From b01db32908def3b29d607fd275ccf1a87805aca2 Mon Sep 17 00:00:00 2001 From: Josh Creek <8179928+jcreek@users.noreply.github.com> Date: Tue, 1 Sep 2026 21:09:43 +0100 Subject: [PATCH] docs(multiplayer): reconcile phase eight status --- multiplayer-next.md | 11 +++++++---- 1 file changed, 7 insertions(+), 4 deletions(-) diff --git a/multiplayer-next.md b/multiplayer-next.md index 782a8c41..c267d52a 100644 --- a/multiplayer-next.md +++ b/multiplayer-next.md @@ -1153,10 +1153,13 @@ New `--role=client-reconnect` grades the returning player: not a spectator, owns ### Phase 8 — Matchmaking, ranked ladder, per-match server autoscaling **1.0 launch blocker.** Full design and reasoning: [`docs/MATCHMAKING.md`](docs/MATCHMAKING.md). -Nothing here is implemented. Unlike Phases 0–7 this phase adds a component -outside the Godot project — a backend service — and that is the largest -architectural departure in the project's history, so read the design doc -before picking up any task below. +The local control-plane, durable-store, allocated-server, and verification +paths are substantially implemented; the per-row status below distinguishes +that evidence from the remaining live Steam, PostgreSQL/Redis, Agones, release, +and human-playtest gates. Unlike Phases 0–7 this phase adds a component outside +the Godot project — a backend service — and that is the largest architectural +departure in the project's history, so read the design doc before picking up +any task below. This inverts the server model. Phases 1–7 build a **community server**: it runs forever, waits for `--min-players`, plays a match, rotates arena, repeats,