What is Dokuson?
A personal sandbox for games, tools, and long-term experiments.
Games & Worlds
Tactical strategy games and polished interactive systems.
Tools & Plugins
RPG Maker extensions, utilities, and things that make creation easier.
Side Quests
Quick prototypes, weird experiments, and ideas that might become something bigger.
Transmissions
Costs become quotable. A new framework snapshots a card's effective cost at validation and pays it atomically — closing a partial-spend window where mana could vanish on a failed cast. The same framework lets passive effects reduce the price of playing from hand, down to a per-card minimum where authored.
Two new shapes of trigger. Cards can now offer their controller a choice — confirm, decline, or pick a slot — with the triggering subject framed on the board so the prompt is unambiguous. A new event also joins the trigger vocabulary: a unit repositioned onto a slot. Skycurrent Waystone is the first to listen for it — a Wind Rune that grants 1 Sigil the first time each turn an allied Star steps onto its tile.
Stars now grant aspect access the same way Kings do — both rows of your board decide which aspects you can play, not just the back. The Affiliation tag, once limited to Kings and Stars, now lives on every card type.
Advent grows up. Stars summoned through Advent now target a Star slot directly — no King required. The summoned Star can land in front of an empty, fallen, or dormant King; a comeback tool for the player who's been knocked down.
The block declaration phase retires. Combat now reads cover from position alone — a Star in front of a King intercepts attacks aimed at that column. Cleaner combat, fewer prompts, same strategic shape: where you stand decides what you protect.
Temporary modifiers stretch from player-scoped to per-unit — a single card can now buff or debuff a specific King or Star until end of turn. Sovereign's Twilight is the first design through this door: dim one King and dull what they leave behind.
One card, many steps. Composite effects let a single card chain ordered actions, with later steps gated on conditions checked at resolve. Sovereign's Sunrise — awaken a King, then heal every other awakened Light King if the target shares the aspect — ships as the first authored composite.
A new tag: Sealed. A King who carries it cannot awaken until a specified game-state condition is met. Sealed Kings turn the second-Refresh awakening from a guarantee into a goal — and pair naturally with Oathbreaker for sovereigns whose hour has not yet come.
Cards can now force a King back to sleep, or wake one outside the normal Refresh ritual. Vocabulary tightened — Locked → Dormant, Unlocked → Awakened — to match the throne metaphor running through the game.
A new Omen subtype: Eternal. Set face-down like any Omen, but on reveal the card itself stays on the board as a permanent — its effect ongoing until destroyed. Reactive turns into ambient.
Domains earn their first subtype: Throne. A contested seat — any player can claim it with an awakened King, taking on its passive but leaving that King exposed in return. Two engine concepts arrive with it: runtime control, where a card's effects answer to whoever holds it rather than who summoned it, and a new activation permission open to either side.
Two new tools for the throne room. Awakening conditions can gate a King's wake-up behind a game-state requirement. The Oathbreaker tag removes a King from the win-check entirely — a sovereign whose fall does not end the realm.
HP joins the modifier system. A new batch primitive defers lethal evaluation until passive cascades settle — chained deaths now resolve as one event instead of a mid-loop avalanche.
Audio System V1 online — context-driven music with mixer buses, volume persistence, and playback that carries across scenes. Regis Astra speaks in more than text now.
The game learns two new verbs. Advent opens a second summoning channel — Stars called directly from the Star Deck onto their bound King, no hand required. Silence locks a card's voice: activated, triggered, passive, and reveal effects all fall dark under the right source.
Deck construction comes online. Card catalog, filters, tabbed sections, JSON persistence — a full builder now sits upstream of every match. The cards are still the weapons; the deck is the first draft of a strategy.
Engine hardened. DeathBatchProcessor handles simultaneous kills with depth-counted suppression. Fizzle re-validates against TargetZone snapshots. CardBrowser rebuilt as a centered modal with display-only rendering. Cast pipeline, reposition logic, CardFilter metadata, and non-unit targeting infrastructure all wired in.
Runes introduced — slot-bound enchantments that fit spell, unit, or domain positions. Blocking is now positional: Stars shield only the King directly behind them.
First-generation AI opponent now operational — V1.0 thinks, evaluates, and plays on its own.
Infrastructure sweep. Hand manager built out, legal state validation locked in, and ability caching unified into a single per-card pipeline. The engine underneath is finally clean enough to think on.
New system: Inheritance. Kings now hand down their signature ability on death. Those carrying the Legacy tag extend the chain — inherited power cascades forward, turning one loss into a rising tide.
Activated Abilities wired in. Units on the field now respond to direct input.
Sigils introduced as a secondary resource alongside Mana — a more limited, strategic currency for powering specialized plays.
Implemented turn tracking with full phase progression and a modifier system. Game state now tracks phases within each turn and supports stackable stat modifications across cards in play.
Split aspect identity from aspect requirements. Rolled out Affiliations, Classes (Kings), and Types (Stars) as new card metadata layers.
Defined three new systems: Reveal prefix for Omens, Surge tag for Sigil-powered opponent-turn plays, and Acts as the universal term for anything in the Flow.
Triggered Abilities deployed. Cards can now fire conditional effects on enter, replace, and other game events — fully integrated with the Flow.
Extended card placement logic to support Omens. Cards can now be placed face-down and flipped to activate their Reveal effect, functioning as interactive traps.
Implemented core mechanics including obstacle generation, pickup logic, and score tracking.
Core card logic refactored. Separated card behavior from visuals and interactions, making effects fully modular and easier to extend.
Flow architecture complete. Cards now resolve in sequence with full priority handoff between players.
Visual refinement pass on Regis Astra. Added color-coded aspect stars, scaled up presentation, and introduced a curved hand layout for better readability.
Interface enhancement: Added hover-state previewing. Card details are now magnified upon focus.
Deployed Mobile Protocol Interface. Active Protocols HUD is now mirrored on mobile via a pulsing beacon.
Dokuson is online. Primary interface deployed to the public network. The signal is now broadcasting.
Implemented event-bus architecture for card effects to streamline game state interactions.
Interface upgrade complete. Deployed Reality Switch (Dark Mode), Active Protocols HUD, and dynamic Transmission stream.
Combat logic stabilized. Implemented ATK/DEF resolution (Life -= ATK - DEF).
Refined the core directive. From here on, everything is an experiment.