C
CHRONICLER Reliquary of Stoneport
Player Dispatches & Systems Field Guide

Clear answers to hard mechanical questions.

No boilerplate evasions. Straight technical answers on tick cadence, deterministic rewind mechanics, modular controller bindings, and community match hosting.

Tick Precision & Engine Q-01

How does rollback handle cross-platform desyncs during split-second parries?

Our custom physics simulation operates strictly at a fixed 128Hz step independent of rendering frame-rate. Every player input is buffered through a rolling ring-buffer holding up to 14 frames of confirmed state. If a remote packet arrives out of order, the world rewinds exclusively the physics manifolds, solves collisions deterministically, and re-simulates forward before the next monitor refresh cycle. You never experience animation freezing or teleporting hitboxes.

Verified zero-determinism drift across PC, Steam Deck, and arm64 targets
Community Hosting Q-02

Can squads run dedicated custom servers without central authorization?

Yes. The headless Linux server container is fully independent. You do not need our matchmaking cluster alive to run custom scrim lobbies, local LAN brackets, or modded speedrun circuits.

Docker & Bare-Metal Ready →
Hardware Parity Q-03

What controller input types and polling rates are natively recognized?

DirectInput, XInput, and raw HID protocols run direct on an async thread with true 1000Hz polling capabilities. Leverless controllers, flight throttles, and custom arcade sticks require zero third-party mapper software.

Sub-1ms Poll SOCD Cleaners
Progression Sync Q-04

Are unlocked badges, loadouts, and replays trapped on one device?

No locked walled gardens. Campaign milestones and custom control maps sync via encrypted peer snapshots or optional cloud relays. Replay files are plain JSON logs exportable directly to disk for frame inspection.

Self-contained portable save profiles
Audio Latency Q-05

How do audio cues remain synchronized during high rollback spikes?

Our WASAPI / CoreAudio backend utilizes speculative dynamic pitch shifting instead of dropping audio blocks. Sound cues maintain pitch position and instantly align upon state convergence, eliminating harsh clicking artifacts.

Low-Jitter Synthesis Pipeline
Modding & Assets Q-06

Can communities inject custom stage environments and rule modifiers?

The core engine treats every game rule as an explicit declarative script. Creators can author stage geometry in standard GLTF format, drop custom collision volumes, and distribute match presets through simple package directories. Modded assets are sandboxed from system routines.

GLTF 2.0 Runtime Isolated Memory Bounds
Telemetry Policy Q-07

What telemetry data leaves my local machine during online play?

Only round-trip ping timestamps, packet loss percentages, and crash stack traces (if opted-in). We do not collect behavioral surveillance, peripheral device serials, or background process listings. You can disable all telemetry with one toggle in the configuration menu.

Strict Zero-Tracking Standard
Unanswered Edge Case?

Submit a scenario to the test bench

Our gameplay engineering crew reviews edge case logs directly.

Monitored during active test cycles

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