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MIT-licensed competitive multiplayer game inspired by SUPERVIVE, built architecture-first with deterministic simulation

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project-flowstate/flowstate

Flowstate

License: MIT CI

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.

Status

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.

What we’re optimizing for

  • 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

Quickstart

Run the full local validation surface:

just ci

Constitution ID tooling (when editing canonical Constitution docs):

just ids
just ids-gen

Read next

Contributing

Contributions are welcome, but must align with the Constitution and applicable ADRs.

Start with:

License

MIT. See LICENSE.

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MIT-licensed competitive multiplayer game inspired by SUPERVIVE, built architecture-first with deterministic simulation

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