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Dokuson | 独尊

Part game studio, part tool workshop, part long-term experiment.

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About

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.

Log

Transmissions

2026.06.16 GAME | REGIS_ASTRA

Cards get a language. The first stage of a build-time authoring DSL lands — a real lexer, parser, and compiler that turns a plain .card text file into the layered effect programs the engine runs. A typed header declares the card; a controlled prose body lowers, line by line, straight into resolution nodes. Designing a card starts becoming writing one.

2026.05.31 GAME | REGIS_ASTRA

The engine's resolution core is rebuilt. Card effects now compile into resolution programs — node trees an interpreter walks step by step, suspending at any player prompt and resuming from the exact frame, addressed by ID rather than live references.

2026.05.24 GAME | REGIS_ASTRA

Affiliations earn their own identities. Each faction now gets a design file and a signature verb — House Latinite leads, listening for the moment an inheritance resolves.

2026.05.21 GAME | REGIS_ASTRA

Combat learns to track its targets. Attacks now demand continuous occupancy — move the defender off its slot, or kill it first, and the swing meant for it simply fizzles. No more damage landing on whoever slides into the gap.

2026.05.19 GAME | REGIS_ASTRA

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 a card from hand, down to a per-card floor.

2026.05.16 GAME | REGIS_ASTRA

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.

2026.05.11 GAME | REGIS_ASTRA

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.

2026.05.10 GAME | REGIS_ASTRA

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.

2026.05.08 GAME | REGIS_ASTRA

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.

2026.05.07 GAME | REGIS_ASTRA

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.

2026.05.05 GAME | REGIS_ASTRA

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.

2026.05.04 GAME | REGIS_ASTRA

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.

2026.05.03 GAME | REGIS_ASTRA

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.

2026.05.02 GAME | REGIS_ASTRA

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.

2026.04.30 GAME | REGIS_ASTRA

Domains earn their first subtype: Throne. Ascend one of your awakened Kings to claim its passive — but an ascended King sits exposed, no Star to cover it. Only one Domain holds the field, so your opponent must cut that King down to raise their own.

2026.04.28 GAME | REGIS_ASTRA

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.

2026.04.24 GAME | REGIS_ASTRA

HP comes under the modifier system, and lethal damage now waits for the dust to settle. When several units fall at once, the game resolves them as a single event instead of a runaway chain of deaths.

2026.04.23 GAME | REGIS_ASTRA

Audio System V1 online — context-driven music with layered mix channels, saved volume settings, and playback that carries across scenes. Regis Astra speaks in more than text now.

2026.04.18 GAME | REGIS_ASTRA

The game learns two new verbs. Advent opens a second summoning channel — Stars called directly from the Star Deck, no hand required. Silence locks a card's voice: activated, triggered, passive, and reveal effects all fall dark under the right source.

2026.04.15 GAME | REGIS_ASTRA

Deck construction comes online. A card catalog, filters, tabbed sections, and saved decks — a full builder now sits upstream of every match. The cards are still the weapons; the deck is the first draft of a strategy.

2026.04.11 GAME | REGIS_ASTRA

A hardening pass across the engine. Simultaneous deaths now resolve without double-counting, effects re-check their targets before firing so a stale one fizzles cleanly, and the card browser is rebuilt as a focused modal. The groundwork for casting, repositioning, filtering, and targeting non-unit cards all lands underneath.

2026.04.04 GAME | REGIS_ASTRA

Runes introduced — slot-bound enchantments that fit spell, unit, or domain positions. Blocking is now positional: Stars shield only the King directly behind them.

2026.03.31 GAME | REGIS_ASTRA

First-generation AI opponent now operational — V1.0 thinks, evaluates, and plays on its own.

2026.03.30 GAME | REGIS_ASTRA

An infrastructure sweep. The hand manager is built out, legal-move validation is locked in, and every card's abilities now resolve through one unified pipeline. The engine underneath is finally clean enough to think on.

2026.03.26 GAME | REGIS_ASTRA

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.

2026.03.18 GAME | REGIS_ASTRA

Activated abilities arrive — units on the field can now act on command, not just when something triggers them.

2026.03.12 GAME | REGIS_ASTRA

Sigils introduced as a secondary resource alongside Mana — a more limited, strategic currency for powering specialized plays.

2026.03.11 GAME | REGIS_ASTRA

Turn structure comes online — full phase progression within each turn, alongside a modifier system that stacks stat changes across everything in play.

2026.03.06 GAME | REGIS_ASTRA

A card's aspect identity splits from its aspect requirement — what a card is no longer dictates what it takes to play. Affiliations, Classes (Kings), and Types (Stars) arrive as new identity layers.

2026.03.04 GAME | REGIS_ASTRA

Three new pieces of vocabulary lock in: Reveal, the prefix for an Omen's flip effect; Surge, the tag for Sigil-powered plays on the opponent's turn; and Acts, the universal name for anything moving through the Flow.

2026.02.25 GAME | REGIS_ASTRA

Triggered Abilities deployed. Cards can now fire conditional effects on enter, replace, and other game events — fully integrated with the Flow.

2026.02.21 GAME | REGIS_ASTRA

The first Omens arrive — cards set face-down and flipped to trigger their Reveal effect, played as interactive traps.

2026.02.17 GAME | MOAI_DROP

Core gameplay takes shape — obstacle spawning, pickups, and score tracking are all in.

2026.02.16 GAME | REGIS_ASTRA

Core card logic refactored — a card's behavior now lives apart from its visuals and input, making every effect modular and easy to extend.

2026.02.13 GAME | REGIS_ASTRA

Flow architecture complete. Cards now resolve in sequence with full priority handoff between players.

2026.02.02 GAME | REGIS_ASTRA

A visual pass on Regis Astra — color-coded aspect stars, larger card presentation, and a curved hand layout that reads at a glance.

2026.01.27 GAME | REGIS_ASTRA

Cards now magnify on hover — full details surface the moment one comes into focus.

2026.01.24 SYSTEM

Deployed Mobile Protocol Interface. Active Protocols HUD is now mirrored on mobile via a pulsing beacon.

2026.01.23 SYSTEM

Dokuson is online. Primary interface deployed to the public network. The signal is now broadcasting.

2026.01.19 GAME | REGIS_ASTRA

Card effects move onto a shared event system — a single action can now ripple across the board, keeping every piece in sync.

2026.01.18 SYSTEM

Interface upgrade complete. Deployed Reality Switch (Dark Mode), Active Protocols HUD, and dynamic Transmission stream.

2026.01.18 GAME | REGIS_ASTRA

Combat takes its first form. Attackers and defenders trade blows, and a unit's life falls by whatever damage slips past its defense.

2026.01.15 LAB

Refined the core directive. From here on, everything is an experiment.

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