Flowstate is an MIT-licensed, open-source competitive multiplayer game inspired by SUPERVIVE.
It is built architecture-first: a deterministic, server-authoritative simulation core with clean boundaries comes before content, art, or polish. The goal is long-term leverage, correctness, and preservability.
v0 Multiplayer Slice Complete (December 2025)
The authoritative server foundation is implemented and validated:
- Simulation Core (
crates/sim) — Deterministic fixed-timestep world with FNV-1a state digest, WASD movement (5.0 units/sec) - Wire Protocol (
crates/wire) — Protobuf message types (ClientHello, ServerWelcome, InputCmdProto, SnapshotProto, ReplayArtifact) - Replay System (
crates/replay) — Full verification pipeline with initialization and outcome anchors - Server Edge (
crates/server) — Input validation, buffer management, LastKnownIntent fallback, session lifecycle
Test Coverage: 58 tests passing (sim: 16, wire: 6, replay: 8, server: 28)
What's Missing: Networking transport layer (ENet integration) and game client. Server operates in "manual step mode" for now.
- Deterministic simulation and replay verification
- Clean authority boundaries (Simulation Core isolated from Server Edge and Game Client)
- Transport-independent protocol semantics
- Testability as a first-class feature
- Human + agent collaboration within explicit constraints
Run the full local validation surface:
just ci
Constitution ID tooling (when editing canonical Constitution docs):
just ids
just ids-gen
- Game vision and design intent:
docs/vision.md - Constitution (kernel):
docs/constitution.md - Constitution annexes (invariants, domain model, criteria):
docs/constitution/ - Architecture decisions:
docs/adr/ - How the project operates (human):
docs/handbook.md - Repo routing / where things go:
docs/repo-map.md - Agent operating rules:
AGENTS.md - Licensing policy and third-party intake:
docs/licensing/
Contributions are welcome, but must align with the Constitution and applicable ADRs.
Start with:
MIT. See LICENSE.