Navigation index for all project documentation.
Documentation is divided into three strictly separate areas:
Folder Content technical/Implementation, architecture, engineering gamedesign/Game design, mechanics, balancing lore/Narrative, factions, LORA / art generation
| Document | Content | Time |
|---|---|---|
| ../README.md | Installation, Docker setup, Quick Start | 5 min |
| technical/DEV_USERS.md | Pre-seeded dev accounts | 2 min |
| gamedesign/START_HERE.md | Game design orientation | 5 min |
Everything about the code, infrastructure, and system architecture.
| Document | Content |
|---|---|
| ../ROADMAP.md | Production-Readiness-Roadmap — verbindlicher Weg zum Launch (Phasen 0–9, Go-Live-Gates) |
| technical/PRODUCTION_AUDIT_2026-10-31.md | Production-Readiness-Audit — Befunde mit IDs (Security, Backend, DB, Frontend, CI, Infra, Legal), Stand 31.10.2026 |
| ../CONTRIBUTING.md | Branch, pull request, and quality-check guidance |
| technical/PLESK_DEPLOYMENT.md | Immutable GitHub-to-Plesk delivery, separate staging/production, GPU, SMTP, backup and recovery gates |
| ../CACHE_QUICK_REFERENCE.md | Cache operations quick reference; diagnostics are admin-only and metrics require explicit recording |
| ../SECURITY.md | Private vulnerability reporting policy |
| technical/REALITY_CHECK_2026-10-29.md | Reality Check — evidenzbasierter Implementierungsstand, Stand 29.10.2026 |
| technical/ARCHITECTURE.md | Main technical reference — backend, frontend, engine, DB, security |
| technical/MOTION_INTEGRATION.md | Motion im Startmenue: Ein-/Ausflug, Controller-Vertrag, Barrierefreiheit, Faehigkeiten und Grenzen |
| ../SHIP_DESIGNER_README.md | Ship Designer prompt/UI prototype — REST generation route and standalone page are currently unavailable; not production-ready |
| technical/DOCUMENTATION_GUIDE.md | How to navigate and contribute to docs |
| technical/IMPLEMENTATION_AUDIT.md | Implementierungs-Audit — historischer Snapshot vom 31.07.2026; alte Prozent- und Stack-Angaben zurückgezogen |
| technical/GAP_TODO.md | Gap-TODO — historischer Gap-Backlog (letzte vollständige Prüfung 31.07.2026); Häkchen und Schätzungen sind kein aktueller Code-/Release-Status, siehe verbindliche Roadmap |
| technical/TEMPLATE_SYSTEM_DESIGN.md | Template system design — Mustache in PHP, JS & CSS: Vorgaben, Vor-/Nachteile, Migrationsplan |
| technical/MIGRATION_STRATEGY_OOP.md | OOP refactoring roadmap and conventions |
| technical/PROJECTION_RUNBOOK.md | Projection runtime operations guide |
| technical/OLLAMA_SETUP.md | Ollama local LLM setup and configuration |
| technical/DEV_USERS.md | Pre-seeded development accounts |
| technical/ROADMAP.md | Engine & feature development roadmap (Feature-Backlog, historisch, Stand 11.04.2026) |
| technical/FUTURE_ENHANCEMENTS.md | Feature backlog and ideas; not an authoritative implementation or release status |
| technical/FACTION_3D_VFX_RUNTIME_MAPPING.md | Runtime-Mapping: gqVfxEmitters/gqWeaponFx -> ParticleEmitter/BeamEffect |
| technical/WAVE_17_IMPLEMENTATION_PLAN.md | Historischer Wave-17-Plan; Prozentwerte sind Schätzungen vom 07.04.2026, keine aktuellen Fertigstellungsgrade |
| technical/IMPLEMENTATION_STATUS_SUMMARY.md | Implementation status: Pirates, Economy, War systems (historischer Snapshot, keine Release-Aussage) |
| Document | Content |
|---|---|
| technical/webgpu_architecture.md | Engine architecture overview |
| technical/webgpu_implementation_guide.md | Implementation guide and usage |
| technical/webgpu_api_reference.md | Engine API reference |
| technical/webgpu_migration_roadmap.md | WebGL → WebGPU migration plan |
| technical/webgl_engine_analysis.md | Historical WebGL analysis snapshot (2026-03-30); use current architecture for active runtime status |
| technical/WEBGPU_ENGINE_ATTRIBUTION.md | Third-party attributions and licenses |
| technical/GALAXY_POSTPROCESS_ROADMAP.md | Post-processing pipeline roadmap |
| technical/COLONY_BUILDING_WEBGPU_DESIGN.md | Colony building system — WebGPU integration design |
| Document | Content |
|---|---|
| technical/PERFORMANCE_BASELINE.md | Historical desktop measurements and current runtime-monitor limits; not a CI gate |
| CACHING_ARCHITECTURE.md | Cache architecture reference; coverage counts and recommendations are historical snapshots |
| CACHE_IMPLEMENTATION_ROADMAP.md | Historical cache-expansion proposal; not the current project roadmap |
| technical/BENCHMARK_RESULTS.md | Benchmark analysis |
| technical/BENCHMARK_QUICKSTART.md | How to run benchmarks |
| technical/BINARY_ENCODING_V2.md | Optional binary V2 format specification; JSON remains the browser default |
| technical/DELTA_ENCODING_V3.md | V3 compression research/prototype; estimates are unmeasured and not production approval |
| technical/COMPRESSION.md | Historical compression estimates; current JSON default and optional binary formats |
| technical/SCIENTIFIC_REFERENCES.md | Academic references for compression algorithms |
| Document | Content |
|---|---|
| technical/WEAPON_FIRE_INTEGRATION.md | Weapon fire VFX — architecture, event flow, usage guide |
| technical/VFX_PROJECT_COMPLETION_REPORT.md | Historical VFX implementation report (2026-04-02); not a production-readiness approval |
| technical/PHASE_1_COMPLETION_SUMMARY.md | Historical Combat/VFX Phase 1 summary; completion is not release acceptance |
| technical/PHASE_2_COMPLETION.md | Historical Combat Phase 2 multi-entity weapon-fire implementation report |
| technical/PHASE_2_IMPLEMENTATION.md | Combat Phase 2 implementation design |
| technical/PHASE_2_VERIFICATION.md | Historical Combat Phase 2 verification checklist (2026-04-02) |
| technical/PHASE_3_COMPLETION.md | Historical Combat Phase 3 debris-system implementation report |
| technical/PHASE_3_DEBRIS_SYSTEM.md | Debris destruction system design |
| Document | Content |
|---|---|
| technical/TRADERS_README.md | Historical traders implementation snapshot; examples omit authentication and CSRF |
| technical/TRADERS_INTEGRATION_GUIDE.md | Historical traders integration proposal; current scheduling uses the global simulation tick |
| technical/TRADERS_SYSTEM_IMPLEMENTATION.md | Historical traders design proposal; API action list is stale |
Everything about what the game does: rules, mechanics, systems, and balance.
| Document | Content |
|---|---|
| gamedesign/GAMEDESIGN.md | Definitive game design document (~1 100 lines) |
| gamedesign/README_GAMEDESIGN.md | 5-minute game design overview |
| gamedesign/ARCHITECTURE_GAMEDESIGN.md | Design document structure and navigation |
| gamedesign/START_HERE.md | Orientation guide for game design contributors |
| gamedesign/GAMEPLAY_DATA_MODEL.md | Data model, mechanics, balancing formulas |
| gamedesign/EMPIRE_CATEGORIES.md | Empire categories — Wirtschaft, Militär, Forschung, Wachstum, Stabilität, Diplomatie, Spionage |
| gamedesign/FTL_DRIVE_DESIGN.md | FTL drive design and balancing; faction-specific runtime paths are partial, not a release sign-off |
| gamedesign/VESSEL_MODULE_BLUEPRINT_DESIGN.md | Vessel blueprint and module system |
| gamedesign/FACTION_3D_OBJECT_DESIGN_LANGUAGE.md | Fraktionsspezifische 3D-Objekt-Designsprache (KI -> Three.js JSON) |
| gamedesign/FACTION_3D_GENERATION_EXAMPLES.md | Prompt- und JSON-Beispiele fuer fraktionsspezifische 3D-Objekte |
| gamedesign/GAME_CLASSICS_INSPIRATION.md | Classic game inspirations and adopted mechanics |
| gamedesign/COLONIZATION_SYSTEM_DESIGN.md | Colonization system — Empire Sprawl, sectors, governors, buildings |
| gamedesign/COMBAT_SYSTEM_DESIGN.md | Combat system — battle simulator, war mechanics, PvP, exhaustion |
| gamedesign/COLONY_BUILDING_SYSTEM_DESIGN.md | Colony building system — isometric 3D layout, building slots, districts |
| gamedesign/FACTION_INTRODUCTION.md | Spielerstart & Fraktionsaufstieg — Herolde, Reputationssystem, Tutorial-Klimax |
| gamedesign/ONBOARDING_PROLOGUE_DESIGN.md | Narrativer Registrierungsprolog — 5-stufiger Onboarding-Flow, fraktionsspezifische Prologe |
Story, world-building, faction lore, and LORA / image generation assets.
| Document | Content |
|---|---|
| gamedesign/GAMEDESIGN.md | Authoritative faction lore — Rassen, Biologie, Kultur, Nebenfraktionen |
| lore/COMET_NARRATED_INTRO.md | Geschwätziger Komet — bilinguale Untertitel- und TTS-Cues für neun Heimatweltstationen, Shuttlewechsel und Landung; Lore, Wikipedia-Belege und Entwickler-Credits |
| lore/gamedesign_fractions.md | |
| lore/gamedesign_fractions_backup.md | Full legacy archive (8200 lines) — reference only |
| lore/ART_PROMPTS_SDXL.md | SDXL image generation prompts (portraits, environments) |
| lore/ART_QUICKSTART.md | Art generation quick start guide (SwarmUI / ComfyUI) |
| lore/LORA_TRAINING_GUIDE.md | LoRA model training guide for faction-specific art generation |
| lore/side_factions/ | Nebenfraktionen — NPC-only side faction lore, NPC rosters, plot arcs (12 factions) |
Reports, completed experiments, and superseded proposals are kept in the documentation archive. Archived documents are historical references, not current implementation or production-readiness approval.
- Advanced 3D feature snapshot: feature guide, integration examples, quick start, and superseded implementation roadmap.
- Visual-effects snapshots: implementation report, integration guide, Phase 4 performance guide, visual-feedback guide, integration example, and historical testing guide.
- JavaScript architecture proposals: transformation options and refactoring roadmap (both historical, August 2026).
- Client-side economy domain migration guide: archived proposal; historical and not current. The JS economy/market domain,
RuntimeEconomyController,EconomySimulation, and WebGPU economy compute it references were removed; the economy is server-authoritative in PHP. - Post-launch AI asset-generation guides: ComfyUI integration and TRELLIS2 prompt-enhancement quick start; neither is production approval.
- Historical updater implementation snapshot: MVP integration guide; use the maintained update-system guide for current operations.
- Unimplemented NPC API proposal: NPC game consequences endpoint sketch; the proposed handler is not available in the current endpoint.
- Unconnected NPC game-action prototype: action and consequences reference; it is not wired to NPC chat or an active endpoint.
- Game Guide NPC snapshot: historical implementation reference; its API, schema, migration, and frontend examples are not current integration instructions.
- Legacy NPC dialogue panel guide: historical integration prototype; not enabled in the main page and its frontend/API contracts are mismatched.
- TRELLIS2 quick reference: historical deployment snapshot; its production claim and admin-authentication examples are stale.
- TRELLIS2 deployment snapshot: historical local-development guide; remote deployment, health-check, authentication, and permission recipes are unverified and not approved for production.
- TRELLIS2 asset integration workflow: historical manual-import draft; not a production approval. Use the current developer toolset for local generation.
- TRELLIS2 production setup checklist: archived historical snapshot; its service, security, testing, and production-readiness claims are unverified and its deployment examples are not operational instructions.
- TRELLIS2 launch proposal: historical test/auth/deployment plan; its test counts, auth, service health, and go-live claims were not verified.
- Ship Designer integration prototype: historical guide; queue, persistence, worker, and polling examples are not current API contracts. Use the active prompt/UI prototype quickstart.
- Shipyard Blueprint Forge: UI prototype reference; it is not loaded by the main game entrypoint, and its API examples do not match current response/CSRF/build contracts.
- Rendering status snapshots: Phase Alpha summary and older Three.js integration roadmap; historical plans/claims, not current renderer status.
- VFX verification snapshot: Phase 1 checklist; its test-coverage and production-readiness claims are unverified and not current release evidence.