet + constraints)Phase 04 : Narrative Engine – dialog selection and integrationPhase 05 : Docs fold into planning and notebook toolingPhase 06 : Lab setup (uv, lab command) and notebook improvementsPhase 07 : Escape the Dungeon (adventurelib base + modular architecture)Phase 08 : Vector-space rooms, dialogue ranges, and simulation clarityPhase 09 : Cutscenes, action gating, skills, and livestream fame economyPhase 10 : Entity parity, factions, and emergent pressure systemsPhase 11 : Content scale, archetype compass, and balancingPhase 12 : Terminal binary packaging and release automationPhase 13 : Browser playable 3-column game UX (/play)Phase 14 : Browser parity closure and content scalingPhase 15 : TypeScript Cutover and DungeonBreak/engine PackagePhase 16 : Publish hardening for browser package release (GitHub Releases)Phase 17 : Content production and long-run balancing loopsPhase 18 : Deterministic MCP playthrough and interfacePhase 19 : Assistant Frame Window-Agent Support and Default Remote MCPPhase 20 : Report schema normalization and streamable event ledgersPhase 21 : Tooling PRD, gameplay analysis, and report viewerPhase 22 : Action policies as static dataPhase 23 : KAPLAY single-file HTML buildPhase 24 : Docs-site deploy reliability and Vercel-parity CI loopPhase 29 : Engine/KAPLAY parity gaps (inventory action slice)Phase 30 : Kaplay first-person UI simplificationProgress