# QuakeCraft / PlatPhorm Arena QuakeCraft is the PlatPhormNews voxel browser FPS and game-experience layer. Its flagship Blocklands Citadel supports original generated materials, 24 authored spawns normalized against collision, crouch slides, 1,162 synchronized breakable cells, reloadable magazines, Arc Grenade physics, generated pickup glyphs, bounded death ragdolls, masked elemental champions, bright readable lighting, tactical 60-HP bot practice, and shareable Cloudflare edge rooms. Sunset Mile adds an original bright coastal-city arena with rooftops, skybridge, docks, market blocks, a continuous safe floor, and high-readability route detail. ## Current Game State - Active players: 0 - Live rooms: 0 - Visible servers: 3 - Recorded matches: 0 - Map catalog entries: 11 (11 playable, 0 degraded) - Game modes: 6 (5 playable/local) - Weapons: 11 active weapons - Leaderboard source: official - Persistence: durable - Database status: configured - Multiplayer session store: cloudflare-durable-objects - Multiplayer backend: cloudflare-durable-object - Redis fallback status: degraded - Bot profiles available: 10 - Cloudflare D1 backs official match records, leaderboard aggregates, server registrations, and chat-moderation reports when database status is configured. - Cloudflare Web Analytics RUM and Speed Brain are enabled on the canonical hostname; gameplay APIs and WebSockets remain no-store. No fake player counts, fake servers, fake matches, or synthetic leaderboard entries are advertised. Empty lists mean no real public state exists yet. ## Public Routes - GET /, /play, /servers, /leaderboard, /settings, /faq, /maps, /modes, /weapons, /stats, /matches - GET /api/health and /api/v1/health - GET /api/v1/servers, /api/v1/matches, /api/v1/matches/active, /api/v1/matches/active/{id}, /api/v1/leaderboard, /api/v1/stats, /api/v1/maps, /api/v1/modes, /api/v1/weapons, /api/v1/game/manifest, /api/v1/game/config, /api/v1/player/local-schema, /api/v1/performance/status, /api/v1/lan/status, /api/v1/model/status, /api/v1/bots, /api/v1/ai/coach, /api/events - GET /api/v1/xr/status for WebXR/Meta Quest/AR/VR readiness policy - GET /api/docs, /openapi.yaml, /openapi.json, /llms.txt, /llms-full.txt, /llms-index.json - GET /rss.xml, /feed.xml, /sitemap.xml, /sitemap-main.xml, /sitemap-index.xml, /robots.txt, /manifest.webmanifest, /manifest.json - GET /.well-known/mcp.json, /.well-known/agents.json, /.well-known/ai-plugin.json, /.well-known/security.txt, /.well-known/trust.json - GET /api/mcp for MCP metadata; POST /api/mcp for JSON-RPC 2.0 ## Protected Boundary Protected mutations require Authorization: Bearer $PLATPHORM_API_KEY or X-PlatPhorm-API-Key: $PLATPHORM_API_KEY. Protected actions include server registration, server heartbeat/update/deregister, official match recording, post-match Workers AI coaching, protected webhook/event operations, and platform report generation. The AI Worker is reachable only through a service binding and never participates in realtime gameplay authority. Webhook signatures are supported for inbound authenticity but are not platform auth. ## Game Experience Battle Royale is the default Quick Play and room-creation mode; FFA, Duel, TDM, CTF, and BR CTF remain selectable. The room creator is the host. Host arena or match-type changes reset the world and synchronously start a new round for all humans and local bot-fill rosters; personal gameplay, champion, HUD, audio, controls, and graphics settings update live without restarting. The HUD identifies the host and explains the active win condition. After three respawn tokens are spent, spectators can cycle living humans and bots while camera collision and positional audio follow the watched fighter. A 0:00 regulation clock enters sudden death until one contender remains, then an eight-second automatic same-room rematch handoff begins. The browser arena includes one-action Quick Play, optional Custom Match preflight, pointer-lock onboarding, WASD/mouse controls, desktop/mobile reload, fixed-60-Hz movement/jump/crouch/slide integration, a standard Gamepad API adapter with configurable curved deadzone and aim sensitivity, adaptive fading mobile move/aim ghost zones with continuous turning, a compact independent action fan and utility rail, a touch combat ribbon plus on-demand tactical drawer, playable portrait continuity, left-handed mirroring, control scale/visibility/response/haptic preferences, fullscreen, FPS display, offline/local bot practice without a room provider, sound/music toggles, bounded arena chat with local mute and D1-backed moderation reports, separate desktop/mobile/gamepad aim sensitivity, shared ADS sensitivity scaling, FOV, view/weapon bob, recoil influence, reduced motion, crosshair, graphics/performance settings, collision-and-first-frame-gated input readiness, enforced build/content budgets, chunked platform/scenery submission, distance-aware character detail, honest loading/error states, mobile multiplayer invite/status/alliance controls, pointer-lock-safe L, Tab+row, Y, and N alliance shortcuts, public-safe room roster preview, server-clock/RTT/jitter timing samples, presentation-aligned remote-human visual and hit capsules including crouch offsets, exact recovered Machine Gun shots, swept projectile collision, idempotent shot/hit delivery, a stable action-only multiplayer context that isolates gameplay broadcasters from poll-status rerenders, and a live-refreshing server browser backed by /api/v1/servers. Every arena includes QuakeCraft's shared break-to-build loop: combat and brick breaches fund bounded cover, ramps, and short bridges with preview, cancellation, protected topology, durability, weapon counterplay, 45-second battlefield persistence, an eight-matter inventory, a six-piece cap, pointer-lock-safe B/X/fire controls, compact touch controls, spatial construction audio, and ordered room events. Active construction is materialized into room-scoped Durable Object snapshots for late join and reconnect; sustained human-play convergence remains a multiplayer-alpha validation gap. Blocklands destruction is real gameplay state: melee, hitscan, rockets, and plasma damage bounded fortress blocks; cracked materials show damage; Rapier debris reacts locally; and room-scoped edge snapshots synchronize broken/restored collision state across players and late joiners. Static platform batches use bounded distance, camera-frustum, vertical-sector/portal, and detail/coarse instance submission while retaining complete collision. Game feel is active: player and bot spawn markers are normalized against static collision, pickups are resolved against support/headroom/interactive clearance, respawns are deterministic, and a movement-requested five-second spawn window can recover a genuinely trapped player without moving an idle player. Player hitscan combines deterministic camera-plane spread with physical head/torso/leg zones; confirmed hits emit bounded organic impact particles and explicit headshot feedback. Practice bots use a wider shoulder-readable capsule, respawn at 60 HP, fire spatial rays that can visibly miss, counter-strafe, and adapt within a gentler capped local profile. Nine playable arenas include the bright Sunset Mile coastal city plus restored original compatibility layouts for The Camping Grounds and The Proving Grounds; every map has a minimum lighting/readability floor and eight cullable two-draw-call route beacons, while Blocklands adds twelve instanced collision-free faction crests. Remote fire, explosions, brick impacts/breaks, and construction use one distance-aware HRTF world mix. Living districts, real contracts, bounded rewards, objective markers, procedural audio, near-miss pressure, and real post-match stats remain active. Automated coverage exists; fun, fairness, comfort, and perceived realism still require human play evidence. Every playable map implements the shared arena-experience contract for spawn depth, navigation, mobility, recovery, armor, weapon choice, contested powerups, and offline visual identity. This standardizes playability without flattening each level's layout or theme. ## Playable Status - Public play: active - Local bot matches: active - Multiplayer truth: active for shared browser sessions when REDIS_URL or the Upstash Redis/KV session store is configured; local memory is suitable for one-process development only - LAN/WebRTC truth: WebRTC unavailable; mDNS degraded via local launcher - WebXR truth: client-runtime-detected for immersive-ar and immersive-vr; server discovery never claims headset support for a visitor - XR controller gameplay: active for WebXR gamepad trigger fire, thumbstick locomotion, grip or stick-click jump, weapon cycle, reload, and comfort snap-turn - WebGL and pointer lock: detected in the browser at runtime - FPS policy: No global FPS value is advertised as live; users see their measured local FPS in-game. ## Maps, Modes, and Weapons - NOMARCH / Labyrinth Pyramid: playable; source engine - Q3DM17 / The Longest Yard: playable; source engine - The Forge: playable; source engine - ICEWORLD / Frozen Crossing: playable; source engine - Riftworks Carnival: playable; source engine - Blocklands Citadel: playable; source engine - Sunset Mile: playable; source engine - Q3DM6 / The Camping Grounds: playable; source engine - Q3TOURNEY2 / The Proving Grounds: playable; source engine - OVERWORLD / Overworld Wasteland: playable; source engine - Blackglass Manor: playable; source engine - Free For All: active; Public browser sessions and local bot matches use FFA scoring. - Duel: local; Duel uses the same local/session arena loop with a smaller player cap. - Team Deathmatch: degraded; Team Deathmatch metadata is exposed for server discovery and future rooms. - Capture The Flag: local; Capture The Flag is playable locally with live flags, capture scoring, and fortified team bases. - Battle Royale: active; Battle Royale gives every fighter three respawns, bounded temporary alliances, and spectator state after elimination. - Battle Royale CTF: active; Battle Royale CTF awards a respawn for each flag capture and converts to a final deathmatch after three total captures. Weapon ids: gauntlet (melee), khopesh (melee), sunstaff (melee), machinegun (hitscan), shotgun (hitscan), rocketlauncher (projectile), railgun (hitscan), sniperrifle (hitscan), grenadelauncher (projectile), lightning (beam), plasmagun (projectile) ## MCP Tools: list_servers, get_server, register_server, update_server, deregister_server, list_matches, list_active_matches, get_active_match, get_match, create_match, join_match, record_match, get_leaderboard, get_global_stats, list_maps, get_map, list_modes, list_weapons, get_game_manifest, get_performance_status, get_lan_status, validate_game_routes, validate_playable_arena, get_health, get_info, list_bots, start_bot_practice, record_practice_result, list_game_events, receive_game_webhook, get_route_compliance, get_discovery_compliance, create_docs_report, create_sheet_report, create_deck_summary Resources: quake://servers, quake://server/{id}, quake://matches, quake://active-matches, quake://match/{id}, quake://leaderboard, quake://stats, quake://maps, quake://map/{id}, quake://modes, quake://weapons, quake://game-manifest, quake://performance, quake://lan-status, quake://faq, quake://bots, quake://events, quake://settings, quake://openapi, quake://llms, quake://trust-policy Prompts: recommend_quake_server, explain_quake_mode, explain_quake_weapon, summarize_match, generate_bot_tuning_notes, create_game_testing_plan, create_quake_report, human_machine_quake_handoff ## Cross-Site Integrations Trace propagation, MCP discovery, BrowserOps/Evals/Webhook/Sandbox/Claws report payloads, Atlas/Monitor visibility, Sheets/Decks export payloads, root graph discovery, base sitemap discovery, and the games directory at https://games.platphormnews.com are supported or honestly degraded when no protected platform job is present.