IDApTIK

If you have to ask, you're already compromised.

Invisible Door: Action Point Trauma Inc. Kickers

An asymmetric two-player infiltration game. One of you goes in. The other keeps you alive from a screen. Neither of you is fully in control, and that is the point.


What this is

IDApTIK is a game about infiltration, deception, and trust, usually misplaced.

One player is the infiltrator: moving through the world, dodging obstacles, bypassing security, staying unseen. The other is the hacker: watching remotely, opening doors, timing elevators, rewiring electronics, cutting the lights, and generally trying to keep the infiltrator breathing.

Control is not shared. It is asymmetric. The infiltrator moves; the hacker watches. If they do not work together, someone gets caught. The recurring problem is that the hacker's competence and the infiltrator's survival are loosely correlated at best.

"Breaking in is easy. Getting back out is harder. Especially when your escape route depends on a hacker who swears he knows what he's doing, right up until he accidentally reboots the entire security grid."

How it plays

Underneath the platforming sits a grounded network simulation, so the hacker is solving a real, legible network rather than pressing a "hack" button.

The two roles share one world. The hacker has a physical presence and real discovery risk; this is not a disembodied support role.

Roadmap

Development runs in vehicle-named phases, smallest viable thing first:

Envelope → Wheel → Skateboard → Bicycle → Chassis → Motorcycle → Computer Game

Tech

The Rust era's stack is being pinned as decisions are made, and each decision is recorded as an ADR under docs/adr/ rather than asserted here and quietly contradicted later.

selected graphical frontend over it (ADR-0008).

Still open: persistence/versioning and the long-term Rust↔Elixir wire encoding.

Layout

crates/idaptik-core     engine-agnostic gameplay truth — the network sim + Ghost Lobby scenario, no rendering
crates/idaptik-ffi      C-ABI surface for Zig/Idris2 consumers (ADR-0001)
crates/idaptik-tui      ratatui/crossterm evaluation frontend + --headless/--replay/--export verifier over core (ADR-0004)
crates/idaptik-bevy     selected Bevy rendering frontend (ADR-0008)
server/                    Elixir: Bandit + Phoenix Channels (ADR-0002)
config/                    Nickel — typed, schema-checked game/network config
docs/adr/                  architecture decision records

just runs the common tasks (just doctor, just test, just run-bevy, just server, just config-check); toolchains are pinned in mise.toml + rust-toolchain.toml.

UMS-authored package proof

The game owns the versioned package and gameplay contracts in contracts/idaptik/v1; Universal Modding Studio consumes them without the game depending on the UMS UI. From the sibling UMS repository, run:

just roundtrip-idaptik

That command compiles the UMS Ghost Lobby profile source, hands the exact temporary artifact to IDApTIK's real package loader, executes a grounded camera uplink, snapshots, restores, replays, and fails unless events and final state match.

Status: that recipe is not yet on any main branch. It and the ums-profiles crate it needs currently exist only on the idaptik-ums-canonical branch agent/idaptik-roundtrip, pending the UMS repository consolidation. What is gated here is the game side of the boundary: crates/idaptik-core/src/package.rs loads, validates, runs, snapshots, restores and replay-checks a package under IDApTIK's own cargo test. The cross-repository round trip runs in no CI.

The current Enaction evidence covers extracted interpolation parity; IDApTIK still uses Bevy's fixed-step accumulator, so no broader timing adoption is claimed.

Licensing

IDApTIK is layered, and each layer is licensed for what it is. The whole project is open and is built to stay open.

LayerLicense
Engine & codeAGPL-3.0-or-later
Game content (art, levels, narrative, character designs, audio)CC-BY-SA-4.0
Names & marks (IDApTIK, IDApTIK, Moletaire)Trademark, all rights reserved

The engine is strong copyleft: anyone who builds on it, including as a hosted service, must share their entire derivative source. The content is free culture: you may use, modify, and even sell derivatives, provided you attribute and keep them under the same share-alike terms.

Contributing

Contributions come in under the Developer Certificate of Origin (DCO 1.1); sign your commits with git commit -s. See CONTRIBUTING.md.

Status

Envelope-stage vertical slice. The deterministic Ghost Lobby simulation, TUI, typed session relay, delay-lockstep netplay, Bevy renderer, and UMS v1 package boundary are implemented and CI-gated. The next milestone is a coherent player-facing Bevy shell with first art, real-window validation, and documented mechanics.


The infiltrator moves. The hacker watches. Try to leave together.