Closes part of the 'live Redis failover' gap in §8.46, found by reproducing a genuine Redis outage (not just an empty/partial cache) against CandidateProjection.Snapshot with a killed miniredis instance. CandidateProjection.Snapshot funnelled two different situations into the same code path: the index erroring outright (Redis unreachable) and the index coming back empty (ambiguous — a genuinely empty queue, or a lost keyspace). Both went through Repair, which itself calls Index.Rebuild — a second Redis round-trip that fails for exactly the same reason the first one did. The result: a real Redis outage, or the window during a failover, made Snapshot fail outright even though PostgreSQL — the documented authoritative source everywhere (RedisCandidateIndex's own comment, cmd/matcher, cmd/control-plane's --redis-addr help text all call it a rebuildable/optional acceleration layer) — was completely healthy. Matchmaking would stop entirely on a Redis outage despite the architecture explicitly not requiring that. Snapshot now falls back to serving Source (PostgreSQL) directly whenever the index errors OR comes back empty, and only best-effort attempts to repopulate Redis afterward — that attempt's outcome is deliberately ignored, since a caller must never be denied service just because the opportunistic rebuild also hit the same down Redis. Snapshot still fails when Source itself is unavailable; the fallback is not unconditional. Verified: reproduced the bug first (killed-miniredis Snapshot call failed even though Source was healthy), then fixed it. go build/vet clean; all pre-existing store-package tests pass unmodified, including the two live-redis:7-alpine-container tests (TestRealRedisCandidateIndexUpsertSnapshotRemove, TestRealRedisCandidateProjectionRepairsAfterFlush, run against a real container and torn down after). Two new tests cover the fallback directly (killed miniredis, Source still served, exactly one Source call) and that the fallback is not unconditional (both Redis and Source down still fails). Full go test ./... -race clean across every server package. Remaining: live matcher-worker-under-load-during-failover integration, i.e. running the actual matcher process against a real Redis that goes down mid-run under concurrent load, not just this unit-level reproduction.
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 small backend service for identity, matchmaking and ratings — separate from the Godot project, and not yet built. See docs/MATCHMAKING.md.
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.