# Reverse Survivors Vampire Survivors, inverted: **you are the horde**. An AI-controlled survivor kites, auto-fires, and levels up on its own. You spend a regenerating pool of souls to spawn grunts, call escalating ring waves, and — once the seals break — summon bosses. Kill the intruder before the 5:00 clock runs out, or watch dawn break on your defeat. ## Play ``` npm install npm run dev ``` - **Rusher / Stalker / Tank / Bomber** — single spawns at a random arena edge. - **Wave N** — a ring formation around the survivor; each call grows and costs more. - **Colossus** (unlocks 1:00) and **Hivemind** (unlocks 2:00) — expensive, on cooldown. The Hivemind births free rushers while it lives. - The survivor gains XP per kill and rolls an upgrade per level (damage, fire rate, speed, vitality, regen, multishot). Time favors it. Pressure early. Where enemies appear is deliberately not yours to choose — the director picks _what_ and _when_; the seeded RNG picks _where_. ## Quality gates `npm run check` = typecheck + lint + tests with coverage. All three must pass; CI runs the same. | Gate | Enforced by | | ----------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 100 % lines / branches / functions / statements | Vitest `coverage.thresholds` hard-set to 100 — the run fails below it | | Strictest typed linting | ESLint 10 flat config: `typescript-eslint` strictTypeChecked + stylisticTypeChecked, `@eslint-react` strict-type-checked, react-hooks (compiler-backed rules), react-refresh, vitest plugin, `--max-warnings 0` | | Strictest compiler | TS `strict` + `noUncheckedIndexedAccess`, `exactOptionalPropertyTypes`, `verbatimModuleSyntax`, `erasableSyntaxOnly`, `noUnusedLocals/Parameters`, and friends | Pinned stack (live-latest at build time): React 19.2.8 · Vite 8.2.0 · Vitest 4.1.10 · ESLint 10.8.0 · typescript-eslint 8.65.0 · TypeScript **6.0.3**. > Why not TypeScript 7? TS 7 is the native (Go) compiler and does not expose the > JS compiler API that typed linting needs — `typescript-eslint@8.65` caps its peer > range at `<6.1.0`. TS 6.0.x is the newest compiler that still type-lints. ## Architecture (what makes 100 % honest) - `src/core/` — the whole game as pure-ish functions over a plain state object. Deterministic: seeded mulberry32 RNG lives _in_ the state; same seed + same action sequence ⇒ identical run. Behavior dispatch uses records instead of switches, and clamping uses `Math.min/max` instead of `if`, so there are no unreachable defensive branches to fake-cover. - `src/render/draw.ts` — draws onto a minimal `Ctx2D` structural interface; tests assert against a typed stub. (This layer's tests are mock-assertion ritual, as warned — the assurance lives in the core suite.) - `src/ui/` — thin React shell. The rAF loop clamps dt to 100 ms and holds its callback in a ref. `App` accepts a `boot` prop as an explicit test seam to reach both endings without simulating five minutes. - `src/main.tsx` is covered too, including the missing-`#root` throw, via `vi.resetModules()` + dynamic import. ## Scripts `dev` · `build` (tsc + vite) · `preview` · `typecheck` · `lint` · `test` · `coverage` · `check` (all gates)