Josh Creek 2702e53068 feat(ranked): make tier thresholds durable instead of compiled in
Task 8.22. Tier bands lived in domain.DefaultTierPolicy(), compiled into
every API binary, so retuning one meant building and rolling a new image
-- least attractive exactly when it is most needed, as the rating
distribution settles after launch.

Bands now live in a tier_bands table, seeded by the migration with the
exact policy the binaries hardcode, so this changes durable state without
changing behaviour. Retuning is a rolling restart rather than a rebuild.

Three properties the loader deliberately holds:

- A malformed durable policy stops startup. Falling back on error would
  silently mis-tier every player, which is worse than not starting.
- An empty table is supported and falls back to the compiled default, so
  an operator can truncate back to known-good without a deploy, and a
  fresh database works before the seed is reviewed.
- PROVISIONAL is rejected as a band. It is derived from ranked game
  count, not rating, so a band claiming it would be unreachable at best
  and would shadow a real tier at worst.

Bands stay backend-owned; clients still receive only the resulting label,
per docs/MATCHMAKING.md. UNIQUE(min_rating) rejects two bands sharing a
threshold, catching an ambiguous policy before NewTierPolicy does.

testkit-api loads it too, so the control-plane integration scripts
exercise the durable path rather than the compiled default.

Integration tests cover the seeded policy matching the compiled one,
retuning taking effect from the database alone, truncation falling back,
and each invalid-policy shape being rejected. Verified they fail against
a loader that ignores durable bands.

The other two parts of 8.22 needed no work: the client UI already renders
tier, provisional status, ranked games and the season countdown, and
reconnect transport is 8.42's, dependent on live backend events.
2026-09-05 15:38:24 +01:00
2024-02-21 12:33:08 +00:00
2024-02-23 18:13:33 +00:00

Cosmic Clash

In "Cosmic Clash," the heart-pounding action takes place in variable gravity environments where vehicles hover just above the ground. In this thrilling spiritual successor to Rocket League, players engage in high-speed, gravity-defying matches set in the far reaches of space. Each pitch is situated in a unique environment or planet, offering breathtaking vistas and challenging terrain. But instead of cars, competitors pilot rocket-powered ships, each equipped with its own set of customisable features and special abilities.

Ships hover just above the ground, defying the laws of physics and adding an extra layer of intensity to the gameplay. With no friction to hold them back, players must master the art of control as they glide effortlessly across the pitch, executing precise manoeuvres and lightning-fast aerial tricks. With precise control and lightning-fast reflexes, players boost, drift, slam and even turn upside down on their way to victory, scoring epic goals against their opponents.

Whether you're soaring through asteroid fields, navigating treacherous alien landscapes, or battling in the depths of cosmic storms, "Cosmic Clash" delivers non-stop action and adrenaline-pumping excitement that's out of this world! Get ready to take your skills to the stars and dominate the galaxy in the ultimate celestial showdown!

Reason for being

Since Epic Games bought Psyonix, Rocket League has never been the same, and rather than releasing an Unreal Engine 5 version of the game, or giving any meaningful updates, instead item trading was removed and 'Rocket Racing' was added to Fortnite. With no one else stepping up to the plate, it falls to the Open Source Community to come up with a spiritual successor, to keep the spirit of the game alive.

Legality

The concept of 'vehicle soccer' cannot be copyrighted, but the original expression of ideas such as the specific code, art, music and narrative of a game can be. So long as all code, assets game design and other elements are made from scratch, this project will remain legal. The use of an alternative game engine, Godot, serves to ensure that this is achieved, as does the move to using space ships instead of cars as the vehicles.

Technical Information

Cosmic Clash is a single Godot 4.7 project, written entirely in GDScript. That same project exports both the interactive game and a headless dedicated server for online multiplayer. See docs/TECH_STACK.md for the full stack and the reasoning behind each choice.

Online play with casual and ranked queues is a 1.0 requirement, and it needs a backend service for identity, matchmaking and ratings — separate from the Godot project. That control plane is written in Go (with PostgreSQL, Redis and Agones on Kubernetes), chosen for the Agones/Kubernetes-native ecosystem rather than for raw speed: it never touches a simulation packet. See docs/MATCHMAKING.md for the design and docs/TECH_STACK.md for why Go over C#, Rust or C++.

Contributing

Eventually there will be contributor guidelines, but for now open a PR and make sure it has been formatted according to the auto-formatting rules.

Gameplay

The core gameplay is still football/soccer but with vehicles, however there are key changes to the format used in Rocket League. The vehicles are now space ships, which hover above the surface of the pitch. This will impact core game mechanics, enabling near-immediate changes in direction (thanks to those spacefaring engines!), the ability to play upside down (which will change the way you interact with the ball in as-yet unknown ways), slamming down at full boost speed, and many more that will be discovered along the way.

Bots

There will be default bots available, trained using reinforcement learning, and it will be possible to train your own using a gym for submission to be included in the game itself. It will NOT be possible to connect bots to the game, and with the community itself ensuring rigorous anti-cheat measures are in place we will aim to keep it that way. Cheaters have no place here.

MVP

The original local-only milestone is complete; the 1.0 scope now includes dedicated online play plus casual and ranked matchmaking. Community servers remain self-hostable, while project-hosted match servers are allocated per match through the provider-portable control plane described in docs/MATCHMAKING.md. Split-screen remains deferred.

Monetisation

The aim for this project is NOT to monetise it. Rocket League saw terrible changes once the Item Shop was added, and even the costs for crates and keys prevented some members of the community from collecting items and fully enjoying the game. Instead, this game will, if it becomes successful enough to warrant online servers, only use funding to keep itself running, and in the event anyone needs to be employed full time to maintain it with a growing playerbase, to pay them a fair wage for their time. Any additional profit in any given year should be held for maintaining servers in the future should demand fall, or for any future needs of the game such as a large effort to upgrade to a new engine, anti-cheating measures, etc.

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