Modern remake / reinterpretation of Dungeon Master built with React, TypeScript, Vite, and React Three Fiber.
Goal: rebuild the original dungeon, systems, and feel as faithfully as possible while keeping the runtime and codebase maintainable.
Live build: dungeon-master.fr
Current local version: v0.9.4
This is now a desktop-first 0.9.4 public build focused on late stabilization, Hall of Fame hardening, and fidelity fixes that tighten the original rules without reopening the core runtime.
Latest v0.9.4 focus:
- shared
Hall of Fameflow was stabilized across client and VPS, with better validation diagnostics, canonical proof signatures, saner long-run acceptance, and cleaner submission UX - victory stats and
Hall of Famepresentation were improved, including compact formatting for large counters, clearer confirmation flow, and title-screen access to detailed shared runs Hall of Famerun inspection now opens a proper detailed stats view on click instead of relying on hover-only summaries- original magic rules were tightened further: rune mana is now spent on click with no refund on cancel, and rune mana tables were rechecked against original sources
- charge-bearing items and
Magical Boxeswere recaled closer to original behavior, including proper depletion or consumption and clearer empty-state feedback - run stats are now more reliable and readable, with cleaner per-spell labels and better per-creature tracking for new runs
Already in place:
- 3D dungeon exploration with original map layout and grid movement
- champion recruitment, inventory, equipment, HUD, champion sheets, drag and drop
- creatures, melee/ranged combat, projectiles, spells, lighting, hunger, thirst, sleep
- doors, pits, teleporters, fountains, wall interactions, mirrors, altars
- save / resume of mutable runtime state
- endgame path through Firestaff completion, Lord Chaos fusion, and victory
Still open:
- a smaller pass of UX and visual polish
- quick cross-browser / desktop-size verification for the end screens and shared
Hall of Fame - selective performance work only if long play sessions show real pain
Next useful priorities:
- keep fixing only issues found in real play, not by reopening solved subsystems
- treat profiling as optional unless a measured runtime pain point reappears
npm install
npm run devUseful commands:
npm test
npm run buildsrc/
components/ UI and dungeon rendering
data/ Runtime data loaders and gameplay-facing reference helpers
engine/ Rules, runtime systems, store wiring, persistence, sounds
i18n/ Translation dictionaries
types/ Shared types
src/assets/runtime/
dungeon/ Runtime bootstrap + one map file per level
db/ Runtime game_db slices
support/ Runtime support data such as wall overlays
assets/OriginalDataExtraction/
sourceCode/ Original-source references
output/ Generated extraction and audit outputs
scripts/ Extraction and comparison tooling
docs/
PROJECT_STATE_INDEX.md Which doc answers which question
NEXT_PHASE_PLAN.md Current open work only
REMAKE_STATUS.md Compact project memory
RC_FINISH_PLAN.md Short finish plan for the current 0.9.x stabilization pass
Thanks to:
The original team:
- Publisher: FTL Games
- Director: Doug Bell
- Producer: Wayne Holder
- Designer: Doug Bell
- Programmers: Doug Bell, Dennis Walker, Mike Newton
- Artist: Andrew Jaros
- Composer: Wayne Holder
The fans and preservation community:
- the Dungeon Master community
- the Dungeon Master Encyclopaedia
- the ReDMCSB project by Christophe Fontanel
- the Swoosh Construction Kit ecosystem and related reverse-engineering tools
Special effects :
Playtesting help:
- Hydro338 for playtesting, bug reports, and ongoing feedback
This is a non-commercial tribute, reconstruction, and study project. It is not an official product.