Skip to main content

Public Launch Readiness Audit for Vertical Slice v0.1

Date: 2026-05-30

This audit answers four launch questions:

  1. Which repo surfaces are usable versus stub/scaffold?
  2. Which documentation is placeholder-grade and needs real operator/developer content?
  3. What reorganization would improve long-term project health?
  4. What must still be built for the full EverArcade product beyond the user-facing runtime?

Executive readiness

arealaunch posturewhy it mattersv0.1 action
Source installusable with vendor preflightCargo is configured for vendor/; missing vendor blocks builds before compile.Publish one install page and release tarball path; include vendor/bootstrap failure explanation.
Product CLIusable prototypenew-game, start-game, replay smoke, diagnostics, and packaging are wired.Keep command set small in public docs; hide or label roadmap/status commands.
Host/operator CLIusable prototype with broad scaffold surfaceCore init/run/verify exists, but everarcade-host exposes many advanced commands before UX consolidation.Document the first four commands only for v0.1; move advanced commands to operator reference.
Runtime clientusable local demoDemonstrates deterministic ticks, roots, and replay count.Keep as developer smoke/demo binary.
Renderer/history/federationscaffold-levelUser instruction and code output identify these as non-authoritative scaffolds.Gate public claims behind projection/replay-only wording and integration tests.
SDK/templatespartialStarter template exists; SDK docs are terse.Expand creator path around one supported template and one package format.
Security posturepre-auditDeterminism checks exist, but sandboxing, live network, supply-chain, path isolation, and auth boundaries need hardening.Treat v0.1 public launch as developer preview; add threat model and issue tracker gates.

Stub vs usable matrix

componentstatususable today?evidence to verifylaunch blockernext build step
everarcade product CLIprototypeyes, for local template flowcargo run -p everarcade-cli -- new-game <id> then start-game <id>Command list mixes finished flows and roadmap/status surfaces.Split public command groups into game, dev, runtime, scaffold or hide scaffold commands.
new-game template scaffoldingprototypeyesCreates runtime/games/<id>/game.toml from templates/topdown-arena.Generated game is not yet a full playable packaged product.Add everarcade new --template topdown-arena --run happy path.
start-game/run-gameprototypeyesSeeds runtime/world/status.txt and runtime/replay/latest/frame-0001.json.Starts a smoke runtime, not a real interactive hosted session.Connect template code, runtime-client input, and web-reference client into one session loop.
Asset commandsprototypepartialasset-register, asset-build, asset-verify write deterministic marker files.No real asset import, transform, or content hash policy.Define asset manifest schema, validation, hashing, and import errors.
CLI package hashprototypepartialpackage-game hashes game.toml.Package hash excludes source/assets/config and is not full canonical package format.Implement canonical package archive builder/validator.
Host init/run/verifyprototypeyeseverarcade-host init, generate-fixture, run, verify.Operator docs too broad; security model not public-audit ready.Promote four-command host flow and quarantine advanced commands.
Execution coreproduction-useful prototypeyesExisting extensive tests and runtime API status commands.Public API ownership needs stabilization.Freeze v0.1 public API surface and generate API compatibility report.
WASM/contract executionprototypepartialContract crates and host execute/list/inspect commands exist.ABI docs and isolation guarantees are not complete enough for untrusted public games.Complete sandbox/resource threat model and ABI conformance tests.
Replay diagnosticsprototypepartialreplay-world, inspect-simulation, replay status commands.Replay docs contain placeholders and duplicate concepts.Publish one replay verification guide with corruption/recovery examples.
Runtime appliance/release scriptsproduction-useful prototypeyesClean bootstrap scripts and runtime appliance docs exist.Release process depends on vendored deps and path assumptions.Add CI preflight that fails on missing vendor, absolute paths, or generated artifacts.
Renderer clientscaffoldpartialrenderer-client projection/status commands.Non-authoritative only; no public renderer product.Integrate web-reference/renderer projection with real replay windows.
History/runtime archivescaffoldpartialHistorical query/status commands are markers.Many docs are one-line placeholders.Build index/archive import/export tests and one operator runbook.
Federation/topologyscaffoldpartialStatus/recovery commands exist; user explicitly classifies as scaffold-level domain.No real public multiplayer trust/abuse model.Build two-node deterministic session test with peer auth, partition, and recovery.
XRPL/IPFS/Evernodescaffold/prototypepartialOptional docs and gated scripts exist.Live submission uses stub path; external trust, key management, and retry semantics are not ready.Keep disabled by default; document dry-run only until audited.
Studio/creator toolingscaffoldno for public productstudio, studio-gui, creator docs are terse.No cohesive creator app workflow.Choose CLI-first creator MVP before GUI.
Tests in everarcade-host/tests/*_tests.rs placeholdersstubnoMultiple tests assert placeholder invariants.False confidence for runtime domains.Replace with real scenario tests or mark ignored/roadmap.

Documentation that needs more than placeholders

These docs are short enough or explicit enough to be misleading for public v0.1 if left as-is. They should either be expanded into real guides or moved into an internal roadmap folder.

Highest priority public docs

doccurrent issuerequired content before public launch
docs/GAME_PACKAGE_FORMAT.mdone-line package shapeCanonical manifest schema, required files, hashing rules, validation errors, example package, compatibility versioning.
docs/GAME_DEVELOPER_START.mdcompetes with quickstartsMerge with CLI_QUICKSTART.md; provide one happy path and one troubleshooting section.
docs/developer/quickstart.mdonly one sentenceReplace with source install, create/run/package loop, targeted validation, and next links.
docs/sdk/getting-started.mdtoo terse for creatorsTemplate anatomy, deterministic input model, tick loop, replay test, packaging.
docs/ASSET_PIPELINE.mdlists commands onlyAsset manifest schema, supported asset types, hashing, deterministic transforms, failure modes.
docs/CLIENT_BRIDGE.mdlists APIs onlyRequest/response examples, authority boundary, auth/session model, web-reference integration.
docs/replay-verification.mdexplicit placeholderReplay truth model, corruption examples, how to inspect/recover, CLI examples.
docs/state-folder-layout.mdexplicit placeholderruntime/ tree, which files are protocol truth, which are derived/rebuildable, cleanup rules.
docs/operator-node.mdexplicit placeholderMinimum host setup, state directory, fixture run/verify, logs, recovery, upgrade path.
docs/xrpl-anchoring.mdexplicit placeholderDry-run vs live mode, key handling, payload semantics, retry/idempotency, trust boundary.

Runtime placeholder/one-line docs

doc groupfilesrequired consolidation
Interactive/live runtime docsdocs/runtime/interactive_replay.md, docs/runtime/interactive_runtime.md, docs/runtime/live_gameplay.md, docs/runtime/terminal_gameplay.mdMerge into one interactive runtime guide with terminal client commands, input vocabulary, replay output, and limitations.
Renderer/projection docsdocs/runtime/frame_projection.md, docs/runtime/graphical_renderer.md, docs/runtime/graphical_replay_validation.md, docs/runtime/projection_playback.md, docs/runtime/projection_stream_service.md, docs/runtime/projection_validation.md, docs/runtime/render_projection_law.md, docs/runtime/render_validation.md, docs/runtime/renderer_bridge.md, docs/runtime/terminal_renderer.md, docs/runtime/visual_projection_runtime.md, docs/runtime/visible_runtime.mdConsolidate into one renderer authority model plus one projection API reference.
Runtime operation docsdocs/runtime/runtime_bootstrap_flow.md, docs/runtime/runtime_operations_architecture.md, docs/runtime/runtime_restoration_flow.md, docs/runtime/runtime_validation.md, docs/runtime/runtime_metrics.md, docs/runtime/release_pipeline_architecture.md, docs/runtime/evernode_runtime_model.md, docs/runtime/operational_ledger_model.mdCreate one operator runtime manual and one release pipeline guide.
Sovereign placeholdersdocs/runtime/civilization_operations_model.md, docs/runtime/deployment_continuity_model.md, docs/runtime/federation_coordination_model.md, docs/runtime/release_and_upgrade_model.md, docs/runtime/runtime_governance_model.md, docs/runtime/runtime_restoration_model.md, docs/runtime/sovereign_deployment_architecture.mdEither write real architecture docs or move to docs/roadmap/sovereign/.
WASM model fragmentsdocs/runtime/abi_and_memory_model.md, docs/runtime/checkpoint_and_restore_model.md, docs/runtime/deterministic_wasm_runtime.md, docs/runtime/execution_receipt_model.md, docs/runtime/fuel_metering_model.mdCombine around ABI, memory, fuel, receipts, restore, and conformance tests.

Security placeholder docs

docmissing launch-critical content
docs/security/adversarial_validation.mdConcrete adversarial cases, command/test mapping, expected deterministic rejection outputs.
docs/security/capability_isolation.mdCapability inventory, deny-by-default policy, file/network/process boundaries.
docs/security/resource_governance.mdExact quotas for CPU, memory, replay size, package size, asset size, event counts.
docs/security/runtime_failure_taxonomy.mdPublic error taxonomy, severity, operator response, telemetry fields.
docs/security/wasm_isolation_model.mdHost imports allowed/denied, memory limits, fuel metering, panic/trap semantics.
docs/security/external_audit_scope.mdScope, exclusions, invariants, reproducible build inputs, audit artifacts.

Reorganization needed for long-term health

repo areaproblemrecommended reorganization
Crate layoutProduct CLI lives in src-bin-everarcade; host/runtime crates are spread across root, runtime/, and tools/.Move to crates/everarcade-cli, crates/everarcade-host, crates/runtime-client, crates/renderer-client, with compatibility package names preserved.
Runtime domainsRenderer/history/federation commands are interleaved with runtime and product CLI surfaces.Create explicit runtime-authoritative/ and runtime-projection/ ownership boundaries; keep scaffold domains behind feature flags or experimental commands.
DocsMany one-line docs duplicate terms and make public maturity unclear.Create docs/getting-started/, docs/reference/, docs/operator/, docs/security/, docs/roadmap/; move placeholders to roadmap.
TestsPlaceholder host tests can imply coverage where none exists.Replace placeholders with scenario tests or rename to roadmap_* with #[ignore] and linked issue IDs.
ScriptsRelease, validation, bootstrap, and profile scripts are numerous and overlapping.Add scripts/README.md and a single scripts/doctor_quick.sh/scripts/release_gate.sh entrypoint with delegated subcommands.
Templates/examplestemplates/, examples/, creator-examples/, and contracts overlap for new users.Promote one canonical templates/topdown-arena v0.1 path; move exploratory examples to examples/experimental.
Generated/runtime artifactsRepo root contains many runtime status-looking files and report folders.Enforce generated artifact ignore rules and move committed fixtures under fixtures/ with README ownership.
Public APIexecution-core is broad and many surfaces are evolving.Maintain execution_core::api as stable public facade and treat all other modules as internal unless documented.

Security risks before public v0.1

riskseveritycurrent signalmitigation before launch
Untrusted package execution boundary unclearhighPackage format and WASM isolation docs are incomplete.Publish supported package format, deny arbitrary host IO, document allowed imports, add conformance tests.
Path traversal / unsafe copy semantics in CLI install flowmedium-highinstall-game recursively copies a user path into runtime/games/<folder-name> without documented symlink/path policy.Canonicalize source, reject symlinks or external traversal for packaged imports, size-limit copies.
Supply-chain/bootstrap confusionhighBuild fails when vendor/ is missing; release reproducibility depends on vendored deps.Publicly document vendor requirement, publish signed checksums, CI verify --offline --locked --frozen.
Live XRPL/IPFS trust boundaryhighXRPL live mode is gated, but submission remains stub-like; IPFS publication is derived.Keep live mode disabled in public CLI, require explicit feature/env flag, add key/secret handling docs.
Scaffold commands imply production readinessmedium-highRuntime status commands print healthy/scaffold markers for domains that are not complete.Label scaffold commands in help/docs; remove from default public quickstart.
Resource exhaustionmedium-highSecurity docs mention quotas but public limits are not enumerated.Enforce and document max package size, replay window size, asset size, memory/fuel/tick quotas.
False test confidencemediumPlaceholder tests exist in host runtime domains.Replace with actual tests for federation/recovery/governance or mark them ignored roadmap tests.
Secrets and state handlingmediumOperator docs do not define key storage, permissions, or redaction.Add state directory permissions, secret redaction, no-secrets-in-logs policy.
Network/multiplayer abuse model missingmediumFederation/topology are scaffold-level.Do not launch public federation; build peer auth, rate limits, replay corruption rejection, partition recovery tests.
Renderer authority confusionmediumRenderer commands exist but are non-authoritative.Enforce client command-only boundary in docs and code; add tests proving renderer cannot mutate state.

Full EverArcade product build-out backlog

Must-have for vertical slice v0.1 public developer preview

  • One installable CLI binary release with checksums and a doctor command.
  • One canonical starter game template that can be created, run, replay-verified, and packaged.
  • One public package format with a validator and deterministic package hash over all required files.
  • One local gameplay loop that accepts player input and persists replay/checkpoint artifacts.
  • One web or terminal client path documented end-to-end.
  • One replay inspector with a corruption/recovery example.
  • Security baseline: package size limits, deterministic rejection errors, no live external settlement by default.
  • CI release gate for formatting, targeted crate checks/tests, clean bootstrap, generated artifact scan, and docs link check.

Needed for complete EverArcade product

product areabuild-out needed
Creator SDKStable Rust SDK, template generator, deterministic test harness, asset import pipeline, publishing validator.
Game runtimeReal session lifecycle, input queue, tick scheduler, persistence, checkpoint restore, replay verification, crash recovery.
Client experienceDownload page, launcher, web-reference client, terminal fallback, readable errors, update flow.
Renderer/projectionNon-authoritative renderer protocol, frame stream, historical replay, asset loading, visual validation.
Package registryLocal registry, signatures, compatibility rules, content-addressed artifacts, rollback and quarantine.
Multiplayer/federationPeer identity, auth, deterministic input ordering, topology, partition recovery, observer mode, abuse/rate limits.
Operator/nodeService install, systemd/container profile, logs/metrics, backup/restore, upgrade/migration, health checks.
Economy/settlementDry-run ledger first, XRPL live adapter later, key management, idempotent anchors, settlement proofs, dispute flow.
StudioProject browser, template creation, asset validation, replay debugger, package publish UI, diagnostics.
ObservabilityStructured logs, trace IDs, replay roots in telemetry, metrics dashboard, support bundle.
Security/complianceThreat model, external audit, fuzzing, sandboxing, dependency review, disclosure policy.
Governance/communityVersion support policy, RFC process, contribution guide, issue templates, roadmap maturity labels.

Launch as a developer preview for deterministic local game creation and replay verification, not as a complete multiplayer/federated/settlement product. The public promise should be:

Install the CLI, create a starter deterministic game, run it locally, inspect replay output, and package it reproducibly.

Everything else should be clearly marked experimental, scaffold, or roadmap until it has end-to-end tests and operator documentation.