# Darkwatch Roadmap

Last updated: 2026-04-11

A living document tracking planned features, improvements, and ideas. Items move to a spec/plan when work begins.

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## In Progress / Next Up

### Leveling & Progression
- [ ] **Talent roll UI on level up** — 2d6 on class table, with stacking support; currently talents are added manually

### Gameplay Tools
- [x] **Initiative tracker** — team-based (party rolls, take highest vs DM enemy roll), round tracking, enemy HP tracking (DM-only), real-time sync, DB-persisted *(done)*
- [ ] **Death timer** — dying state: 1d4 + CON rounds, d20 each turn to rise at 1 HP
- [ ] **Conditions / status effects** — poisoned, stunned, dying, etc. shown on character cards (DB tables exist from spellcasting work)

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## Planned

### Gameplay Tools
- [ ] **Party loot / shared inventory** — campaign-level shared pool, DM-managed
- [ ] **Creature gallery / NPC system** — DM-managed library of enemy stat blocks (name, HP, AC, etc.); quick-add to initiative tracker; reusable across sessions

### Metrics & Analytics *(Prometheus + Grafana)*
Track feature usage and player behavior to understand what's actually being used. Useful once the app has multiple users/campaigns.

Event ideas to instrument:
- Atmosphere effects toggled (fog, fire, rain, embers) — are DMs using them?
- Character color changes — how often, is it a one-time setup or ongoing?
- Dice rolls — frequency per session, types rolled, nat 20 rate
- Spell cast attempts / failures / mishaps
- Luck token usage
- Torch timer activations
- Feature flags (e.g., "physical dice" toggle if added) — adoption rate
- Campaign creation, invite acceptance, session length proxies

Stack: Prometheus (metrics collection) + Grafana (dashboards). Server emits metrics via a `/metrics` endpoint; Prometheus scrapes it. Grafana visualizes.

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## Atmosphere & Effects
- [x] Fog overlay — CSS gradient, synced via socket *(done)*
- [x] Fire effect — Three.js particle fire *(done)*
- [x] Rain / embers — tsParticles *(done)*
- [ ] Snow — tsParticles, not yet implemented; evaluate if worth adding after DM feedback
- [ ] Ambient audio — optional, low priority

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## Longer Term / Ideas
- [ ] **Formal DB migration tool** — replace homegrown `migrate.ts` with something like `umzug` or `db-migrate`; adds rollback support, checksums, and safer SQL parsing. Current tool works fine but has rough edges (naive semicolon splitting, no down migrations).
- [ ] **API documentation** — OpenAPI/Swagger spec for all REST endpoints; auto-generate from route definitions if possible. Useful for future integrations, mobile clients, or third-party tooling.
- [ ] **Feature documentation / changelog** — living doc (or generated site) tracking everything the app does: features, rules implemented, known limitations. Audience: DMs onboarding to the tool, not developers.
- [ ] **Marketing / product site** — interactive public-facing site showcasing what Darkwatch does; could include live demos, feature highlights, screenshots. Separate from the app itself. Evaluate after the app has real users.
- [ ] **Profile image upgrades** — beyond DiceBear (custom uploads, etc.)
- [ ] **Multi-system support** — select game system on campaign create (Cairn, Knave, Pathfinder 2e, Cyberpunk RED, etc.); stats/rules/theme adapt per system. OSR games are easiest wins (same basic schema, just different data).
- [ ] **Containerize server** — Dockerfile for Node server; useful when moving toward hosting. Client stays static build + CDN.
- [ ] **Kubernetes / autoscaling** — Socket.IO needs sticky sessions or Redis pub/sub adapter for multi-instance. DB moves to managed service (RDS, PlanetScale). Revisit when public.
- [ ] **Monetization model** — if pursued: charge for hosting infrastructure (not game IP). Fan content policies vary by publisher; OSR/CC games are safest. Consult legal before adding paid tiers.

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## Completed
- [x] Initiative tracker — team-based Shadowdark initiative, rolling phase, active phase, enemy HP (DM-only), add/remove enemies mid-combat, real-time sync, DB-persisted
- [x] Dice overlay fix — canvas no longer blocks pointer events during animation
- [x] Fog intensity slider — wired to CSS opacity
- [x] Title auto-update — derived from class + alignment + level on every change
- [x] Spellcasting system — 34 Tier 1-2 spells, 1d20 cast checks, exhaustion, Wizard mishap table (d12 auto-apply with undo), Priest penance, rest to recover, focus indicator on DM cards
- [x] Character creation wizard — 4-step modal: name/class/ancestry → 3d6 stat rolling → background/alignment/deity → review (HP, gold, gear slots, title all derived)

## Completed (older)
- [x] Campaign CRUD with real-time sync (Socket.IO)
- [x] Character CRUD — stats, gear, talents, HP, XP, currency
- [x] Auto-calculated AC and derived attacks
- [x] Talent effects — stat bonuses, AC, attack/damage, gear slots, HP scaling
- [x] View/edit mode split, click-to-edit InlineNumber
- [x] Medieval visual theme — Cinzel + Alegreya, parchment, gold filigree, color schemes
- [x] 3D dice rolling with predetermined outcomes, character-colored dice, delayed roll log
- [x] Torch timer — 60 min countdown, synced across clients
- [x] Luck token toggle
- [x] DiceBear avatars with style picker
- [x] Color picker per character
- [x] Mobile layout — full-screen sheet, long-press adv/dis, roll log drawer
- [x] Custom SelectDropdown — cross-platform consistent
- [x] Compact DM character cards — 3-up grid, HP/AC/luck/torch/modifiers
- [x] Atmosphere panel — fog, fire, rain, embers; DM-only, synced via socket
- [x] MariaDB migration — replaced SQLite with MariaDB 11 in Docker
- [x] Auth — email/password, JWT httpOnly cookies, register/login/logout
- [x] Campaign membership — DM and player roles, invite links
- [x] Per-campaign role enforcement — API middleware, socket auth, frontend gating
