# SYSADMIN CHRONICLES — DEVELOPMENT ROADMAP
> Version 5.0 | Status: Active development
>
> Changelog:
>   v5.0 — GDScript/Godot removed. Node.js + Svelte is the only codebase.
>   v4.0 — Full architecture pivot to Node.js + Svelte.
>   v3.x — GDScript/Godot era (superseded).

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## IMPLEMENTATION PHASES (Node.js + Svelte)

| Phase | Description | Status |
|-------|-------------|--------|
| 1 | Game server skeleton — Express, ContentLoader, SaveState, GET /api/state | [x] done |
| 2 | TrustSystem, ProgressionSystem, QuestEngine, TicketService, ticket routes | [x] done |
| 3 | ValidationEngine — SSH into VMs, all rule types | [x] done |
| 4 | EmailService — inbox, follow-up emails, reply options, mail routes | [x] done |
| 5 | WebSocket broadcasts — trust:changed, mail:new, shift:tick, incident:alert | [x] done |
| 6 | Svelte frontend — all panels built, dist/ served by game server | [x] done |
| 7 | XFCE workstation VM — cloud-init, SPICE/QXL, Chromium, Tilix, autostart | [x] done |
| 8 | SageService + docs routes + SagePanel + DocViewer | [x] done |
| 9 | IncidentScheduler + ShiftTimer + pressure tick loop | [x] done |
| 10 | Full playtest — boot all VMs, play Q001→Q002 end to end | [ ] pending |

**Phase 7 details:** `workstation.sh` profile provisions the full XFCE desktop via
cloud-init: SPICE+virtio display with spicevmc channel for vdagent resize, Chromium
autostart via `open-portal` wrapper (waits for game server before launching), Tilix
as default terminal (`update-alternatives` + `helpers.rc`), dark theme, screensaver
off, desktop icons executable. Snapshot chain: `baseline.day-one`, `baseline.recovery`
taken by `seed-vms.sh`.

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## CONTENT STATUS

The quest system and story are being completely reworked. All existing quest,
ticket, dialogue, and incident content (Q001–Q008, T001–T008, I001–I003) is
considered legacy and will be replaced.

### Story Design Assets

| File | Purpose |
|------|---------|
| `docs/CHARACTERS.md` | All characters — bios, relationships, story hooks, unresolved threads |
| `docs/STORY_DESIGN_CONTEXT.md` | How story works in this game — narrative arc, quest structure, character model, design constraints |
| `docs/COMPANY_LORE.md` | World, company, products, tone guidelines |


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## QUEST TIER DEFINITIONS

| Tier | Label | Characteristics |
|------|-------|-----------------|
| 1 | Tutorial Arc | Single VM, clear symptoms, one obvious fix, one better fix, no time pressure |
| 2 | Workday Arc | Multi-symptom, one quest affects another, trust pressure, incidents active |
| 3 | Stretch | Multi-VM, ambiguous root cause, political pressure, real prioritization stakes |
