- Removed `ciTargetName` from `nx.json`. - Updated `package.json` to include new dependencies: `@types/seedrandom`, `fast-check`, `happy-dom`, and `@nestjs/schedule`. - Modified `pnpm-lock.yaml` to reflect the addition of new packages and their versions. - Improved project documentation in `PROJECT_CONTEXT.md` to clarify the use of Zod schemas and Angular framework decisions. - Introduced new Angular components and patterns in the `.agents/skills/frontend-angular` directory, including examples and reference materials for Angular 21+ features.
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Fog Expedition — Project Context
A Twitch extension that runs an autonomous, tick-based ZPG (zero-player game) inspired by Progress Quest, themed around a Dead by Daylight–style survival fiction. Viewers watch (and lightly direct) a survivor venturing into "the fog" while a streamer plays.
This document is the canonical context for the project. Read it before starting any non-trivial work. AI assistants (Claude Code, Cursor, etc.) should treat this as authoritative — if something here conflicts with assumptions in your training data, this document wins.
1. Product summary
- What it is: A Twitch Video Overlay extension. A small "lantern" sits on the streamer's broadcast; viewers see a survivor's mission unfold as a live log of encounters resolved every 60 seconds.
- Why it exists: Ambient stream entertainment. The streamer plays their game; the extension layers a parallel narrative driven by viewer participation without competing for attention.
- Core loop: Viewer's survivor enters a mission → server resolves an encounter every 60s using survivor stats + perks + RNG → log line streams to all viewers' overlays → mission ends in success/injury/sacrifice → progression updates persist.
- Multiplayer: "SWF" (Survive With Friends) groups of 2–4 survivors run shared missions with team perks and synchronized outcomes.
2. Architecture overview
Twitch Video Overlay (panel) NestJS API (EBS)
├── Lantern + ticker (minimised) ├── /missions/* REST endpoints
├── Ambient event card ├── Twitch JWT auth guard
└── Expanded survivor + log card ├── Tick engine (60s heartbeat)
├── Encounter resolver (pure)
├── Group synergy service
└── PubSub publisher
│ │
└────────── HTTPS + JWT ────────────────┘
│
┌─────────────┴─────────────┐
│ │
Postgres Redis
(durable state: (active missions,
users, survivors, lobbies, tick locks,
missions, logs) rate limiting)
│
Twitch Extension PubSub
(server → viewer push)
Stack
- Monorepo: Nx workspace, pnpm package manager.
- Backend: NestJS (Node 20+, TypeScript). Modules: Auth, Missions, TickEngine, PubSub.
- Frontend (overlay): Reconsider the original Angular choice — the overlay UI is a single component with three states. Vanilla TypeScript + Lit (or hand-rolled) is likely a better fit. Smaller bundle = easier Twitch review. Decide before starting Stage 2.
- Datastores: Postgres (durable), Redis (ephemeral mission state, locks, lobbies).
- Infra: Docker Compose for local dev. Devcontainer for editor environment.
- Shared types:
@fog-explorer/api-interfaceslibrary, consumed by both apps. Use Zod schemas, not just TS types — runtime validation matters at the EBS boundary.
3. Twitch-specific constraints (read carefully — these shape architecture)
Extension type
This is a Video Overlay extension, not a Panel extension. Configure the manifest accordingly. Streamers configure position; default to bottom-left.
JWT and auth
- Twitch extension JWTs use HS256 with the base64-decoded shared secret. Not RS256.
- Roles in the JWT:
viewer,broadcaster,external(server-to-server). Treat them differently. Rejectbroadcasterfor write actions unless explicitly streamer-only. opaque_user_idstarts withUfor logged-in viewers,Afor anonymous. Anonymous viewers cannot have persistent survivors — they get a read-only view of the active mission.
PubSub
- 1 message/sec per channel for broadcaster messages. Max 5KB payload. No delivery guarantees.
- Treat PubSub as a "hint to refresh" rather than authoritative state. Viewers who load mid-tick must be able to fetch state via REST.
- Batch all updates for a channel into a single PubSub message per tick.
- Frontend store must reconcile, not just append.
HTTPS requirement
The EBS must serve HTTPS, even locally. Use Caddy or mkcert + Node TLS for dev.
Review process
- Twitch reviews every version manually. 1–3 week cycles. Plan for this; build for the review checklist from day one.
- CSP rules: no inline scripts, explicit allowlist for the EBS domain.
- No fingerprinting. GDPR-compliant handling of obfuscated user IDs.
- Working logged-out viewer experience is mandatory.
- Overlays must not obscure meaningful gameplay pixels. Streamer must have a kill switch.
4. Design direction
Aesthetic
"Field journal in the fog." Muted desaturated palette, single warm accent (lantern amber #E8A547), cold red for danger (#C03A3A). Flat, printed, slightly weathered. No gradients, no drop shadows.
Typography
- Survivor names: condensed serif or slab (e.g. Cormorant). Grim-tarot feel.
- Live log: monospace (e.g. JetBrains Mono, IBM Plex Mono). Reinforces "transmission from the fog."
- UI chrome: clean sans.
Three overlay states
1. Minimised (default, ~95% of viewing time) — ~290×56px
- Circular lantern badge (~48px), state-coloured ring: amber=active, ochre=injured, red=sacrificed.
- Adjacent ticker showing the single latest log line in monospace, ellipsis truncation, no scrolling feed.
- Background:
rgba(15, 18, 22, 0.88)— opacity ≥80% is non-negotiable for legibility over arbitrary stream content.
2. Ambient event (~290×92px, ~4s auto-dismiss)
- Triggers only on significant events: injury, sacrifice, mission complete, perk acquired. Not every tick.
- Slides up from the lantern with the event glyph and a one-line description.
- Use sparingly — overuse drives streamers to disable.
3. Expanded (lantern click) — ~320×440px
- Survivor card (portrait, name, state, perk slots).
- Mission strip (name, difficulty as 1–3 fog-glyphs, T+N tick counter, draining progress line).
- Live log with progressive opacity (older lines fade).
- Single primary action button at the bottom when relevant; hidden when no action available.
- Backdrop dim/blur behind it to read against any stream content.
Motion budget
Almost zero. Slow tick-drain animation, fade-in per log line, brief pulse on state changes, summon/unfold for the expanded card. Nothing else. Twitch viewers mute or hide animated panels.
Accessibility
- Never encode state in colour alone. Vertical bar on survivor card changes shape (solid/dashed/crosshatched) per state. Log line colours are backed by glyphs.
- All custom monochrome glyphs (no emoji). Three glyphs minimum: difficulty pip, injury wound, perk-triggered.
Group/SWF mode
Expanded card collapses the survivor section to a horizontal row of 4 portraits with state-coloured borders. The currently-resolving survivor highlights when their log line appears. Tap a portrait to expand detail. Not yet mocked — design before Stage 3 group logic.
Streamer config screen
Separate from the viewer overlay. Live preview of the lantern in all four corner positions, one-click positioning, kill switch. Streamers who feel in control keep extensions installed.
Empty/onboarding states
- First-time viewer: moody intro card, fog-shrouded silhouette, "The fog stirs. Awaiting a survivor." + Begin button. Only chance to explain what the extension is before they bounce.
- Anonymous viewer: desaturated lantern, no ticker, click to learn more. Don't hide the panel.
5. Build stages
Stage 1 — Workspace & infrastructure
- Initialise Nx workspace with TypeScript,
@nx/angular(or@nx/jsif dropping Angular),@nx/nest,@nx/node. - Generate apps: overlay frontend, NestJS API.
- Generate
@fog-explorer/api-interfaceslib with Zod schemas forSurvivor,SurvivorState,Mission,MissionState,EncounterResult,Perk,PerkModifier. - Configure
@nx/enforce-module-boundarieswith project tags (scope:shared,scope:api,scope:overlay). AI assistants love to reach across libraries with relative imports — enforce early. - Root
docker-compose.yml: Postgres (namedfog_expedition, healthcheck), Redis, optional API service. .devcontainer/directory with config (see Section 7).
Stage 2 — Overlay frontend
- Decide framework first (Angular vs Lit vs vanilla). Smaller is better for review.
PanelShellComponentmounting only afterwindow.Twitch.ext.onAuthorizedfires.LiveLogComponent,SurvivorStatusComponent, lantern + ticker components for the three states.TwitchAuthService: wrapsonAuthorized,onContext,onVisibilityChanged. Stores JWT and parsed payload.EbsApiService: attachesAuthorization: Bearer <jwt>to all calls. Uses@fog-explorer/api-interfacestypes.MissionStateStore: signals or BehaviorSubject. Pulls initial state from REST, subscribes to PubSub for deltas.- Visibility lifecycle: when overlay is hidden via
onVisibilityChanged, stop PubSub processing and polling, but retain local state for instant re-expand. - Ambient event queue: if events fire while collapsed, drop them and show current state on expand. Don't replay old drama.
Stage 3 — Mission engine
TickEngineModulewithTickServiceusing@nestjs/schedule. Global heartbeat per server, but jitternextTickAtper mission to avoid thundering herd. Each mission has its own due time; worker picks up due ones.- Distributed lock pattern:
SET key value NX PX <ttl>with unique token, verify token before release. Or use Redlock. NaiveSETNXwithout TTL = stuck tick on crash. - Encounter resolver — pure function in
libs/mission-logic. SignatureresolveEncounter(survivor, perks, difficulty, seed) → EncounterResult. Use seeded PRNG (seedrandom), notMath.random(). Store seed per tick inmission_logsfor replay/debug. EncounterServicecalls the resolver, updates state, emits log events.GroupSynergyServiceaggregates each participant's survivor perks for SWF missions, applies combined modifiers to all relevant rolls.MissionStorerepository abstracting Redis. Keys:active_mission:{id},mission_lobby:{id}.
Stage 4 — EBS persistence
MissionsController:POST /missions/start,GET /missions/state,POST /missions/choose-perk. DTOs from@fog-explorer/api-interfaces.TwitchAuthGuard: HS256 JWT verification, attachopaqueUserIdandchannelIdto request. Reject expired or wrong-role tokens.- Postgres schema (TypeORM or Prisma — pick one and stick to it):
users(id, twitch_opaque_user_id, created_at)survivors(id, user_id FK, stats JSONB, perk_slots JSONB, state, created_at)missions(id, group_id nullable, difficulty, status, started_at, ended_at)mission_logs(id, mission_id FK, tick_index, encounter_key, rendered_text, seed, modifiers_applied JSONB)
- Migrations from day one. No "I'll add migrations later."
TwitchPubSubService: signs messages with extension client ID + secret, publishes per-channel updates per tick.- Rate limit
/missions/statekeyed off JWTuser_id. A buggy panel could hammer it.
Stage 5 — Content library & balance
@fog-explorer/encounter-librarywithencounters.json. Records keyed by ID (cleanse_hex,escape_hatch, etc.) with: base success chance, difficulty tags, perk tags, flavor text variants (target 200+ per encounter type — this is the editorial product).- TS wrapper:
getEncounterById,getRandomEncounterByTier,pickFlavor(encounter, context). - Version the encounter content. In-flight missions use the version they started with; don't hot-swap.
PerkMathhelper: aggregates additive/multiplicative modifiers, separates survivor-level from team-level. ClampP{success}to sane bounds.- Property-based tests with
fast-checkon the resolver. Example tests pass while edge cases (modifier overflow, negative probabilities, empty perks) silently break. - Monte Carlo balance harness in CI. Simulate 10k missions across perk loadouts. Snapshot test on success/injury/sacrifice distributions. Catches AI-generated balance numbers that feel reasonable but produce degenerate gameplay.
6. Cross-cutting concerns
Observability
- Structured logging (pino) with correlation IDs:
missionId,tickIndex,channelId,opaqueUserId. From day one. - OpenTelemetry on the Nest side. Cheap to add upfront, painful later.
- Tag every log line emitted by the encounter resolver with the seed used. Debugging mission desyncs without this is misery.
Data retention
mission_logswill grow fast. Plan archival: partition by month, or TTL completed missions older than N days.
Local dev without Twitch
- Add a
NODE_ENV=developmentflag where the overlay mints a fake JWT and the API accepts it. 10× faster iteration than rigging the Twitch local test harness for every change. Strictly dev-only — assert and fail loudly if seen in prod.
Monetisation seam
- Bits/transaction JWTs use a different flow. Even if not implementing now, stub the seam. Future Bits-driven mission events will be a small addition rather than a refactor.
7. Dev environment
Host setup
- Windows + WSL2 + devcontainer. No dual-boot needed. Stack has no kernel/GPU dependencies; bare-metal Linux gives no measurable benefit and adds context-switch friction.
- Code lives in WSL2 filesystem (
~/code/fog-expedition), not on/mnt/c/. The 9P boundary is 10–20× slower for filesystem ops; Nx with thousands ofnode_modulesfiles will feel sluggish if mounted from Windows. - VS Code with Dev Containers extension. Open the repo via Remote-WSL, then "Reopen in Container."
Devcontainer config
.devcontainer/devcontainer.jsonreferences the rootdocker-compose.ymlplus adocker-compose.dev.ymloverlay that adds the workspace service.- Features:
docker-outside-of-docker(lets the container run Docker commands against the host daemon — better than docker-in-docker),github-cli. forwardPorts: 3000 (API), 4200 (overlay dev server), 5432 (Postgres), 6379 (Redis).postCreateCommand: pnpm install.- VS Code extensions to preinstall: Nx Console, ESLint, Prettier, Jest Runner.
Twitch dev rig integration
- The Twitch dev rig is an Electron app on the Windows side. It needs to reach the API.
- Bind Nest to
0.0.0.0, not127.0.0.1. WSL2's localhost forwarding handles WSL2 → Windows;forwardPortshandles container → WSL2. - HTTPS for EBS even locally. Add a
caddyservice to dev compose for TLS termination — three lines of config, avoids fiddling with Node TLS.
File watching
- Nx file watchers use inotify. Inotify is unreliable on
/mnt/c/. Inside WSL2 / devcontainer Linux filesystem, it works fine. This is another reason to keep code off the Windows drive.
8. AI-assisted build conventions
This project is being built with heavy AI assistance. A few conventions to keep things sane:
- Lock the contracts before generating implementations. Finish
@fog-explorer/api-interfaces(Zod schemas, not just TS types) before generating controllers/services. AI is great at filling in implementations against tight contracts, terrible at maintaining consistency when types drift. - OpenAPI generation from Nest decorators. Keeps the overlay client in sync automatically. Worth setting up Stage 1.
- Property-based tests on pure functions. Especially the encounter resolver. AI-generated example tests pass while edge cases break.
- Monte Carlo balance harness as a snapshot test. AI invents plausible-looking numbers that produce degenerate gameplay. Catch it in CI.
- Module boundary enforcement.
@nx/enforce-module-boundarieswith project tags. AI loves cross-library relative imports. - No hidden state in conversations. Anything decided in chat that affects the codebase goes into a doc — this one, an ADR, or a code comment. Future-you and future-AI both need it.
9. Open decisions
Things deliberately not decided yet — flag them when you reach them:
- Overlay framework: Decided — Angular. See ADR-0008.
- ORM: TypeORM vs Prisma vs Drizzle. Pick one before any DB code is written.
- Group/SWF expanded UI: designed conceptually, not mocked.
- Streamer config screen: designed conceptually, not mocked.
- Custom glyph set: placeholder Tabler icons used in mocks; commission three monochrome glyphs (difficulty pip, injury wound, perk-triggered) before submitting for review.
- Hosted EBS domain: required for Twitch review. Decide hosting (Fly.io, Railway, AWS, etc.) before Stage 4.
10. Out of scope (for v1)
- Bits-driven mission events (stub the seam, don't build).
- Multiple survivors per user (one survivor per user, who replaces them on death).
- Cross-channel persistence (survivors are scoped to the channel they were created on, for now).
- Mobile app (the Twitch mobile app renders extensions, but design-validate at desktop first).
- Streamer-customisable encounter content (single canonical content library for v1).