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Catnip Conquest

a hex-based multiplayer strategy game. you manage a deck of 25 cards--troops, buildings, and instincts--to fight on a hexagonal grid and destroy the opponent's cat tree.

the roster is mostly anime-inspired cats. they don't just upgrade linearly; they evolve mid-match based on specific triggers. some evolve after dying, some evolve after taking enough lifetime damage, and some evolve when you play specific catalyst cards on them.

tech stack

  • frontend: svelte + vite
  • backend: node.js and websockets
  • core logic: shared typescript

the combat engine lives in the shared/ directory. both the client and server run the exact same simulation code to ensure state stays perfectly synced and predictive pathing works without latency. the engine handles phase-based combat, so all movements are locked in and attacks resolve transitively based on unit speed stats.

running it locally

requires node.js (v18+).

git clone https://github.com/sleepcompiler/cataclysm.git
cd cataclysm
npm install
npm run dev

this spins up both the frontend (localhost:5173) and the websocket server (localhost:3000) concurrently.

mechanics

  • deckbuilder: standard decks need exactly 25 cards and at least one stage 1 unit or building to be playable on turn 1. stage 2 and stage 3 units cannot be played directly.
  • matchmaking: global queue for quick matches or 4-letter room codes for private games.
  • active abilities: units have active skills ranging from lifesteal to marking delayed-execution countdowns on enemy units. these resolve via dedicated command queues.
  • elo system: automatic matchmaking rating updates upon match completion. ratings are stored in the database (ratings and matches collections) and rating changes are displayed on the Game Over screen.
  • easy read mode: toggling this mode replaces the game's retro pixel font with highly readable sans-serif typography (Google Sans / Inter), excluding the main branding title.
  • how to play guide: an interactive, tabbed instructions manual accessible directly from the main menu via the "?" button.

roadmap

this project is in active development. here is what is planned for the future:

phase 1: user accounts & persistence

  • user authentication: implement secure sign-up, login, and session management .
  • player profiles: track player stats, match history, win rates, and preferred cards.
  • persistent decks: allow users to build and save multiple custom decks linked to their accounts.

phase 2: ranked ladder & competitive play

  • mmr / elo system: implement a matchmaking rating system that accurately evaluates player skill.
  • ranked queues & matchmaking: create a dedicated queue that matches players with similar mmr to ensure fair and competitive games.
  • leaderboards: global and regional top 100 leaderboards displayed on the frontend.

phase 3: core mechanics & expansion

  • expanded roster: introduce new anime-inspired cat factions with unique evolution triggers and catalyst cards.
  • spectator mode: allow players to watch live games from top-tier ladder matches or their friends.
  • tournaments: built-in bracket systems for automated weekend tournaments.
  • animations & vfx: polish the frontend rendering with smooth attack animations, spell effects, and board interactions.

About

a competitive deckbuilder hex strategy game, featuring cats, cards and catastrophe. written in typescript and svelte.

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