CASTLEDECKS
Behind the game

About Castledecks

An archery and army campaign inspired by BowMaster Prelude, now growing into its own game. Recruit allies, summon a companion, and build your arsenal of ability cards. Castledecks is the current working title.

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Full-scene game HUD

What’s in the current build

Prepare your company at a live war table showing its equipped cards, army contracts and the next field. Choose Crownroad, Wayfarer, seeded practice or Training while retaining each session. The Crownroad atlas presents 30 fields across four illustrated regions, with terrain, enemy intelligence and unlocked replays. On short landscape, the route takes the main workspace and Inspect opens the full mission orders. A separate four-battle Wayfarer charter offers branching routes and its own supplied company. Seeded Skirmish lets you generate a repeatable practice field, choose its landscape and enemy company, and keep its seed code.

Build your company from 12 troop types and a separate companion. Use one full-viewport Deck workspace to discover, browse, compare, acquire and arrange cards. Pick up a real illustrated card to move or swap it into a named action-bar key, or use tap and keyboard placement. Save up to twelve named decks per profile, compare every change and apply owned arrangements together; deck codes preserve them separately from portable campaign files. Empty decks always offer free Basic Arrow recovery. Purchases now accept the exact displayed price, including a zero-gold balance afterward. Army command shows contracts, field slots, reserve recruits and waiting units, with paid recruitment, Auto orders and a fixed Rally line that can be released with Advance. Allied field caps rise to 14, 16 and 18 at the existing campaign milestones. Short-landscape contracts use readable compact rows and separate Auto controls. Every destination opens in preparation before you deliberately start combat.

Crownroad keeps three device-local checkpoint slots and portable campaign files. Reloading restores opening resources or a settled result; soldiers and projectiles do not resume mid-battle. Assisted practice and Wayfarer progress stay separate. The four aiming modes, live high/low arc control and compact phone HUD remain available. Optional guided drills teach real shots, arcs, troop recruitment, elemental counters and companion commands. Controls settings can remap existing keyboard actions, with live help labels and fixed 1–9/0 skill keys.

Work in progress. Actual cloud-browser journeys have covered earned first-battle play and checkpoint reload, assisted cart purchases, direct equipment, paid Army commands, map navigation and compact portrait/landscape layouts. These are specific checks, not a full human campaign or physical Android certification. Extended browser stability, Android touch/lifecycle/performance, native file round trips and original-runtime comparison remain open.
Play campaign Archery lab Assisted playground

Verified milestones

  • Public playable campaign, charter and assisted playground
  • Preserved original recovered; combat statistics compared
  • Arrow launch and integration rules recovered
  • Spatial campaign atlas and illustrated card/army workspaces
  • Full-game replay comparison still pending

Current JavaScript coverage

These systems are implemented in the reconstruction. Original-runtime equivalence is still unverified.

Aiming and firing
Classic/anywhere pull-back, point and auto aim; 33Hz simulation with browser quick-tap retention
IMPLEMENTED
Arrow simulation
33Hz simulation; ordinary gravity 0.3; bounded local gravity assistance for unreachable Auto shots
IMPLEMENTED
Units and battles
All troop families, later enemies, Gorath, flags and neutral towers
30 LEVELS
Campaign progression
25 skills, 12 recruit types, a separate companion, rank/XP and nine-profile save management
IMPLEMENTED

Recovery archive

Primary sourceLostVectors ↗
Original SWF2,685,483 bytes · preserved build
ActionScript versionAVM1 · AS1/AS2 family
Provenance checksumSHA-256 recorded

33 fps · 2000 × 1000 authored stage. Two independently retrieved preserved copies match byte-for-byte. A fresh static audit compared damage formulas, elemental resistances, flying hitboxes and Auto aim semantics. The relationship to the formerly recorded official build remains unverified; full original-runtime replay is still pending.

Preserved SWF SHA-256: 31b8f4035db870f8079965d22b3caef1aac70b79bafc8860a28543dde1658bdb

Code-rendered gameplay frame with new castle and troop artwork on the first battlefield
Early geometry inspection frame with the painted backdrop disabled. This is a code-rendered art review, not a browser screenshot or comparison against Flash.

Scope for this build

Use the preserved game as a mechanics reference while developing the requested recruit roster, companions, and card-style catalog. Original-runtime parity remains unverified; new gameplay rules are documented separately. PvP and custom castles come later.

Original art and sound

The source is used privately to understand behavior. The reconstruction uses independently written code and new or properly licensed art and audio. Original artwork, audio and recovered code are not included.

Open the phone viewport lab ↗