Browser + mobile action MMORPG · pre-production guide
The caravan roads of the Amber Basin: Silkroad-style shared world, Path of Exile-style builds, console-style combat. A thousand travellers per channel.
Start here
Owner: review first
Vision → Decisions → Skills & Atlas → Combat → HUD → Missing art. Answer the open decisions.
Agent: start building
Kickoff prompt, CLAUDE.md rules, task loop with logged tests and tokens, then milestone M0.
Generate art
59 P0 of 578 Codex-ready prompts comparing against current art.
Try the Atlas
Canvas-rendered, no-overlap passive tree. Allocate a path and see which weapons and builds unlock.
The direction in eight lines
◆ Engine: TypeScript + Babylon.js (WebGPU → WebGL2) client, Rust authoritative zone servers. One codebase for browser and phones.
◆ Scale: 1,000 players per map channel. Interest management, priority snapshots, crowd LOD (full → merged → VAT).
◆ Combat: WASD · Q E Z X C · Mouse1 chain (or click-to-walk) · Shift+Mouse1 in place · wheel: tactical ↔ close camera · Mouse2 movement gem · 1–8 / F1–F8 quick slots.
◆ Builds: 6 Atlas paths → 18 weapons (3 per path) → 144 skills incl. 18 finishers; 8 picks by level 34; facets at ranks 2–3.
◆ Feel: impact vs weight reactions, local hitstop, trauma shake, 4-layer hit audio, telegraphs never culled.
◆ Pace: ≥ 7 days to level 40 even online 24/7, ~a month typical; alpha ruleset ≈ 2 h; 47-quest Auto-Quest story.
◆ World: Amber Basin 4×4 km, 12 areas, mounts, waypoints; four locked regions for 41–100.
◆ Process: small tasks, every test run through the logger, tokens per task in the Ledger, owner reviews clips.
Everything in this guide
AI process
World & play
In-game UI
Production
Tech
Status: pre-production. 12 milestones planned, none started. Guide built with 300 logged tasks and 2460.3M tokens so far, all on the Ledger.

