As a player, I want my game state to be persisted server-side so that my resources, credits, current location, drone assignments, refiner queues, and timer state are accurately tracked, auto-saved every 30–60 seconds, and restored between sessions with offline progression catch-up (capped at 24 hours).
As a developer, I want to adapt the scaffold pages to match the mock-design aesthetic and remove unneeded pages (login, signup, welcome, dashboard/overview, dashboard/ai-assistant, dashboard/settings) so that the project structure reflects the sci-fi idle game layout with the Deep Space Industrial theme, Orbitron/Inter/JetBrains Mono fonts, and the full color palette (#0A0C14, #00D4FF, #39FF14, etc.).
As a player, I want all pages to share a consistent color palette, typography (Orbitron headings, Inter/Exo 2 body, JetBrains Mono terminal), spacing, glassmorphism panels, and glow effects so that the sci-fi Deep Space Industrial aesthetic feels cohesive and immersive throughout the game.
As a player, I want planets to be procedurally generated server-side with unique biomes, hazards, and resource distributions so that scanner endpoints return gated detail levels based on upgrade tier, and bio material spawn conditions are validated server-side per hazard environment rules.
As a player, I want the server to manage blueprint unlocking and crafting so that spending credits to unlock blueprints, viewing unlock costs and crafting requirements, and spending resources to craft items correctly applies permanent non-reversible effects to my game state with tier-prerequisite enforcement.
As a player, I want backend support for the station so that I can queue refinement jobs, manage my drones, and have auto-refiner automation logic process my raw materials over time with server-side tick calculations.
As a new player, I want to see the Living Star Map landing page with an interactive WebGL star field, slowly-rotating 3D planets with biome-based color signatures, a central holographic Home Station node, hoverable planet data-cards showing scanner-level-gated info, and warp tunnel transition animations so that I can start my space exploration journey. Implement based on the existing Landing (v3) JSX design.
As a player, I want the server to handle my resource collection actions so that manual mineral and bio material gathering on planets, countdown timer logic, warp mechanics, and hazard-gated biological spawns are correctly enforced and validated to prevent client-side spoofing.
As a player, I want to view my station hub so that I can review resources, queue refinement jobs, manage drones, process bio materials, and optimize my refiners from a single location. The station is the central navigation hub linking to Scanner, Planet, Workshop, Tech Tree, Market, and Inventory. Implement based on the existing Station (v3) JSX design.
As a player, I want the server to manage tech tree progression so that unlocking nodes across gathering, refining, ship, and bio branches gradually reveals new capabilities, scanner upgrade nodes are validated, and prerequisite chains are enforced.
As a player, I want to explore a visual tech tree so that I can browse and unlock nodes across gathering, refining, ship upgrade, and bio collection branches, with newly unlocked nodes pulsing neon purple and meteor-streak animations when revealed. Undiscovered nodes remain hidden until prerequisites are met. Implement based on the existing Tech Tree (v3) JSX design.
As a player, I want an idle game tick system on the backend so that my drones automatically gather resources, refiners run on schedule, offline progression is calculated on login (capped at 24 hours), and my passive income continues even when I am not actively playing.
As a player, I want backend support for the market so that I can sell resources, refined goods, and rare bio materials at dynamic prices, receive accurate credit transactions, and have rare biological materials command premium pricing validated server-side.
As a player, I want to visit a market page so that I can sell my resources, refined goods, and rare bio materials in exchange for credits to fund my progression. Rare biological materials are visually distinguished with bioluminescent green and command high prices. Implement based on the existing Market (v3) JSX design.
As a player, I want to use a scanner interface to browse available planets with their traits, hazards, and biome conditions so that I can select the best destination for resource gathering and bio material collection. Scanner detail level is gated by upgrade tier — low-level shows silhouette and hazard icon, max level shows full material probability breakdown. Implement based on the existing Scanner (v3) JSX design.
As a player, I want to access a workshop interface so that I can browse tiered blueprints, view unlock costs before purchasing, unlock them with credits, and craft upgrades by spending required resources. Built items permanently apply effects and are marked as complete. Includes drone and refiner construction. Implement based on the existing Workshop (v3) JSX design.
As a player, I want to view and sort my full inventory so that I can check my current stock of basic resources, special resources, and biological materials at a glance, with bio materials highlighted in bioluminescent green. Implement based on the existing Inventory (v3) JSX design.
As a player, I want to interact with a planet page so that I can gather minerals, collect rare bio materials in hazardous biomes (heavy winds, lightning storms), monitor countdown timers, and execute warp actions during my expedition. Hazard zones use pulsing red/amber overlays and bio materials glow bioluminescent green. Implement based on the existing Planet (v3) JSX design.
As a player, I want all game pages to be connected to live backend data so that my actions on the Landing, Station, Planet, Scanner, Workshop, Market, Tech Tree, and Inventory pages are reflected in real-time through wired state management, with auto-save triggering every 30–60 seconds.

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