Resolves #<add your approved & assigned issue number> ## Description: Rebalances the Doomsday Clock so it acts as a **late-game stalemate-breaker** rather than an early-game culler, softens how fast it removes troops and warships, and makes the HUD countdown clearer. **Clock schedule (all presets):** - A flat **10-minute grace** at 0% required share — the early game is decided by combat, not the clock. - Then a 6-wave squeeze at accelerating levels (4 / 9 / 16 / 26 / 40 / 55%) with short pauses, reaching the final 55% at each preset's cap: **45 / 35 / 25 / 15 min** for slow / normal / fast / veryfast. - `WaveSchedule` `rampSeconds`/`pauseSeconds` are now **per-wave arrays**, so the curve can be shaped (gentle early, steeper late) instead of one uniform ramp. `requiredBasisPoints` and the HUD companion `doomsdayClockWaveState` walk the per-wave segments in lockstep. **Troop drain:** warn window `10s → 30s`, drain eased (`2%→5%` over `90s`), so a caught side takes ~2 minutes to wipe instead of ~1. **Warship attrition:** warships get their own gentler start plus a **convex** decay curve — a ship caught when its side is first doomed lasts about as long as troops, but the rate ramps up steeply so a side at full attrition still loses its fleet in ~2s. Adds a `curveExponent` argument to `doomsdayClockDrain` (1 = linear, used for troops; higher = convex, used for ships). **Determinism:** the drain curve is **integer-only** (fixed-point power, no floats), so the floored per-tick loss is bit-identical on every client in the lockstep sim. The linear troop path keeps its exact existing integer form; only the convex warship path is reshaped. **HUD countdown clarity:** the clock readout now shows a live countdown in both states — `Will reach 16% in M:SS` while the bar is actively climbing, and `Starts rising to 26% in M:SS` during a pause (previously `Next 26% in …`, which read as if it jumped there instantly). Backed by a new `secondsToTarget` field on the shared wave state so the sim and HUD stay in agreement. All display text goes through `translateText()` / `en.json`. <img width="278" height="116" alt="image" src="https://github.com/user-attachments/assets/e0be3d2c-bb88-46be-b344-34d63e4859bd" /> <img width="304" height="171" alt="image" src="https://github.com/user-attachments/assets/da74bd05-0b9a-4aec-bbf5-e7380fbda88e" /> **Danger skull:** while a side is below the bar in the warn window, its on-map skull now blinks progressively faster as the countdown runs out (accelerating to the moment the drain begins), then holds steady once it is actually draining — a clearer "you are about to be hit" cue. Rationale: the previous schedule removed players heavily in the first half of a match and could leave a drawn-out endgame. Holding the clock at 0% early keeps the opening about fighting, and concentrating its pressure in the back half reserves it for actually breaking stalemates. Values are tuning starting points and easy to adjust in `DoomsdayClock.ts` / the config defaults. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: <add your Discord username>
OpenFront.io is an online real-time strategy game focused on territorial control and alliance building. Players compete to expand their territory, build structures, and form strategic alliances in various maps based on real-world geography.
This is a fork/rewrite of WarFront.io. Credit to https://github.com/WarFrontIO.
License
OpenFront source code is licensed under the GNU Affero General Public License v3.0
Current copyright notices appear in:
- Footer: "© OpenFront and Contributors"
- Loading screen: "© OpenFront and Contributors"
Modified versions must preserve these notices in reasonably visible locations.
See the LICENSE for complete requirements.
For asset licensing, see LICENSE-ASSETS.
For license history, see LICENSING.md.
🌟 Features
- Real-time Strategy Gameplay: Expand your territory and engage in strategic battles
- Alliance System: Form alliances with other players for mutual defense
- Multiple Maps: Play across various geographical regions including Europe, Asia, Africa, and more
- Resource Management: Balance your expansion with defensive capabilities
- Cross-platform: Play in any modern web browser
📋 Prerequisites
- npm (v10.9.2 or higher)
- A modern web browser (Chrome, Firefox, Edge, etc.)
🚀 Installation
-
Clone the repository
git clone https://github.com/openfrontio/OpenFrontIO.git cd OpenFrontIO -
Install dependencies
npm run instDo NOT use
npm installnornpm ibut instead use ournpm run inst. It runs the safernpm ci --ignore-scriptsto install dependencies exactly according to the versions inpackage-lock.jsonand doesn't run scripts. This can prevent being hit by a supply chain attack.
🎮 Running the Game
Development Mode
Run both the client and server in development mode with live reloading:
npm run dev
This will:
- Start the webpack dev server for the client
- Launch the game server with development settings
- Open the game in your default browser (to disable this behavior, set
SKIP_BROWSER_OPEN=truein your environment)
Client Only
To run just the client with hot reloading:
npm run start:client
Server Only
To run just the server with development settings:
npm run start:server-dev
Connecting to staging or production backends
Sometimes it's useful to connect to production servers when replaying a game, testing user profiles, purchases, or login flow.
To replay a production game, make sure you're on the same commit that the game you want to replay was executed on, you can find the
gitCommitvalue viahttps://api.openfront.io/game/[gameId]. Unfinished games cannot be replayed on localhost.
To connect to staging api servers:
npm run dev:staging
To connect to production api servers:
npm run dev:prod
🛠️ Development Tools
-
Format code:
npm run format -
Lint code:
npm run lint -
Lint and fix code:
npm run lint:fix -
Testing
npm test
🏗️ Project Structure
/src/client- Frontend game client/src/core- Deterministic game simulation/src/server- Backend game server/resources- Static assets (images, maps, etc.)
🤝 Contributing
Contributions and translations are welcome! See CONTRIBUTING.md for the workflow, the approved-issue process, project governance, and translation info.