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Dark Cosmos key art — a ship in a dogfight through a debris field

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Neon-abstract bullet-heaven survival game (Vampire Survivors × Nova Drift), built in Godot 4.6. This site is a read-only, symlinked mirror of the docs already in the repo — nothing here is a separate copy.

For current build status, active launch gates, and session-start orientation, read CLAUDE.md in the repo root — that file changes every session and is deliberately not mirrored here.

Architecture

How each subsystem actually works today — weapons/build-craft, the elemental engine, enemies/bosses/survival, meta-progression & story, rendering/performance, dev tools.

Roadmap & Ideas

Vision, phasing, and the milestone backlog, plus raw idea backlogs (novelty content, the weapon/upgrade/synergy brainstorm) not yet triaged into a plan.

Specs & Plans

Every superpowers-workflow design spec and implementation plan written for this project, in full — the paper trail behind each shipped system.

Design & Product

Visual theme, color, typography, and layout conventions (DESIGN.md); product/market context (PRODUCT.md).

Housekeeping

The standing infra/tooling debt backlog — not gameplay tasks, those live in the roadmap and git log.

Research

Durable, multi-source investigation write-ups (genre/competitor research, etc.) — the fix for research output getting lost in conversation transcripts.