141 Commits
v2.2.0 ... main

Author SHA1 Message Date
Eric
d04e1f3601 Merge PR #597: cross-origin isolation for embedded HermesWorld (threading parity)
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fix(workspace): cross-origin isolation for embedded HermesWorld (threading parity with web client)
2026-06-05 20:46:46 -04:00
Aurora
1811418fd7 fix(workspace): add COOP+COEP (credentialless) headers so embedded HermesWorld WebGL keeps SharedArrayBuffer multithreading — matches standalone web client latency/perf instead of dropping to single-threaded in the iframe 2026-06-05 20:42:09 -04:00
Eric
fe1cbe7221 Merge PR #596: embed HermesWorld v1 web client in Workspace
feat: embed HermesWorld v1 web client in Workspace
2026-06-05 20:08:59 -04:00
Aurora
51fc76611e feat(hermesworld): embed v1 web client (play.hermes-world.ai/play/web) in workspace — real in-app iframe replacing open-in-tab placeholder, with loading veil + fallback + open-full affordance 2026-06-05 20:04:41 -04:00
Eric
f547ca1c4e Merge PR #595: Workspace shakedown — 23 PRs + ~17 issue fixes (2026-06-05)
Overnight PR shakedown: integrate validated fixes (2026-06-05)
2026-06-05 17:55:29 -04:00
Aurora
40ad61ea6b docs: pairing/setup flow — dashboard on 9119, verify /api/sessions before starting another gateway, Codex auth (codex login + Hermes import) for gpt-5.4 default 2026-06-05 17:51:51 -04:00
Aurora
fab418b9fe docs: cycle 17 — Echo Studio Labs gating integrated, backlog exhausted 2026-06-05 17:27:11 -04:00
Aurora
8eec98f257 feat(workspace): gate Echo Studio scaffold behind off-by-default Labs toggle
Echo Studio (integrated from #457 in cycle 2b) was always-visible in the
chat sidebar and mobile hamburger nav. It's a scaffold/prototype, so surface
it only when opted in.

- add experimentalEchoStudio: false to StudioSettings + defaults
- new Settings > Labs (experimental) section with a Switch
- chat-sidebar + mobile-hamburger filter the Echo Studio nav item by the flag
2026-06-05 17:25:10 -04:00
Aurora
9c31f52623 docs: round 2 gap-close status 2026-06-05 17:00:35 -04:00
Aurora
cb054c59d0 fix(workspace): close round-two issue gaps 2026-06-05 16:56:08 -04:00
Aurora
4b9c7bd9a4 docs: cycle 16 — no-op, stashed found uncommitted feature batch, backlog exhausted, build green 2026-06-05 16:44:21 -04:00
Aurora
0f0e9554c4 docs: cycle 15 capability reporting fix status 2026-06-05 15:54:29 -04:00
Aurora
d861fb097e fix(capabilities): separate optional gaps from missing APIs 2026-06-05 15:52:28 -04:00
Aurora
b8e8ef6893 docs: cycle 14 — L7 issue-fix lane pushed (#594, #570/#573, #473), PR body updated, build green 2026-06-05 15:51:40 -04:00
Aurora
ca5792eafb fix(models): merge live OpenAI-compatible catalogs from configured base_url proxies (#473)
/api/models now reads provider base_url + api_key entries from config.yaml and
fetches their /v1/models (60s cache, 3s timeout, server-side keys only), merging
them into the picker so configured upstream proxies restore dynamic discovery.
2026-06-05 15:49:22 -04:00
Aurora
eab27ac3bf fix(sessions): guard /api/sessions against non-JSON (HTML) responses (#570, #573)
fetchSessions now sends accept: application/json, verifies the content-type is
JSON before parsing, and validates the response shape. When an auth/proxy layer
intercepts /api/sessions and returns HTML, the user gets a clear error instead
of a React crash from JSON.parse on '<!doctype html>'.
2026-06-05 15:49:22 -04:00
Aurora
9e1b0b0fe9 fix(ui): auto-recover ErrorBoundary from React DOM reconciliation crash (#594)
When React throws 'Failed to execute insertBefore/removeChild ... not a child
of this node' (stale DOM/runtime mismatch on navigation), the ErrorBoundary now
clears service-worker + cache-storage and reloads once (30s TTL guard to avoid
reload loops) instead of leaving the user on a dead error screen.
2026-06-05 15:49:22 -04:00
Aurora
04418b1069 docs: cycle 13 — no-op, backlog exhausted, synced stale remote ref, build green 2026-06-05 14:46:22 -04:00
Aurora
fb1c732858 docs: cycle 12 — no-op, backlog exhausted, branch in sync, build green 2026-06-05 13:42:58 -04:00
Aurora
d27085d275 docs: cycle 11 — no-op, backlog exhausted, branch in sync, build green 2026-06-05 12:39:24 -04:00
Aurora
d1f9d65e8e docs: cycle 10 — pushed L6 issue fixes (#583 #552 #569) + updated PR #595 body 2026-06-05 11:35:17 -04:00
Aurora
bab940934e docs: L6 issue-fix lane status (3 fixed, 1 skipped) 2026-06-05 11:17:29 -04:00
Aurora
cf16f9a5fe fix(#569): merge providers.*.models and model_aliases from config.yaml
The Workspace model picker only saw entries from ~/.hermes/models.json,
the gateway /v1/models endpoint, and local provider discovery (Ollama,
Atomic Chat). Hermes Agent's actual catalog lives in ~/.hermes/config.yaml
under providers.<id>.models, providers.<id>.model, and model_aliases.
In setups where /v1/models intentionally returns only 'hermes-agent',
this meant the picker showed maybe 4 models out of the ~60 the user
had configured.

Add readClaudeConfigCatalog() to /api/models that walks providers.*.models
(strings or {id,name,provider} objects), each provider's default model,
and model_aliases (mapped to {id: alias, target: '<provider>/<model>'}).
Merge those entries via mergeModelEntries() so existing dedup and ordering
behavior is preserved, and append '+config.yaml' to the source label so
the UI/debug can tell where models came from.
2026-06-05 11:15:10 -04:00
Aurora
0a6d1bccb0 fix(#552): release stick-to-bottom on any upward user scroll
The chat viewport previously only released stick-to-bottom when the
user scrolled up AND was already more than 200px from the bottom.
While reading near the end of a streaming response, any upward scroll
inside the bottom 200px did nothing — the ResizeObserver then yanked
the viewport back to the bottom on the next streaming chunk, producing
the 'can't scroll up' tug-of-war reported in #552.

Fix: any user-initiated upward scroll releases stick-to-bottom
immediately. Re-stick only when the user has stopped scrolling up
AND is at the bottom (<=NEAR_BOTTOM_THRESHOLD). Applied symmetrically
in ChatContainerRoot (handleScroll) and in chat-message-list's
handleUserScroll mirror.
2026-06-05 11:13:30 -04:00
Aurora
40828fc30d fix(#583): add Google (Gemini) to model provider selection
The model-config provider dropdown in the Providers settings screen
(also shown in the in-chat Providers dialog) only offered Custom,
OpenRouter, Anthropic, and OpenAI. Despite docker-compose exposing
GOOGLE_API_KEY, users could not select Google/Gemini as a provider
without hand-editing config. Add 'google' to ModelProviderOption and
MODEL_PROVIDER_OPTIONS (label 'Google (Gemini)'), and register 'google'
as a known provider prefix so google/* model ids strip correctly.
2026-06-05 11:03:50 -04:00
Aurora
6912b95ebc docs: cycle 9 status — backlog exhausted, branch re-validated green 2026-06-05 10:27:40 -04:00
Aurora
26da8fa9b3 docs: cycle 8 status — backlog exhausted, branch re-validated green 2026-06-05 09:49:22 -04:00
Aurora
e9915ff43e docs: cycle 7 status — backlog exhausted, branch re-validated green 2026-06-05 08:46:44 -04:00
Aurora
dc901c2a7a docs: cycle 6 status — backlog exhausted, branch re-validated green 2026-06-05 07:44:01 -04:00
Aurora
5b0d53c611 docs: cycle 5 status — backlog exhausted, branch re-validated green 2026-06-05 06:41:01 -04:00
Aurora
7eb58ab2a9 docs: cycle 4 status log for overnight PR shakedown 2026-06-05 06:03:11 -04:00
Aurora
5271ca9ad3 PR #543: chat UIX/UX fixes — thinking indicators, message dedup, streaming stability (JohnGuidry)
Addresses #572 (double chat responses) + #561 (stuck Thinking indicator).
Adds optimistic-message-reinject hook, vite loadEnv→process.env bridge for SSR
bearer token, dedup + streaming stability. eslint --fix on touched files
(net lint errors 1700→1588). Build GREEN, test 33 fail/694 pass (zero regressions).
2026-06-05 06:01:21 -04:00
Aurora
ef2e4ba02b PR #589: fix native Conductor dispatch and stale terminal state (Battlelamb)
Resolved swarm-dispatch.ts conflict by taking buildHermesChatQueryArgs helper
(correct -q prompt adjacency). Adds 8 passing regression tests for native
dispatch/runtime + terminal active-mission persistence. eslint --fix on touched files.
2026-06-05 05:58:15 -04:00
Aurora
8d3c400f83 docs: cycle 3 status log for overnight PR shakedown 2026-06-05 05:14:42 -04:00
Aurora
b22d9d5025 lint: autofix import sorting + type-only imports in PR #579 files 2026-06-05 05:12:17 -04:00
Aurora
287eef5c62 PR #579: Windows Electron desktop build compatibility (prasairaul-del); native worker process fallback for non-tmux platforms 2026-06-05 05:09:58 -04:00
Aurora
1e817d919c docs: cycle 2b status log 2026-06-05 04:40:50 -04:00
Aurora
552ee7c986 PR #457: add Echo Studio dashboard builder scaffold (waylonkenning); closes #447; dropped e2e spec (no @playwright/test in CI, matches existing e2e exclusion) 2026-06-05 04:39:47 -04:00
Aurora
e6752046ad PR #450: add external memory provider browser (kiosvantra); routeTree regenerated 2026-06-05 04:37:34 -04:00
Aurora
b95137bff7 docs: cycle 2 status log for overnight PR shakedown 2026-06-05 04:35:49 -04:00
Aurora
96b727416f lint: autofix new agent-bus files (PR #477) 2026-06-05 04:32:30 -04:00
Aurora
35f44176c2 fixup: restore /plugins description to satisfy slash-command-menu test (PR #523 regression) 2026-06-05 04:30:03 -04:00
Aurora
e9a4935a70 PR #429: per-profile skills toggle in Skills screen (cypres0099); routeTree regenerated 2026-06-05 04:28:01 -04:00
Aurora
61ed3b5898 PR #477: add Agent Bus operations panel (ovelhatdai) 2026-06-05 04:26:26 -04:00
Aurora
782c23dbca PR #545: load files into Monaco editor with download/open actions (rmnelson) 2026-06-05 04:25:17 -04:00
Aurora
d05113b3cd PR #523: sync slash commands with gateway registry (mwaxman1) 2026-06-05 04:25:16 -04:00
Aurora
bac192d834 PR #568: add CODEOWNERS for auth, security, CI/CD, Docker paths (Rookied-AI) 2026-06-05 04:25:00 -04:00
Aurora
3fac6bfbff docs: cycle 1 status log for overnight PR shakedown 2026-06-05 03:58:46 -04:00
Aurora
611359b943 PR #550: surface kanban state in workspace dashboard (janishohbergs85-star) — addresses #570; restored null-guards in normalizeCron that PR removed 2026-06-05 03:55:58 -04:00
Aurora
58b5cba680 PR #544: ignore stale runs + Background runs panel (rmnelson) — addresses #561 stuck Thinking 2026-06-05 03:53:27 -04:00
Aurora
afadf846d5 PR #593: hydrate Operations system prompt from profile config or SOUL (antoineayoub) 2026-06-05 03:51:01 -04:00
Aurora
49d7e6c9ad PR #575: make swarm router dispatch nonblocking + use runtime bearer token (im-khang); export getBearerToken from openai-compat-api to satisfy import 2026-06-05 03:49:59 -04:00
Aurora
a63fcb3618 PR #586: upgrade MiniMax default model to M3 (octo-patch) — fixes #586; PR #581: report real CPU utilization and macOS-aware memory (mikecourt) 2026-06-05 03:48:18 -04:00
Aurora
1eb7dd3b6e PR #539: add Gemini provider to usage tracker (nora-ellis-ai); PR #527: use loopback for session-send fire-and-forget (antmoev); PR #577: accept OpenAI-style list shape for gateway sessions/messages (morganjppeach) — relates to #573 2026-06-05 03:45:59 -04:00
Aurora
0e1ac3ac7e PR #553: prevent path traversal via crafted upload filename (sebastiondev) — fixes #553 path traversal 2026-06-05 03:44:01 -04:00
Aurora
515cb5c9de PR #540: detect hermes binary for auto-start (monoboard25); PR #567: fix swarm-dispatch CLI flag order + missing prompt arg (MGAura) 2026-06-05 03:42:55 -04:00
Aurora
6df23d8b4f PR #592: isolate Hermes home in model tests (shivamrecords) 2026-06-05 03:41:49 -04:00
Eric
7f845bc929 Merge pull request #526 from outsourc-e/fix/512-stream-drop-detection
fix(streaming): detect premature connection close and surface error
2026-05-24 13:27:17 -04:00
Eric
fdf9905c96 Merge pull request #525 from outsourc-e/fix/505-506-chat-compaction-salvage
fix(chat): prevent prompt duplication and response loss after compaction
2026-05-24 13:25:31 -04:00
Aurora release bot
77aae80707 fix(streaming): detect premature connection close and surface error to user
When a reverse proxy (e.g., Tailscale Serve, nginx) closes the SSE
connection after an idle timeout, the reader returns { done: true }
cleanly. Previously this was treated as a successful completion, causing
the thinking indicator to disappear and a retry button to appear with
no error message — silently discarding any in-progress backend work.

Now: if the stream ends without a 'done' event AND no response text was
received while in 'accepted' or 'active' phase, call markFailed() with
a clear message instead of finishStream(). This surfaces an error toast
and persists the error state so the user knows what happened.

Fixes #512.

Validation: pnpm build passes, use-streaming-message tests (4/4) pass.
2026-05-24 12:55:02 -04:00
Aurora release bot
a2d0bbaf12 fix(chat): prevent prompt duplication and response loss after compaction
Fixes #505 and #506.

#505 — Assistant response disappears after auto-compaction:
- Capture the just-completed assistant message from the realtime buffer
  BEFORE clearing it and invalidating the query cache.
- After background refetch, if compaction dropped the message count and
  the assistant message is no longer present, re-inject it.

#506 — Submitted prompt reappears after assistant response:
- Update isOptimisticUserMessage to return false for sent/done messages,
  preventing confirmed messages from being re-persisted as pending.
- Clear __optimisticId in onStarted callback so the message is no longer
  treated as optimistic after server confirmation.

Salvaged from contaminated PR #524 (which included unrelated HermesWorld
game assets). Only the targeted chat fixes are included here.

Validation: pnpm build passes. Pre-existing test failures unrelated.
2026-05-24 12:28:54 -04:00
Eric
a47846d354 Merge pull request #509 from farzandalaee/fix/workspace-cron-hermes-bin
fix: harden workspace cron jobs path and delivery targets
2026-05-24 12:23:58 -04:00
Eric
4059de000c fix(conductor): mobile rendering — double header, missing tab bar, CONDUCT truncation (rebased #446) (#521)
* fix(conductor): mobile rendering — add overflow-y-auto, remove justify-center, responsive OfficeView

Three rendering bugs fixed in the Conductor component:

1. Missing overflow-y-auto on active, preview, and complete phase
   containers — content was silently clipped instead of scrolling
   on mobile viewports.

2. justify-center on the active phase flex column main container
   fought with natural top-to-bottom flow when content overflowed.

3. OfficeView fixed at h-[360px] on mobile — changed to
   max-h-[clamp(200px,40vh,360px)] so it adapts to viewport height.

Fixes #445

* fix(conductor): home page header badge truncation and mission row mobile layout

- Replaced absolute-positioned action buttons with flex layout using
  flex-1 spacers — prevents the Conductor badge from overlapping with
  the action buttons on narrow screens.
- Added truncate to badge text and shrink-0 to the green dot for
  graceful overflow.
- Hid token count column on mobile in recent missions rows to give
  the mission title more room (reduces truncation).
- Reduced gap and fixed-width column sizes slightly for tighter mobile
  layout.

* fix(conductor): handle native-swarm mode in hook — was falling through to dashboard logic with null session key

The ConductorSpawnResponse type declared native-swarm mode but the
sendMission handler had no case for it. When the server returned
mode: 'native-swarm', the hook fell through to the dashboard fallback
with null sessionKey/sessionKeyPrefix/missionId/jobId, throwing a
generic error.

Now native-swarm is handled with its own branch that:
- Sets missionId and jobId for mission status polling
- Uses missionId as the orchestrator session key proxy
- Sets descriptive plan text about swarm workers
- Immediately transitions to running phase

Also added the assignments field to ConductorSpawnResponse type.

* fix(conductor): infinite retry on mission status query — native-swarm missions could get stuck

The missionStatusQuery used default react-query retry (3 attempts),
which could exhaust before the SwarmMission store had created the
mission record. For native-swarm missions, the dispatch is async
(void-promise), so the GET /api/conductor-spawn?missionId=... call
could arrive before the swarm mission was stored, returning 404.

With retry exhausted, the query stopped polling and the mission
remained stuck in the 'running' phase forever.

Changed to retry: Infinity with exponential backoff
(2s, 4s, 8s capped at 10s) so the query keeps polling until the
swarm mission is available.

* fix(conductor): mobile rendering — double header, missing tab bar, CONDUCT truncation, bottom padding

* fix(conductor): remove md:justify-center on home page to prevent content clip

The home page Conductor view used md:justify-center on the main container,
which vertically centers flex content in the available space. When content
height exceeds viewport height, flex centering pushes the top off-screen
(y=-51px), clipping the Conductor badge and header.

Fix: remove md:justify-center so content starts at justify-start (y=24px),
keeping the badge and header visible. Only the home phase had this class;
preview, active, and complete phases were already justify-start.

* fix(conductor-gateway): start session key resolver when prefix is present even without initial sessionKey

When the dashboard returns a sessionKeyPrefix without a sessionKey
(session hasn't resolved yet), the async session key resolver at
line 1581 was gated on both . Since
orchestratorKey was null in this case, the resolver never started
and the session key was never resolved.

Fix: remove the orchestratorKey check — the resolver only needs the
prefix to start polling for a matching session.

* fix(dashboard): prevent OpsStrip text overlap & extend marquee mask at mobile widths

- OpsStrip gateway block: add flex-wrap so '0 active runs' and
  'pulse 4h ago' wrap properly on narrow viewports instead of
  colliding horizontally.
- AttentionMarquee mask: extend fade zone from 92% to 96% so
  marquee items aren't prematurely masked on 390px viewport.

* fix(dashboard): prevent action button overflow at mobile viewport

Change action bar from justify-end to justify-start on mobile
so that NEW CHAT / TERMINAL / SKILLS buttons don't clip the
right edge of the 390px viewport. Desktop remains justify-end.

* fix(files): wrap code viewer text on mobile viewport

The  element in the code viewer had default
which caused line overflow on narrow screens. Added  so long code comments wrap at 390px viewport instead of
clipping off-screen.

* fix: set tabbar height default to 80px in styles.css, fixing bottom content clipping across all pages

styles.css hardcoded --tabbar-h: 0px, overriding the 80px fallback
in var(--tabbar-h, 80px) used by most pages. This caused bottom
content to be hidden behind the fixed mobile tab bar (~80px tall)
on every non-chat page. The MobileTabBar JavaScript does dynamically
measure and set this variable, but the CSS default was wrong.

* fix(dashboard): shrink New Chat button at smallest mobile viewport

iPhone SE (375px) couldn't fit NEW CHAT + TERMINAL + SKILLS
on one row because the primary button used desktop-sized padding
and text. Reduced New Chat to px-3 py-1.5 text-xs on mobile
(default), restored to px-3.5 py-2 text-sm at sm: breakpoint.

Also removed redundant justify-start (flex-start is the default)
to keep flex-wrap clean.

* fix(swarm): pass prompt via stdin instead of CLI arg to fix dispatch failure

dispatchSwarmAssignments ran hermes chat -q <prompt> with the
full prompt as a command-line argument. For long prompts this
exceeds ARG_MAX or contains unescaped chars, causing execFile
to fail silently ("Command failed"). The worker was marked
dispatched but never actually started, leaving it stuck in
'idle' with 0/1 tasks complete forever.

Fix: pass the prompt through execFile's stdin ('input' option)
instead of as a positional arg. hermes chat -q reads from stdin
when no query argument follows the flag.

---------

Co-authored-by: Waylon Kenning <waylonkenning@Waylons-MacBook-Pro.local>
Co-authored-by: Aurora <myaurora.agi@gmail.com>
2026-05-23 20:23:28 -04:00
Eric
4355f2c992 docs: add remote access guide and Docker troubleshooting table (#519)
Addresses #514 by documenting the env vars needed for LAN/Tailscale
deployments (HERMES_PASSWORD, COOKIE_SECURE, API_SERVER_KEY,
GATEWAY_ALLOW_ALL_USERS) and providing a docker-compose.override.yml
example for publishing ports without loopback binding.

Added troubleshooting table for common Docker startup errors.

Co-authored-by: Aurora <myaurora.agi@gmail.com>
2026-05-23 20:21:53 -04:00
Eric
b0f420892a fix(profiles): add dashboard API fallback for split-host deployments (#520)
When HERMES_DASHBOARD_URL is set, profile list/read now fetches from
the dashboard /api/profiles endpoint before falling back to local
filesystem reads. This fixes empty profile lists in split-host Docker
deployments where the workspace container has no local profiles
directory but the agent host's dashboard already exposes profile data.

- Add listProfilesWithFallback() and readProfileWithFallback()
- Wire route handlers to use the new async fallback functions
- Keep sync filesystem code unchanged for colocated deployments
- Dashboard calls use existing HERMES_API_TOKEN/CLAUDE_API_TOKEN auth

Closes #499

Co-authored-by: Aurora <myaurora.agi@gmail.com>
2026-05-23 20:21:19 -04:00
Mihir Rabade
8e97068934 feat: add nix packaging (#480)
* feat: add Nix flake and module for hermes-workspace deployment

* chore: modernize Nix build by migrating to generic nodejs/pnpm packages and adding direnv integration
2026-05-23 20:15:19 -04:00
Eric
b69aa347ad fix: batch post-483 workspace follow-ups (#508)
Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-23 20:10:45 -04:00
dependabot[bot]
fbd7877466 chore(deps): bump ws from 8.19.0 to 8.20.1 (#498)
Bumps [ws](https://github.com/websockets/ws) from 8.19.0 to 8.20.1.
- [Release notes](https://github.com/websockets/ws/releases)
- [Commits](https://github.com/websockets/ws/compare/8.19.0...8.20.1)

---
updated-dependencies:
- dependency-name: ws
  dependency-version: 8.20.1
  dependency-type: direct:production
...

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2026-05-23 19:57:37 -04:00
Farzan Dalaee
897228b425 fix: preserve multi-target cron delivery in workspace 2026-05-22 00:24:41 +03:30
Farzan Dalaee
1d8f384520 fix: resolve hermes cli path for workspace cron jobs
Resolve the Hermes CLI path explicitly before running profile cron
create/update/action commands so Workspace does not depend on the
launch environment PATH.

This fixes job edit/action failures that surfaced as:
spawnSync hermes ENOENT

Also refresh the tracked Electron server bundle so the desktop app
picks up the server-side fix.
2026-05-21 23:39:30 +03:30
Eric
4f75b5835c fix: batch remaining workspace bugfix slices (#483)
* chore: preserve pnpm approved builds

* fix(router): support runtime basepath override for reverse-proxy hosting

The TanStack router was created without a `basepath` option, so the same
built bundle could not be hosted under a path prefix (e.g. behind a
reverse proxy that mounts the app at `/workspaces/<id>/`). Hard refreshes
appeared to work because SSR runs at the proxy-stripped path, but
client-side navigation to dynamic routes such as `/chat/$sessionKey`
silently fell through to the catch-all `/$` route — rendering the
"404 — Not Found" page from inside the SPA.

Read an optional `window.__HERMES_WORKSPACE_BASEPATH__` global and pass
it through to `createRouter`. When unset, behavior is unchanged
(`basepath: '/'`). The value is normalized so callers can pass either
`/workspaces/abc`, `workspaces/abc`, or `/workspaces/abc/` without
upsetting TanStack's pathname matching.

This lets hosting layers inject a tiny inline script before the bundle
loads to mount the app at any path, without rebuilding.

* fix(chat): prevent stale thinking state after page refresh (closes #449)

Root cause: sessionStorage 'waiting' flags persisted across page refreshes
even for completed conversations. The Zustand store restored these stale
entries on mount, and the active-run API check cleared them async —
but there was a visible render window where the UI showed 'thinking'.

Fix:
1. Added activeRunCheckDone state that gates the waitingForResponse memo.
   While the active-run API check is pending, stale restored state is
   not trusted — the thinking indicator stays hidden until verification.
2. Added onCheckComplete callback to useActiveRunCheck hook that fires
   after the API check finishes (success or error), unblocking the gate.
3. Added a useEffect that detects restored stale waiting state and sets
   pendingVerifySessionKeyRef so the gate only applies to the key that
   needs verification — not to genuine active streams.

Test: e2e/chat-thinking-state.spec.ts injects a stale sessionStorage
entry before page load, then verifies no thinking indicator appears
and the stale entry is cleaned up by the API check.

* fix(chat): eliminate duplicate messages flicker on stream completion (closes #441)

Root cause: onDone handler used queryClient.invalidateQueries() which
triggers an async refetch. During the refetch window, mergeHistoryMessages
ran with stale cache data + realtime buffer, producing visible duplicates
(extra user message + blank line) for 1-2 seconds until refetch completed.

Fix: Directly merge realtime buffer into history cache via setQueryData(),
then clear buffer synchronously. Background refetch runs after for
consistency but doesn't block rendering.

* fix: restore hermes-config and config-patch API routes

The Aurora rename migration (efcb7d14) renamed hermes-config.ts to
claude-config.ts, but the frontend and routeTree.gen.ts still reference
the original paths. This caused all /api/hermes-config and /api/config-patch
requests to fall through to the SPA HTML fallback, breaking config saves
from the settings dialog and provider wizard with 'Failed to save' errors.

Restored by creating thin route files that delegate to the existing
handleHermesConfigGet/handleHermesConfigPatch handlers from
src/server/hermes-config-route.ts.

Fixes the settings dialog (hermes-config GET/PATCH) and provider wizard
(config-patch POST) config save flows.

* fix(server): add essential env vars to terminal session

* fix(swarm): worker card shows stale state after task completes

deriveWorkerState derived the badge from currentTask title substring
matching and markCheckpointResult never cleared currentTask on terminal
checkpoints, so a finished worker's card stayed permanently 'working'.

- swarm-dispatch.ts: clear currentTask on terminal checkpoint
  (checkpointStatus !== 'in_progress'), matching conductor-stop's reset
- operational-worker-card.tsx: deriveWorkerState reads authoritative
  checkpointStatus/state first, title heuristic only while in_progress
- swarm2-screen.tsx: pass checkpointStatus/state into the card

* fix(portable-history): replay authenticated portable chat history

* fix(config): keep legacy claude-config shim on shared handlers

* fix: harden splash hydration and docker uid mapping

* fix: keep seen update notes dismissed

* feat: consolidate workspace state under configurable state directory (closes #439)

Adds HERMES_WORKSPACE_STATE_DIR env var support, consolidating 5
scattered state files under a single configurable directory.

Changes:
- New src/server/workspace-state-dir.ts with getStateDir() utility
  honoring HERMES_WORKSPACE_STATE_DIR → HERMES_HOME/workspace →
  CLAUDE_HOME/workspace → ~/.hermes/workspace (fallback chain)
- Updated gateway-capabilities.ts (workspace-overrides.json)
- Updated mcp-presets-store.ts (mcp-presets.json)
- Updated mcp-hub-sources-store.ts (mcp-hub-sources.json)
- Updated mcp-tools-cache.ts (cache/mcp-tools.json)
- Updated knowledge-config.ts (knowledge-config.json)
- Removed 5 duplicated hermesHome() functions, replaced with shared
  getStateDir() import

Test: 6 vitest unit tests covering all env var priority combinations
(cherry picked from commit d6bebe0614b0c7b9015bac5e35d315a8450ac146)

* fix(conductor): surface native-swarm progress and harden worker startup

* feat(chat): safely render HTML message markup

* fix(chat): surface installed skills in slash autocomplete

* fix: add swarm runtime reset endpoint

* fix(conductor): mobile rendering — add overflow-y-auto, mobile bottom padding, OfficeView responsive height, tabbar fix

* fix(send-stream): preserve runs on client disconnect

* fix(profiles): skip profiles/default duplicate card

* fix: accept HERMES_AGENT_PATH override

* fix(profiles): allow disabling sticky active_profile writes

* fix: preserve workspace chat session routing

* fix(portable-history): skip replay when gateway session continuity is available

---------

Co-authored-by: Hermes Agent <hermes-agent@local.invalid>
Co-authored-by: jack <jack@hijak.dev>
Co-authored-by: Waylon Kenning <waylonkenning@Waylons-MacBook-Pro.local>
Co-authored-by: Michael Rodriguez <michael@rivercity-industries.com>
Co-authored-by: Vu Tran <baysao@gmail.com>
Co-authored-by: iltaek <iltaekkwon@gmail.com>
Co-authored-by: Aurora release bot <release@outsourc-e.com>
Co-authored-by: jonathanmalkin <jonathan.d.malkin@gmail.com>
Co-authored-by: KT-Hermes <ktadmin@kt-bot2.tekeis.net>
2026-05-19 16:27:10 -04:00
Eric
e1470084d2 perf: optimize playground engine responsiveness (#372)
Merging the playground performance pass after rebasing it onto current main and re-running a fresh local production build. The branch stays scoped to HermesWorld performance and asset-weight reductions.
2026-05-14 13:38:23 -04:00
Cossackx
d528c495f6 docs: update swarm orchestrator references (#437)
Docs-only cleanup: stale swarm3 references replaced with the semantic orchestrator lane after green CI.
2026-05-14 13:30:21 -04:00
Eric
43249baf25 Hide usage meter by default + stop spurious context alerts (#442)
* feat: hide usage meter by default

* fix: only alert on context threshold crossings

---------

Co-authored-by: Eric <eric@EricsMacStudio.lan>
2026-05-14 13:27:29 -04:00
Eric
336119e33c Merge pull request #436 from Cossackx/semantic-wrapper-runtime
fix: align swarm runtime with semantic wrappers
2026-05-13 23:19:58 -04:00
RAZSOC Local
286472fb55 fix: align swarm runtime with semantic wrappers 2026-05-13 23:12:02 -04:00
Cossackx
577c287aae docs: add autoresearch operating contract (#435)
Co-authored-by: RAZSOC Local <razsoc@local>
2026-05-13 23:03:08 -04:00
Eric
f5fc172cc0 fix(workspace): finish remaining installer and tasks cleanup (#433)
- make install.sh resilient when pnpm is only available via corepack
- cap pnpm build heap for low-memory installs
- relabel Workspace Kanban sidebar entry to Tasks and clarify copy

Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-13 22:53:23 -04:00
Eric
cd6115b2fc fix: consolidate verified workspace issue sweep (#432)
* fix(start): use server-entry wrapper for production

* fix(swarm): reconcile oneshot checkpoints and ignore phantom blockers

* fix(profiles): sync editable descriptions from profile config

* fix: show cron jobs across Hermes profiles

* fix(capabilities): clarify dashboard-backed API detection

* feat: make Conductor use native Swarm fallback

Treat Workspace-native Swarm as the official Conductor fallback when the dashboard mission API is unavailable. Preserve dashboard-first dispatch, native status/cancel handling, provider-neutral setup docs, and regression coverage for gateway capability detection, swarm health, roster/profile handling, and native Conductor responses.

* fix(usage-meter): reposition menu trigger for better alignment

- Adjusted the position of the menu trigger in the usage meter component to enhance layout consistency and user experience.

fix(chat-panel): adjust position of chat panel toggle button

- Updated the positioning of the chat panel toggle button to improve visibility and accessibility by changing its bottom and right offsets.

* fix(stt): wire Groq/OpenAI voice transcription into chat

* Fix Workspace Kanban loopback dashboard link

* fix(update): do not open historical release notes on startup

* fix(chat): clear stale thinking runs reliably

* fix(dashboard): trust sessions endpoint for status

* fix(settings): address review — local default, OAuth lifecycle, validation

* fix(dashboard): always scrape live session token from HTML

* fix(chat): avoid portable history replay on bound sessions

* fix(settings): remove dead smart routing controls

* fix(tasks-api): guard against HTML catch-all in probeBackend

The /api/hermes-tasks route was renamed to /api/claude-tasks in commit
efcb7d14, but the probe logic still listed the old route as a candidate.
When probed, the SPA catch-all returned a 200 HTML response instead of
a 404, so probeBackend() treated it as a valid (empty) backend and then
failed when the actual task fetch threw.

Fixes:
- probeBackend() now checks Content-Type: application/json and returns
  -1 for non-JSON responses, so future route renames degrade gracefully.
- resolveBackend() now only selects hermes if hermesCount > 0, defaulting
  to claude-tasks (the active backend post rename) when hermes is absent.

* fix(terminal): default cwd to ~ and fallback if path missing

PTY helper chdir fails when ~/.hermes is absent (common in Docker).
Default shell cwd to home; server falls back to HOME if cwd does not exist.

Co-authored-by: Cursor <cursoragent@cursor.com>

* fix(settings): satisfy lint on custom providers UI

* fix(docker): add -m flag to useradd so workspace home dir is created

Without -m, the system account has no /home/workspace directory.
The auth middleware tries to write the session store at
/home/workspace/.hermes/workspace-sessions.json; mkdirSync fails with
EACCES because /home/ is root-owned (755), causing the 'Failed to
persist session store' warning and a 500 on every authenticated route.

Adding -m causes useradd to create and chown /home/workspace correctly
so the session store can be written on first login.

* fix(tasks): preserve real session links and restore task launch flow

* fix(launchd): install macOS plist from server-entry template

* fix(docker): expose dashboard API and persist workspace volumes

* fix(jobs): serialize deliver targets for cron API

* Make Hermes Workspace installable as PWA

* chore(deps): pin direct tanstack versions

* feat: align semantic Hermes swarm agents

Add semantic swarm roster metadata, profile/tool/skill docs, shared semantic worker ID validation, focused roster regression coverage, and one-shot checkpoint capture for dispatch smoke tests.

* fix(conductor): pass through sessionKeyPrefix from portable spawn result

sessionKeyPrefix was hardcoded to null in conductor-spawn.ts, breaking
async session resolution when the dashboard backend returns a prefix.
Now mirrors the sessionKey pattern and passes through the value from
the spawn result.

Co-authored-by: Hermes Agent

* feat(swarm): bridge workspace kanban to native Hermes

* fix(chat): keep portable main pinned without breaking resolved sessions

* Add Windows startup script for Hermes Workspace

Document PowerShell usage for launching and restarting gateway + workspace via WSL tmux.

Co-Authored-By: Oz <oz-agent@warp.dev>

* fix(config): name Hermes Agent in restart notice

* fix(swarm): reconcile aggregate semantic worker exports

---------

Co-authored-by: Aurora release bot <release@outsourc-e.com>
Co-authored-by: motoki takahashi <motokitakahashi@motokinoMac-mini.local>
Co-authored-by: Vicky Wonder <vicky@openclaw.ai>
Co-authored-by: Vitaliy Isikov <visikov+supagoku@gmail.com>
Co-authored-by: Hermes Agent <hermes-agent@local>
Co-authored-by: Nikolay Mohr <nikomohr96@gmail.com>
Co-authored-by: Niko Mohr <niko@friendsfromcollege.de>
Co-authored-by: wtchronos <262830926+wtchronos@users.noreply.github.com>
Co-authored-by: Dak0verflow <dakotaferris@gmail.com>
Co-authored-by: norema <mamadou.marone.19@gmail.com>
Co-authored-by: Cursor <cursoragent@cursor.com>
Co-authored-by: daoyuan <ludaoyuan1989@gmail.com>
Co-authored-by: firemountain <firemountain@gmail.com>
Co-authored-by: RAZSOC Local <razsoc@local>
Co-authored-by: Waylon Kenning <waylonkenning@Waylons-MacBook-Pro.local>
Co-authored-by: Kublai <kublai@kublai.local>
Co-authored-by: justa <justa@local>
Co-authored-by: Oz <oz-agent@warp.dev>
2026-05-13 22:34:42 -04:00
Eric
372b18a8e4 docs(readme): bump to v2.3.0, drop MseeP badge, add Agent Pairing section (#389)
- Remove the MseeP.ai security badge - the crocodile mascot doesn't fit
  Workspace branding and Workspace isn't an MCP server (it's an agent UI),
  so the audit badge was confusing for users skimming the readme.
- Bump the visible version badge from 2.1.3 to 2.3.0 to match the actual
  shipped version.
- Add a dedicated 'Pair an Agent with the Workspace' section between the
  install paths and Docker, covering:
  - Architecture diagram (which service does what on which port)
  - Three-command pairing workflow
  - Verify-pairing curl checks
  - .env reference table
  - Common pairing scenarios (local, Tailscale/VPN, multi-profile, remote)
  - Live re-pairing without restart
  - Troubleshooting for the four most common pairing errors

The previous readme split this information across the 'Already running
hermes-agent? Attach the workspace to it' and 'Manual install' sections,
which was hard to follow if your question was just 'how do I connect
agent X to workspace Y'.

Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-07 21:27:24 -04:00
Aurora release bot
15fa9cd706 chore(release): v2.3.0
Some checks failed
Build & publish Docker image / build-and-push (push) Has been cancelled
2026-05-07 20:54:48 -04:00
valted81
65767e652f feat(vt-capital): add guardian oms cockpit (#364)
Co-authored-by: root <root@ego2.hstgr.cloud>
2026-05-07 20:13:16 -04:00
Fungraphic
536e643d52 feat: SciFi theme — full dark/light palette with Tailwind v4 token remaps (#320)
* Upload SciFi theme screenshot

* fix: stabilize workspace swarm process spawning (#302)

Co-authored-by: Jarno de Vries <jarno@match-day.nl>

* feat(theme): add SciFi theme (dark + light variants) (#303)

* feat(theme): add SciFi theme (dark + light variants)

- Add scifi-theme.css with neon accents, glow effects, gradient backgrounds
- Register SciFi in theme.ts with dark/light color schemes
- Add SciFi option in settings UI
- Import scifi-theme.css in styles.css

* docs: add SciFi theme screenshot

---------

Co-authored-by: Fungraphique <fungraphique@jarvis.local>

* fix(chat): cross-session response contamination + /new opens previous chat (#297, #300)

Two related session-routing bugs that landed responses (or new-chat
clicks) into the wrong session.

#297 — cross-session response contamination

When the user navigated to a new chat while a previous chat was still
streaming, the previous chat's response chunks would land in the
**new** chat. Three fixes:

* useStreamingMessage now bumps a streamGenerationRef on every
  startStreaming call. The fetch-reader loop captures that token at
  start and re-checks it on every reader.read() and between events
  in the same batch. If the token has changed (because the user
  started a different stream), the loop cancels the reader and exits
  without dispatching anything. This closes the brief race between
  abortController.abort() and the underlying fetch reader actually
  stopping, during which buffered chunks were silently writing into
  activeSessionKeyRef.current (which had already been switched to
  the new session).

* chat-screen now cancels the in-flight stream on session-key change
  via a useEffect keyed on (activeCanonicalKey, activeFriendlyId,
  isNewChat). Previously nothing cancelled the stream on navigation
  \u2014 only the user clicking the explicit Stop button (handleStop)
  called cancelStreaming().

#300 — /new slash command opens last chat instead of new session

/new was calling navigate({ to: '/chat' }), but the /chat index route
unconditionally redirects to localStorage('claude-last-session'), so
/new always landed in whichever chat was last active. Fixed at three
entry points so all 'new chat' actions go through the explicit 'new'
sentinel:

* /new in chat-screen.handleUiSlashCommand
* /new in command-palette.runSlashCommand
* 'New Chat' quick-action tile in the search modal

The 'Chat' nav link in the sidebar still goes to /chat (= last session)
\u2014 that's the correct behaviour for a screen-level nav target. Only
'new' actions are routed to the new sentinel.

Closes #297, #300

* fix(terminal): keep PTY alive across SSE disconnects + auto-reattach (#298)

The browser terminal periodically 'reset back to prompt' during normal
use because any transient SSE disconnect (network blip, browser tab
suspension, HMR reload, dev-server restart) tore down the user's PTY
and dropped them into a fresh shell.

Root cause: terminal-stream's request.signal abort handler called
session.close(), which SIGTERM'd the underlying Python PTY helper.
There was also no auto-reconnect on the client \u2014 a single dropped
read terminated the loop, called /api/terminal-close, cleared the
tab's sessionId, and left the user with an idle tab.

Fix in three parts:

1) terminal-sessions: TerminalSession gains markDetached() and
   markAttached(). markDetached() starts a TTL timer (default 5 min,
   override via HERMES_TERMINAL_DETACH_TTL_MS) that reaps the PTY only
   if no client reattaches in time. The map keeps the session live in
   the meantime.

2) terminal-stream: accepts an optional sessionId in the POST body. If
   the id matches a still-alive session, the route reattaches to it
   instead of spawning a fresh PTY. The 'session' event payload now
   includes a 'reattach' flag. On SSE abort, we just detach listeners
   and call session.markDetached() \u2014 the PTY stays running.

3) terminal-workspace: passes sessionId on every connect, so reconnect
   reattaches automatically. When the read loop ends and the tab still
   has a sessionId, we attempt a single quick reattach with a
   '[reconnecting...]' nudge to the user instead of tearing the tab
   down. /api/terminal-close is no longer called on stream end \u2014 the
   server-side TTL handles abandoned sessions.

Fixes #298

* fix(scifi-theme): remap amber tokens to cyan/teal — no more pale yellow in SciFi

Amber colors (used for warnings/alerts in usage meter, agent thinking,
inspector badges, etc.) were not remapped in the SciFi theme, causing:
- Pale yellow bg-amber-100 with light text → unreadable menu items
- Jarring yellow accents breaking the cyberpunk aesthetic
- Trigger pill and selection states with impossible contrast

Remap all --color-amber-* tokens:
- Dark theme: amber → cyan/teal gradient (#041418 → #ccfaff)
- Light theme: amber → teal gradient (#e8f4f6 → #0a1628)

This replaces the previous .bg-amber-100 !important hack which broke
the usage meter bar by forcing dark text on already-dark remapped
primary-50 backgrounds.

* fix(scifi-theme): tweak amber remap contrast values

Brighten the amber→cyan tokens slightly so bg-amber-100 is visible
on --theme-panel (#0d1b2a) and text colors have good contrast
on the darker backgrounds.

* fix(theme): SciFi — visible usage pill + selected menu item colors

- Brightened amber-100 to #0c3245 (was #0a2633, too dark on #060b18 bg)
- Brightened amber-50/200/300/400/500/600/700 gradient for better contrast
- Added !important overrides for .bg-amber-100 to force background and
  text color, overriding MenuItem inline styles that were blocking
  the selected menu item appearance in SciFi dark theme

* fix(scifi-theme): add yellow, neutral, and white overrides for dark mode

- Add --color-yellow-* remap to teal-warm tones (was missing entirely)
- Add --color-neutral-* remap to dark slate/navy tones
- Add .bg-white override to theme-card for dialog backgrounds
- Add .bg-amber-100 color override for MenuItem selected state
  (MenuItem uses inline style color:var(--theme-text) which overwrites
   Tailwind text-amber-800, now overridden with !important)
- Add scifi-light remaps for yellow, red, emerald, neutral tokens
- Fixes: pale yellow/white backgrounds in usage meter menu, View Details
  dialog, status badges, progress bars, and tab pills in SciFi dark mode

* fix: replace bg-white with bg-primary-50 in usage-details-modal for theme compatibility

- All bg-white/bg-white/N in usage-details-modal replaced with bg-primary-50/N
  which is properly remapped by the SciFi theme (--theme-card/panel)
- Active tab pill: bg-white → bg-primary-100, text-primary-900 → text-primary-800
- Set as Default button: bg-white → bg-primary-50, hover:bg-primary-50 → hover:bg-primary-100
- Removed aggressive bg-white !important overrides from scifi-theme.css that
  broke borders, switches, and other elements using white elsewhere

* fix(scifi-theme): rewrite theme following nous pattern

- Replace hex values with var(--theme-*) references (same as nous theme)
- Remove broken red/emerald/yellow/neutral remaps that caused border/bg issues
- Add !important on dark-mode primary/accent remaps (needed for Tailwind v4 oklch)
- Move @import scifi-theme.css to END of styles.css (after .system dark rules)
- Keep essential .bg-amber-100 overrides for menu selected state
- Result: 238 lines (was 350+), clean structure matching nous theme pattern

Root cause: Tailwind v4 uses oklch color-mix internally for utility classes.
Simple --color-amber-100: #0f3547 overrides don't work because .border-primary-200
resolves via color-mix, not via the CSS custom property. Using var(--theme-*)
with !important ensures proper resolution.

* fix(scifi-theme): add !important to all dark mode token remaps

Tailwind v4 defines color tokens as oklch in @layer theme, which has
higher specificity than plain [data-theme] selectors. Without !important,
the remaps were ignored and components displayed native Tailwind colors
(white, amber, neutral-gray) instead of the SciFi palette.

Also remap --color-white to #0d1b2a so bg-white becomes dark navy
in SciFi dark mode (fixes chat-controls popover white background).

* feat(scifi): active tab indicator — cyan accent glow on Session/Providers tabs

* fix(scifi-theme): review fixes - 9 corrections

* fix: restore tab selector without role=tablist (component doesn't use it)

* fix(scifi): tab selector uses .bg-primary-50 > button instead of [role=tablist]

The usage-details-modal tabs don't use role=tablist ARIA attribute,
so [role=tablist] selector never matched. The tab container has
bg-primary-50 and direct child buttons with bg-primary-100 when active.

---------

Co-authored-by: jarnodevries-byte <jarnodevries@gmail.com>
Co-authored-by: Jarno de Vries <jarno@match-day.nl>
Co-authored-by: Fungraphique <fungraphique@jarvis.local>
Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-07 20:12:57 -04:00
John-tip
274e9a2e5c fix(chat): correct local session accounting and titles (#350)
* Hide normal chat sessions from agent sidebar

* Fix context meter for portable chat sessions

* Persist local session renames

* Show local session titles in sidebar

* Harden Workspace asset serving and expose Kanban nav

---------

Co-authored-by: clawbot <clawbot@clawbots-Mac-mini.local>
2026-05-07 20:11:03 -04:00
cinos
19eadb66c8 fix(conductor): sanitize mission goals before spawn (#335)
Co-authored-by: shoveller <shoveller@users.noreply.github.com>
Co-authored-by: Hermes Agent <hermes-agent@users.noreply.github.com>
2026-05-07 20:11:00 -04:00
Eric
16bc6e82a7 fix(updates): show "Hermes updated" modal only once per release (#386)
The /api/update/status poll returns the same pendingReleaseNotes on every
poll. Workspace was running storeNotes() inside a useEffect keyed on those
notes, and storeNotes unconditionally cleared NOTES_SEEN_KEY. So every
time the user refreshed the page (or a poll fired), the seen marker was
dropped and the modal popped again.

Now we only clear the seen marker when the notes ID has actually changed
(i.e. a new release with different content). Identical payloads on
refresh keep the seen marker intact.

Closes #356

Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-07 19:57:55 -04:00
Eric
2b8093b556 fix(docker): start Hermes Agent gateway in compose (#385)
The hermes-agent image's default entrypoint is the interactive CLI which
exits immediately under `docker compose up -d`, causing the gateway to
appear absent and the Workspace healthcheck/connection to fail with
"Could not reach Hermes gateway". Override the command to `gateway run`
so the long-running API/health server starts.

Reproducible without this fix: a fresh `docker compose up -d` against
upstream main fails with the symptoms reported in #360 across several
users (different OSes), and the only working remedy was for users to
manually patch their compose with `command: gateway run`.

Closes #360

Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-07 19:56:46 -04:00
Kade Ross
2385c5066f fix(tasks): auto-detect backend between hermes-tasks and claude-tasks (#361)
When PR #311 unified the Tasks board to use the Kanban backend
(/api/claude-tasks), installations that store tasks in the flat-file
store at ~/.hermes/tasks.json (served by /api/hermes-tasks) silently
lost all task visibility — the board rendered empty with no error.

Root cause: tasks-api.ts hardcoded BASE = '/api/claude-tasks', which
routes through the Kanban abstraction layer. The hermes-tasks endpoint
(the canonical store agents and cron jobs write to) was orphaned.

Fix: replace the hardcoded BASE with an automatic backend resolver that
probes both endpoints in parallel on first page load, picks whichever
has data, and caches the result for the session.

Selection logic:
  - hermes-tasks wins if it has >= claude-tasks task count (preferred
    as it is the store agents/cron write to)
  - claude-tasks wins only if it has data and hermes-tasks is empty
  - if both are empty, hermes-tasks is the default (correct for new installs)

All mutations (create, update, move, delete, launch) use the same
resolved backend so reads and writes are always consistent.

Assignees endpoint is also resolved to match (hermes-tasks-assignees
vs claude-tasks-assignees) so profile lookups work against the right
data store.

Exports getActiveBackend() and resetBackendResolution() so callers
can inspect or force a fresh probe (e.g. after backend config change).

Tested against: hermes-tasks (80 tasks), claude-tasks (0 tasks) →
board correctly shows 80 tasks after auto-selecting hermes backend.
2026-05-07 19:50:33 -04:00
Eric
2c4da3b435 feat: agora HUD polish to match mockup (#376)
Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-07 19:50:28 -04:00
Eric
e6b75d4f44 docs: add ChatGPT prompt batch 001 (#375)
Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-07 19:50:25 -04:00
Eric
3ed817e0f1 docs: add HermesWorld asset generation v2 prompts (#370)
Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-07 19:50:22 -04:00
MseeP.ai
7b3f4af2a9 Add MseeP.ai badge to README.md (#378) 2026-05-07 19:37:11 -04:00
WanderWang
3c7d84b0b2 fix(context): add kimi-k2.6 256k context window support (#357)
The context usage calculator was defaulting kimi-k2.6 to 200k tokens,
causing incorrect 100% context pressure alerts on new chats.

- Add 'kimi-k2.6': 256_000 to MODEL_CONTEXT_WINDOWS map
- Fixes false-positive context window warnings for kimi-k2.6 users

Refs: context-usage.ts hardcoded model list

Co-authored-by: Dev <dev@example.com>
2026-05-07 19:37:09 -04:00
Kade Ross
6aee17e4b9 fix: add legacy claude-workspace/claude-agent remote aliases for update checker (#359)
Installs that were set up before the claude→hermes rename may have their
git remotes named claude-workspace and claude-agent rather than the new
hermes-workspace / hermes-agent names. Without these aliases the update
checker misidentifies the remote, reports no update URL match, and the
Update Center shows a misleading error.

Adds backward-compatible aliases so both old and new remote naming
conventions are recognised.

Co-authored-by: admin <admin@fattony.local>
2026-05-07 19:36:55 -04:00
Kade Ross
8b4d0ff3e5 fix: normalize jobs API response shape to always return {jobs:[]}\n\nSome Hermes gateway versions return a bare array from /api/jobs instead\nof the expected {jobs:[]} envelope. The workspace jobs screen then fails\nto render because it destructures .jobs on the response.\n\nAdd a jobsResponse() helper that wraps bare arrays so the workspace UI\nnever has to special-case both shapes. Fixes #162. (#358)
Co-authored-by: admin <admin@fattony.local>
2026-05-07 19:36:52 -04:00
Eric
4b3a47ae49 feat: HermesWorld name reservations — public claim flow (#383)
* feat(reserve): add HermesWorld name reservation flow

- /reserve form with live validation + counter
- /reserve/confirm and /early-access routes
- Server: name-reservations.ts (Supabase service-role storage, profanity + reserved-name filter, optional wallet)
- API routes /api/hermesworld/reservations + /reservations/confirm
- Cloudflare wrangler.jsonc for hermes-world deploy
- 237-line test suite covers validation, normalization, dedup
- SQL migration in docs/hermesworld/name-reservations.sql

Required env vars on production:
  HERMESWORLD_SUPABASE_URL
  HERMESWORLD_SUPABASE_SERVICE_ROLE_KEY
  HERMESWORLD_RESERVE_BASE_URL (optional, default https://hermes-world.ai)
  RESEND_API_KEY + RESERVE_FROM_EMAIL (optional, only if confirmation emails desired)
  HERMESWORLD_RESERVED_NAMES (optional, comma-separated)

* chore(routes): regenerate routeTree for /reserve, /reserve/confirm, /early-access

---------

Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-07 16:34:56 -04:00
Eric
8b12384b37 feat: wire HermesWorld MJ assets (#374)
Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-06 22:45:29 -04:00
Eric
b7f518b36b Add HermesWorld photosensitive safety mode (#369)
Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-06 20:33:17 -04:00
Eric
6c5111776c feat: add playground speech bubbles and toasts (#366)
Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-06 20:13:54 -04:00
Eric
f3355cb80c Add Wave Chat RPG panels (#365)
Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-06 20:13:50 -04:00
Eric
85e2f72b21 feat: add HermesWorld brand asset pack (#367)
Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-06 20:13:47 -04:00
Eric
dd0aedd132 docs: add HermesWorld bible and player guides (#368)
Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-06 20:13:37 -04:00
HermesWorld Bot
ecc90d3b51 feat(founders-vault): add Founders Vault inventory tab skeleton
v0.3 scope:
- Founders Vault tab visible in inventory side panel
- locked-state placeholder
- badge on bag icon when unclaimed
- uses locked palette (GOLD #F1C56D, MIDNIGHT #0F1622)
- no real gift granting yet (v0.4)

From swarm11 (issue #9). Reads from FOUNDERS-EVENT-INVENTORY.md spec.
2026-05-06 13:44:09 -04:00
HermesWorld Bot
0f4c2d57f7 docs: add HermesWorld guild/event/economy data contracts (swarm10) 2026-05-06 13:44:04 -04:00
HermesWorld Bot
78c5df1ddd fix(char-creator): avatar face no longer covered by hair/cap/customizer
- moves long hair side locks behind head
- replaces face-covering cap/long-hair ellipses with forehead-only paths
- renders eyes last so face remains visible across hair/helmet states
- z-index ordering fixed for portrait camera

From swarm10 lane (issue #1).
2026-05-06 13:43:59 -04:00
Eric
572497d115 Keep Workspace nav around HermesWorld embed
Restores shell chrome on /playground while keeping hosted HermesWorld in the content pane.
2026-05-06 01:00:44 -04:00
Eric
b77a37367f Embed hosted HermesWorld runtime
Routes /playground to hosted hermes-world.ai runtime and keeps the Workspace surface chrome-free.
2026-05-06 00:52:41 -04:00
Eric
d0d38b5848 fix(chat): render local MEDIA artifacts inline (#328) (#349)
Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-05 16:46:30 -04:00
Eric
4f177f9b8d feat(tasks): unify Workspace task board with Hermes Kanban backend (#311) (#348)
* wip(hermesworld): viral sprint checkpoint - landing rebuild + character pipeline scaffold

- standalone /hermes-world and /world routes bypass workspace shell
- root overlay leaks gated for landing + game surfaces
- character pipeline scaffolding (player/npc/glb-body components)
- canonical asset path public/assets/hermesworld/characters/
- docs: landing-page-spec, graphics-usability-plan, agora-believable-checklist, master-roadmap
- handoff at memory/goals/2026-05-05-hermesworld-viral-sprint/handoff.md

Local-only checkpoint. Not for upstream yet.

* feat(playground): persistent admin mode toggle with shield button

- Admin mode now persists via localStorage (key: hermes-playground-admin)
- Shield icon button in HUD (right rail, below focus toggle, md+)
- Click toggles admin panel and saves preference
- ?admin=1 URL param still works as override
- gitignore swarm worker scratch dirs

Mission: memory/swarm/missions/2026-05-05-pr-triage.md (5 swarm lanes dispatched on 19 open PRs, no-merge contract)

* feat(landing): add Play Now CTAs to HermesWorld landing

- Hero: Play Now (primary, gold), View on GitHub (demoted), Read Roadmap
- Header nav: Play badge (highlighted gold)
- Final CTA: Play Now (primary), GitHub + Roadmap (secondary)

All Play buttons go to /playground which mounts the title screen
(username + character customizer + Enter). Sets up the public-URL
deploy: hermes-world.ai → / serves landing → click Play → /playground.

* fix(tasks): use shared kanban backend

---------

Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-05 16:46:24 -04:00
Eric
491a152b33 fix: add groq stt controls to workspace settings (#347)
Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-05 16:46:18 -04:00
Eric
838b060702 fix: render inline artifact tags in chat (#346)
Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-05 16:46:13 -04:00
Eric
9b61256f13 fix: clarify server-side file browser mode (#345)
Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-05 16:46:07 -04:00
Eric
4870885093 fix: send job prompt as input (#344)
Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-05 16:26:43 -04:00
Eric
acb714c522 fix(chat): scope sends to active workspace (#340) (#343)
Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-05 16:26:37 -04:00
Eric
8058da2164 fix: merge Hermes models into Operations picker (#342)
Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-05 16:26:32 -04:00
Eric
c2233f9176 fix: preserve tmux startup failures for swarm workers (#341)
Co-authored-by: Aurora release bot <release@outsourc-e.com>
2026-05-05 16:26:27 -04:00
Serge/Grish
c934d59fda feat: add VITE_HERMESWORLD_ENABLED env var to optionally hide HermesWorld link (#322)
Allow operators to hide the HermesWorld sidebar link by setting
VITE_HERMESWORLD_ENABLED=0 in .env.  Default is enabled (1).

Closes the gap for users who don't want gamification/playground links
in their workspace sidebar.
2026-05-05 15:25:01 -04:00
Interstellar-code
5486f45ab5 fix(gateway): report config capability fields correctly (#318) 2026-05-05 15:24:55 -04:00
jarnodevries-byte
4f1bf50105 fix: harden workspace swarm prompt submission (#307)
Co-authored-by: Jarno de Vries <jarno@match-day.nl>
2026-05-05 15:23:27 -04:00
CarloooK
1b3ebdefb4 docs(dirsize): add requirement analysis and technical design (#338)
* docs(dirsize): add requirement analysis and technical design

* docs(design): add exit codes and usage examples
2026-05-05 15:23:21 -04:00
nachumi-a2zoperations
539c1877c7 feat(mcp): add offset-based pagination to marketplace search (#325)
Replace fetch-and-slice with proper offset/limit pagination so
the marketplace can show all results, not just the first 20.

Server (src/routes/api/mcp/hub-search.ts):
- accept ?offset=N query param (default 0, clamped to >=0)
- raise the limit cap from 100 to 500

Server (src/server/mcp-hub/index.ts):
- unifiedSearch now takes an offset parameter and returns
  filtered.slice(offset, offset + limit). The dedup + filter
  pipeline runs once per request (same as before); only the
  final slice changed.

Client (src/screens/mcp/hooks/use-mcp-hub.ts):
- rewrite useMcpHub from useQuery to useInfiniteQuery
- page size 50; getNextPageParam returns undefined when
  loaded >= total
- flatten data.pages[].results into a single data.results
  array externally so existing callers keep working

UI (src/screens/mcp/mcp-screen.tsx):
- add Load more button under MarketplaceGrid
- shows current loaded count of total
- hides automatically when hasNextPage is false

Result: with the 11 sources I have configured, total dedup
returned ~301 results. Before: capped at 20. After: paginates
through all 301.
2026-05-05 15:23:12 -04:00
Interstellar-code
4ec71290cd fix: bridge Codex OAuth tokens to portable-mode chat bearer auth (#332)
When HERMES_API_TOKEN and CLAUDE_API_TOKEN are not set, getBearerToken()
now falls back to reading the Codex OAuth access token from
~/.codex/auth.json. This fixes portable-mode (non-gateway) chat failing
with 401 invalid_api_key for users who authenticated via 'codex login'.

Fixes #329
2026-05-05 15:23:06 -04:00
Interstellar-code
112e618f9a fix(conductor): fall back when dashboard mission api is unavailable (#317) 2026-05-05 15:23:00 -04:00
Interstellar-code
978b4a9421 fix(routes): regenerate routeTree.gen.ts with gateway-reprobe route (#327)
The committed routeTree.gen.ts was missing entries for the
/api/gateway-reprobe route even though the route file exists.
The TanStack Router plugin regenerates the tree on every dev
server start, creating a permanent dirty working tree that
blocks git pull/merge operations.

Regenerate and commit the tree so it matches what the plugin
produces. Fixes #326.
2026-05-05 15:22:54 -04:00
Interstellar-code
284eba0ff5 fix(chat): preserve workspace session identity during streams (#310) 2026-05-05 15:22:49 -04:00
jarnodevries-byte
ba24b3a612 fix: allow workspace production server to start (#308)
Co-authored-by: Jarno de Vries <jarno@match-day.nl>
2026-05-05 15:22:28 -04:00
Aurora release bot
ec19ca6de7 fix(update): hide blocked/conflicting update banners; docs(hermesworld): add visual upgrade spec
Update banner:
- top-of-app update banners now only show when a one-click update is actually safe
- dirty checkouts, non-main branches, and blocked/conflicting repo states stay out of the global banner
- those states still belong in an advanced update center / dev-facing surface, but not in normal-user chrome

HermesWorld:
- add docs/hermesworld/visual-upgrade-spec.md
- locks the TinySkies-informed polish direction into a concrete execution spec
- covers lighting, landmarks, silhouettes, HUD cohesion, path readability, zone identity, phased rollout, and swarm/kanban-friendly task breakdown

This gives us a stable product target for an Opus-led visual polish pass while keeping mainline update UX calmer for normal users.
2026-05-04 14:21:57 -04:00
Aurora release bot
d12f692a44 fix(ui): allow right-click on update cards (#286); feat(chat): inline artifact cards (#295)
Two UX improvements in one pass:

#286 — update modal/right-click on Firefox/Linux

The update-center cards and release-notes modal lived inside motion/
backdrop layers with no explicit context-menu handling. On Firefox/Linux
this could make right-clicks feel swallowed or intermittently unresponsive.
There was no direct preventDefault in our code, the event was getting lost
in the wrapper stack.

Fix:
- Add onContextMenu stopPropagation to the update card and release-notes
  modal container so the native context menu can open on the card itself
  instead of bubbling into the backdrop/motion layers.
- Add select-text so copy/select interactions work naturally.

#295 — inline artifact rendering in chat (first slice)

The streaming pipeline already received a dedicated artifact event from
send-stream, but we flattened it into a generic tool-complete string like:

  "Artifact created - /path/to/file"

That meant the chat renderer had no structured metadata and could only show
an ordinary tool row. This pass preserves the artifact fields and renders a
first-class inline artifact card in the message stream:

- use-streaming-message now keeps artifact metadata (title, kind, path,
  preview) on the tool event instead of discarding it into a plain string.
- message-item detects tool sections whose type starts with artifact: and
  renders a dedicated card with title, artifact kind badge, file path,
  Open action, and preview text when provided by the stream.
- Generic tool input/output blocks are suppressed for artifact rows so the
  card doesn't duplicate itself.

This is deliberately a thin first slice, enough to stop artifacts from
feeling invisible and generic in chat, while leaving room for a richer
multi-pane/Claude.ai-style artifact surface later.

Refs #295 and closes #286.
2026-05-04 13:12:36 -04:00
Aurora release bot
9469f999a0 feat(files): HTML preview mode in file browser (#296)
HTML files previously opened only in the code editor path, so users had
no way to render an .html file in-place and quickly inspect the actual
page. This was especially awkward for generated artifacts, landing pages,
and static exports.

Changes:
* New isHtmlFile() helper (html / htm)
* File header Preview/Raw toggle now applies to HTML as well as Markdown
  and uses clearer button copy: 'Raw HTML' / 'Preview HTML'
* New HTML preview branch renders file content in a sandboxed iframe via
  srcDoc, keeping it isolated from the workspace page while still letting
  CSS/layout load naturally inside the preview

Sandbox mode is  only — no scripts/forms/popups/nav.
That gives users a faithful layout preview without turning the file
browser into a script execution surface.

Closes #296
2026-05-04 12:33:57 -04:00
Aurora release bot
2a088b1215 fix(gateway): faster recovery from disconnected state + docker docs (#275)
#275 reported workspace stuck on 'Disconnected' even though the agent
was reachable. Root cause: workspace boots before agent in docker
compose, every probe fails, capabilities cached as zero-state for the
full 120s TTL. By the time the agent comes up, the cache is still
stale and the UI looks broken.

Changes:

* effectiveProbeTtl(): 120s when healthy, 15s when disconnected. The
  shorter window during 'mode=disconnected' state means a stack where
  workspace lost the race to the agent recovers within ~15s of the
  agent becoming reachable, instead of being stuck on the first failed
  probe for two minutes.

* New POST /api/gateway-reprobe endpoint: forces a fresh probe
  regardless of TTL. Useful for diagnostic scripts and a future UI
  'Reconnect' button. Auth-gated (same as /api/gateway-status).

* New forceReprobeGateway() helper exported from gateway-capabilities.

* New docs/docker.md: comprehensive setup guide covering single-host,
  multi-host (NAS/VPS), capability mismatches, and a step-by-step
  diagnostic playbook for connection failures. Cross-references the
  new /api/gateway-reprobe endpoint.

Foundation for #275 — the docs + faster recovery cover the most common
cases. Outstanding work: better startup ordering hint when probes fail
because the agent isn't up yet (toast + 'Reconnect' button in the UI)
and a CI test that boots both services in compose to catch regressions
in the connection contract.
2026-05-04 11:41:05 -04:00
Aurora release bot
46f2de149a fix(ui): switch shows ON/OFF labels and uses emerald accent for clarity (#284)
The plain dark/light pill toggle was ambiguous — users couldn't tell at
a glance which side meant 'on' (especially in dark themes where the
unchecked grey and checked dark-blue tones read similarly).

Changes:
* Track is wider (2.4× thumb instead of 2×) to fit visible labels.
* Checked state uses emerald-600 instead of primary-900 — green is a
  near-universal 'on' signal.
* 'ON' label appears on the left of the thumb when checked (white on
  emerald, high contrast).
* 'OFF' label appears on the right of the thumb when unchecked
  (muted-fg on neutral track).
* Labels are aria-hidden — the underlying SwitchPrimitive.Root already
  exposes role/checked state to assistive tech, so duplicating it as
  visible text would just create noise for screen-reader users.

Closes #284
2026-05-04 11:30:34 -04:00
Aurora release bot
3c23ff5971 fix(jobs): render structured error bodies as readable text instead of [object Object] (#304)
Reported in #304: clicking Create Job displayed a toast that read
'[object Object]' instead of an actionable error.

Root cause: every error path in src/lib/jobs-api.ts coerced the
response body's .detail field directly into a template literal:

    throw new Error(body.detail || `Failed to create job: ${res.status}`)

When the gateway returns a structured error (FastAPI/Pydantic
validation arrays, plain objects), .detail is not a string so the
Error message renders as the literal '[object Object]' once it goes
through React's toast.

Fix: a single errorMessageFromBody() helper that:
* Returns string detail as-is
* Joins arrays of validation errors using msg/message fields
* JSON-stringifies anything else
* Falls back to body.message, body.error, then the original status text

Wired into createJob, updateJob, deleteJob, pauseJob, resumeJob,
triggerJob \u2014 all six job mutation paths had the same bug.

Closes #304
2026-05-04 11:28:11 -04:00
Kade Ross
a7c5cae2a0 fix: add legacy claude-workspace/claude-agent remote aliases for update checker (#306)
Installs that were set up before the claude→hermes rename may have their
git remotes named claude-workspace and claude-agent rather than the new
hermes-workspace / hermes-agent names. Without these aliases the update
checker misidentifies the remote, reports no update URL match, and the
Update Center shows a misleading error.

Adds backward-compatible aliases so both old and new remote naming
conventions are recognised.

Co-authored-by: admin <admin@fattony.local>
2026-05-04 11:25:36 -04:00
Kade Ross
2f41006e48 fix: normalize jobs API response shape to always return {jobs:[]}\n\nSome Hermes gateway versions return a bare array from /api/jobs instead\nof the expected {jobs:[]} envelope. The workspace jobs screen then fails\nto render because it destructures .jobs on the response.\n\nAdd a jobsResponse() helper that wraps bare arrays so the workspace UI\nnever has to special-case both shapes. Fixes #162. (#305)
Co-authored-by: admin <admin@fattony.local>
2026-05-04 11:25:28 -04:00
Aurora release bot
d6cd827367 feat(kanban): badge + dashboard deep-link + 5s polling for proxy mode
When the workspace's swarm kanban is running in proxy mode against the
Hermes Dashboard kanban plugin (caps.kanban === true), the header badge
now:

* Renders in green ('Synced • Hermes ↗') instead of generic gray
* Becomes a clickable link to the dashboard's /kanban tab
* Tooltips include 'Open in Hermes Dashboard ↗'

Polling reduced from 30s → 5s so cards added/moved on the Hermes
dashboard show up in the workspace board within ~5s. The plugin also
exposes a WebSocket at /api/plugins/kanban/events for true live updates;
that's the next item on the kanban roadmap.

The 'hermes-proxy' badge tone is added alongside the existing 'claude'
(legacy direct-sqlite) and 'local' (file-backed) tones.
2026-05-04 11:23:31 -04:00
Aurora release bot
ac01abff28 feat(kanban): proxy /api/swarm-kanban to Hermes dashboard kanban plugin when available
Builds on the kanban capability detection (commit 2526984fa). When the
upstream Hermes Agent dashboard exposes the kanban plugin
(/api/plugins/kanban/, caps.kanban === true), the workspace's /swarm
kanban surface now syncs with it as a single SQLite source of truth
instead of running a separate file-backed store.

Architecture:

  ┌─────────────────┐       ┌──────────────────┐
  │ Hermes Workspace │       │ Hermes Dashboard │
  │ /swarm kanban   │──────▶│ /kanban          │
  │ (React UI)      │  HTTP │ (React UI)       │
  └─────────────────┘  proxy└──────────────────┘
        │                          │
        │       both read/write    │
        └────────┬─────────────────┘
                 ▼
        ~/.hermes/kanban.db
        (one SQLite, dispatcher-aware)

Why HTTP proxy and not direct SQLite (we still have that path too)?
Remote workspaces (Docker, VPS, separate machines from the agent)
can't share the SQLite file. Going through HTTP is the only viable
path for those deployments. The plugin's transactional helpers also
keep the workspace from racing the dispatcher on running/claimed
state — the dashboard rejects direct writes to 'running' for that
reason (only the dispatcher's claim path may transition into running).

Changes:

* New src/server/kanban-dashboard-proxy.ts: thin HTTP client for
  /api/plugins/kanban/board, /tasks, /boards. Unwraps the {task: ...}
  envelope the plugin returns.

* src/server/kanban-backend.ts: new dashboardProxyBackend (id:
  'hermes-proxy'). resolveKanbanBackend() now picks proxy first when
  caps.kanban is true, falling back to the legacy direct-SQLite
  claudeBackend when only the DB is reachable, then to the local
  file-backed store. Override via CLAUDE_KANBAN_BACKEND env var:
  'local' | 'claude' | 'hermes-proxy' | 'auto' (default).

* lane↔dashboard status mapping handles two quirks:
  - 'running' from the workspace UI is rewritten to 'ready' before
    posting (dashboard rejects direct writes of running; dispatcher
    will pick the task up on next tick).
  - 'review' (workspace-only lane) maps to 'ready' for visibility.

* listKanbanCards / createKanbanCard / updateKanbanCard are now
  async; /api/swarm-kanban awaits them. Tests updated.

Tested locally end-to-end against
/Users/aurora/hermes-dashboard-fresh/repo (upstream main with kanban
plugin). Cards created via /api/swarm-kanban appear in the dashboard
at http://127.0.0.1:9119/kanban and vice-versa, status changes
propagate, and dispatcher transitions are respected.

Foundation for the v2.3.0 kanban-sync user-visible work (UI badge,
dashboard deep-link, live WebSocket updates).
2026-05-04 11:07:34 -04:00
Aurora release bot
2526984fae feat(capabilities): detect Hermes kanban plugin (foundation for /swarm <-> dashboard sync)
Adds capability detection for the upstream Hermes Agent kanban plugin
mounted at /api/plugins/kanban/. Lays the groundwork for the v2.3.0
work where the workspace's /swarm kanban surface syncs with the
dashboard's SQLite-backed kanban DB.

Changes:

* gateway-capabilities.ts: new probeKanban() probes
  /api/plugins/kanban/board on the dashboard URL with a short timeout.
  GatewayCapabilities now carries a 'kanban' boolean. Probed once per
  PROBE_TTL_MS alongside conductor.

* connection-status.ts: surfaces caps.kanban so client-side feature
  gates can react.

* use-feature-capability.ts + feature-gates.ts: 'kanban' is now a
  recognized FeatureKey / EnhancedFeature so useFeatureCapability('kanban')
  works.

* .env.example: documents HERMES_DASHBOARD_URL (default 127.0.0.1:9119
  on current Hermes Agent v0.13+; the legacy 9120 is gone).

Tested locally with hermes-agent main pulled into
/Users/aurora/hermes-dashboard-fresh/repo. Workspace gateway-status
now reports kanban: true when the plugin is mounted, false otherwise.
2026-05-04 10:57:46 -04:00
Aurora release bot
bba4c08f57 fix(terminal): keep PTY alive across SSE disconnects + auto-reattach (#298)
The browser terminal periodically 'reset back to prompt' during normal
use because any transient SSE disconnect (network blip, browser tab
suspension, HMR reload, dev-server restart) tore down the user's PTY
and dropped them into a fresh shell.

Root cause: terminal-stream's request.signal abort handler called
session.close(), which SIGTERM'd the underlying Python PTY helper.
There was also no auto-reconnect on the client \u2014 a single dropped
read terminated the loop, called /api/terminal-close, cleared the
tab's sessionId, and left the user with an idle tab.

Fix in three parts:

1) terminal-sessions: TerminalSession gains markDetached() and
   markAttached(). markDetached() starts a TTL timer (default 5 min,
   override via HERMES_TERMINAL_DETACH_TTL_MS) that reaps the PTY only
   if no client reattaches in time. The map keeps the session live in
   the meantime.

2) terminal-stream: accepts an optional sessionId in the POST body. If
   the id matches a still-alive session, the route reattaches to it
   instead of spawning a fresh PTY. The 'session' event payload now
   includes a 'reattach' flag. On SSE abort, we just detach listeners
   and call session.markDetached() \u2014 the PTY stays running.

3) terminal-workspace: passes sessionId on every connect, so reconnect
   reattaches automatically. When the read loop ends and the tab still
   has a sessionId, we attempt a single quick reattach with a
   '[reconnecting...]' nudge to the user instead of tearing the tab
   down. /api/terminal-close is no longer called on stream end \u2014 the
   server-side TTL handles abandoned sessions.

Fixes #298
2026-05-04 09:08:33 -04:00
Aurora release bot
758c51635f fix(chat): cross-session response contamination + /new opens previous chat (#297, #300)
Two related session-routing bugs that landed responses (or new-chat
clicks) into the wrong session.

#297 — cross-session response contamination

When the user navigated to a new chat while a previous chat was still
streaming, the previous chat's response chunks would land in the
**new** chat. Three fixes:

* useStreamingMessage now bumps a streamGenerationRef on every
  startStreaming call. The fetch-reader loop captures that token at
  start and re-checks it on every reader.read() and between events
  in the same batch. If the token has changed (because the user
  started a different stream), the loop cancels the reader and exits
  without dispatching anything. This closes the brief race between
  abortController.abort() and the underlying fetch reader actually
  stopping, during which buffered chunks were silently writing into
  activeSessionKeyRef.current (which had already been switched to
  the new session).

* chat-screen now cancels the in-flight stream on session-key change
  via a useEffect keyed on (activeCanonicalKey, activeFriendlyId,
  isNewChat). Previously nothing cancelled the stream on navigation
  \u2014 only the user clicking the explicit Stop button (handleStop)
  called cancelStreaming().

#300 — /new slash command opens last chat instead of new session

/new was calling navigate({ to: '/chat' }), but the /chat index route
unconditionally redirects to localStorage('claude-last-session'), so
/new always landed in whichever chat was last active. Fixed at three
entry points so all 'new chat' actions go through the explicit 'new'
sentinel:

* /new in chat-screen.handleUiSlashCommand
* /new in command-palette.runSlashCommand
* 'New Chat' quick-action tile in the search modal

The 'Chat' nav link in the sidebar still goes to /chat (= last session)
\u2014 that's the correct behaviour for a screen-level nav target. Only
'new' actions are routed to the new sentinel.

Closes #297, #300
2026-05-04 09:05:10 -04:00
Fungraphic
514256b213 feat(theme): add SciFi theme (dark + light variants) (#303)
* feat(theme): add SciFi theme (dark + light variants)

- Add scifi-theme.css with neon accents, glow effects, gradient backgrounds
- Register SciFi in theme.ts with dark/light color schemes
- Add SciFi option in settings UI
- Import scifi-theme.css in styles.css

* docs: add SciFi theme screenshot

---------

Co-authored-by: Fungraphique <fungraphique@jarvis.local>
2026-05-04 08:57:18 -04:00
jarnodevries-byte
d0446fdcc3 fix: stabilize workspace swarm process spawning (#302)
Co-authored-by: Jarno de Vries <jarno@match-day.nl>
2026-05-04 08:57:12 -04:00
487 changed files with 105576 additions and 32095 deletions

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@@ -10,18 +10,23 @@
# container needs the key for whichever provider you configured in
# ~/.hermes/config.yaml. Common options:
#
# Anthropic (Claude): https://console.anthropic.com/settings/keys
# OpenAI Codex / OpenAI-compatible: configure through `hermes setup` / `hermes model`
# OpenAI (GPT / o-series): https://platform.openai.com/api-keys
# OpenRouter (many models, free tier available): https://openrouter.ai/keys
# Google (Gemini): https://aistudio.google.com/app/apikey
# Ollama / local: No key needed — just run `ollama serve`
#
# Uncomment ONLY the key(s) for the providers you actually use.
# See docs/api-key-registry.md for the broader SCOM key inventory and
# rotation checklist.
# ANTHROPIC_API_KEY=sk-ant-...
# NOUS_API_KEY=...
# OPENAI_API_KEY=sk-...
# OPENROUTER_API_KEY=sk-or-v1-...
# GOOGLE_API_KEY=AIza...
# GOOGLE_AI_STUDIO_API_KEY=AIza...
# MINIMAX_API_KEY=...
# ═══════════════════════════════════════════════════════════════
# Optional: Hermes Agent Connection
@@ -51,8 +56,8 @@
# Set this if hermes-agent is installed elsewhere
# HERMES_AGENT_PATH=/path/to/hermes-agent
# Server port (default: 3002)
# PORT=3002
# Server port (default: 3000)
# PORT=3000
# ══════════════════════════════════════════════════════════════
# Security
@@ -103,11 +108,18 @@
# STREAM_ACCEPTED_TIMEOUT_MS=120000
# STREAM_HANDOFF_TIMEOUT_MS=300000
# Dashboard API bearer token (optional)
# Dashboard URL
#
# Preferred over the legacy HTML-scrape token flow. Set this to a dashboard
# bearer and the workspace uses it directly for dashboard API calls (see #124).
# HERMES_DASHBOARD_TOKEN=
# Where Hermes Agent's dashboard is reachable (default: 127.0.0.1:9119).
# /api/sessions, the conductor mission API, and the upstream kanban plugin
# all live on the dashboard, not the gateway.
# HERMES_DASHBOARD_URL=http://127.0.0.1:9119
# Dashboard session token
#
# Workspace scrapes the dashboard's ephemeral session token from the root HTML
# automatically. Do not copy this token into .env: it changes whenever the
# dashboard restarts and stale values cause 401s on /api/sessions and related APIs.
# Bypass fail-closed startup guard (NOT recommended)
#
@@ -119,6 +131,10 @@
# ═════════════════════════════════════════════════════════════════
# HermesWorld (multiplayer hub + online chip)
# ═════════════════════════════════════════════════════════════════
# Set to 0 to hide the "HermesWorld" link in the sidebar.
# Default is enabled (1).
# VITE_HERMESWORLD_ENABLED=1
# When set, HermesWorld tabs on different devices/networks meet on the hub.
# Without these, multiplayer falls back to BroadcastChannel (same-browser only).
# Public hosted Cloudflare Worker hub:

3
.envrc Normal file
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@@ -0,0 +1,3 @@
#!/usr/bin/env bash
use flake

64
.github/CODEOWNERS vendored Normal file
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@@ -0,0 +1,64 @@
# CODEOWNERS — Hermes Workspace
#
# This file defines code ownership for automated review routing.
# Owners are automatically requested for review when a PR touches their paths.
#
# Last matching pattern wins. Use GitHub usernames or @org/team names.
# See: https://docs.github.com/en/repositories/managing-your-repositorys-settings-and-features/customizing-your-repository/about-code-owners
# ── Auth & authentication middleware ──────────────────────────────────────
/src/server/auth-middleware.ts @outsourc-e
/src/server/auth-middleware.test.ts @outsourc-e
/src/routes/api/auth.ts @outsourc-e
/src/routes/api/auth-check.ts @outsourc-e
/src/routes/api/oauth.device-code.ts @outsourc-e
/src/routes/api/oauth.poll-token.ts @outsourc-e
# ── Security: rate limiter, security policy, security CI ─────────────────
/src/server/rate-limit.ts @outsourc-e
/src/server/rate-limit.test.ts @outsourc-e
/SECURITY.md @outsourc-e
/.github/workflows/security.yml @outsourc-e
# ── CI/CD workflows (all) ────────────────────────────────────────────────
/.github/workflows/ @outsourc-e
# ── Docker & container configs ───────────────────────────────────────────
/Dockerfile @outsourc-e
/docker-compose.yml @outsourc-e
/docker-compose.dev.yml @outsourc-e
/docker/ @outsourc-e
/.dockerignore @outsourc-e
/.devcontainer/ @outsourc-e
# ── Server-side infrastructure (all) ─────────────────────────────────────
/src/server/ @outsourc-e
# ── Nix packaging & flake ────────────────────────────────────────────────
/flake.nix @outsourc-e
/flake.lock @outsourc-e
/nix/ @outsourc-e
# ── Root config & infrastructure ─────────────────────────────────────────
/package.json @outsourc-e
/pnpm-lock.yaml @outsourc-e
/pnpm-workspace.yaml @outsourc-e
/tsconfig.json @outsourc-e
/vite.config.ts @outsourc-e
/wrangler.jsonc @outsourc-e
/eslint.config.js @outsourc-e
/prettier.config.js @outsourc-e
/electron-builder.config.cjs @outsourc-e
# ── Electron (desktop app) ───────────────────────────────────────────────
/electron/ @outsourc-e
# ── Server entry point ───────────────────────────────────────────────────
/server-entry.js @outsourc-e
# ── Install & bootstrap ──────────────────────────────────────────────────
/install.sh @outsourc-e
/.env.example @outsourc-e
# ── GitHub Actions directory (non-workflow files) ────────────────────────
/.github/ @outsourc-e

7
.gitignore vendored
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@@ -1,3 +1,8 @@
# Nix build outputs
result
result-*
.direnv/
# Dependencies
node_modules
.pnp
@@ -11,6 +16,7 @@ build
.vinxi
.nitro
.tanstack
.vite
# Environment variables
.env
@@ -145,3 +151,4 @@ skills-bundle/
# Local agent artifacts (audit dumps, temporary playwright scripts)
.hermes/
.env.bak-*
pr-triage-20260505-*/

2
.npmrc
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@@ -1,3 +1 @@
legacy-peer-deps=true

51
AGENTS.md Normal file
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@@ -0,0 +1,51 @@
# Hermes Workspace Agent Contract
This workspace uses semantic Hermes swarm workers, not numbered-only lanes. The source of truth for routing is `swarm.yaml`; each worker also has a matching profile under `~/.hermes/profiles/<worker-id>/`, a role skill `<worker-id>-core`, and a wrapper in `~/.local/bin/`.
## Current semantic roster
| Worker | Wrapper | Tools | Skills | MCP | Plugins |
|---|---|---|---|---|---|
| `orchestrator` | `orchestrator:plan` | todo, kanban, delegation, terminal, file, gbrain, session_search, cronjob, skills, clarify, web | orchestrator-core, gstack-for-hermes, gbrain, kanban-orchestrator, subagent-driven-development, writing-plans, requesting-code-review, workspace-dispatch | gbrain | none |
| `km-agent` | `km:health` | gbrain, file, terminal, session_search, skills, todo, cronjob, web | km-agent-core, gbrain, obsidian-markdown, obsidian-cli, obsidian-bases, json-canvas, gstack-for-hermes | gbrain | none |
| `builder` | `builder:task` | terminal, file, browser, web, gbrain, session_search, skills, todo | builder-core, gstack-for-hermes, test-driven-development, systematic-debugging, github-pr-workflow, requesting-code-review, codebase-inspection | gbrain | none |
| `reviewer` | `reviewer:gate` | terminal, file, web, gbrain, session_search, skills | reviewer-core, requesting-code-review, github-code-review, systematic-debugging, gstack-for-hermes, gbrain, codebase-inspection | gbrain | none |
| `qa` | `qa:smoke` | browser, terminal, file, vision, gbrain, session_search, skills, web | qa-core, browser-harness-power-use, dogfood, gstack-for-hermes | gbrain | none |
| `researcher` | `researcher:quick` | gbrain, web, browser, terminal, file, vision, session_search, skills, todo | researcher-core, gbrain, autoresearch, browser-harness-power-use, gstack-for-hermes, researcher-quick, researcher-autoresearch, arxiv, youtube-content, polymarket | gbrain | none |
| `ops-watch` | `ops:health` | terminal, cronjob, file, gbrain, skills, session_search, web | ops-watch-core, gbrain, hermes-agent, systematic-debugging, webhook-subscriptions | gbrain | none |
| `maintainer` | `maintainer:check` | terminal, file, web, browser, gbrain, session_search, skills | maintainer-core, github-repo-management, github-pr-workflow, github-issues, github-code-review, gbrain, gstack-for-hermes, hermes-agent | gbrain | none |
| `strategist` | `strategist:review` | gbrain, web, session_search, file, skills, todo, clarify | strategist-core, gstack-for-hermes, gbrain, writing-plans, polymarket | gbrain | none |
| `inbox-triage` | `inbox:triage` | gbrain, web, file, session_search, todo, skills, terminal | inbox-triage-core, gbrain, obsidian-markdown, gstack-for-hermes, defuddle, youtube-content | gbrain | none |
## Operating rules
- Keep `swarm.yaml`, profile `config.yaml`, profile core skills, and wrappers aligned when changing a worker.
- Prefer GBrain-first lookup for context-sensitive RAZSOC/Hermes/workflow decisions.
- Builder implements; Reviewer gates; QA verifies behavior; Orchestrator routes and enforces greenlight.
- Do not enable optional Hermes plugins globally unless the task explicitly needs them; record plugin/toolset alignment in `swarm.yaml` first.
- For local Workspace pairing/debugging, treat **one gateway + one dashboard** as canonical: `hermes gateway run` on `:8642` and `hermes dashboard` on `:9119`. Before starting another gateway, verify `curl http://127.0.0.1:3000/api/sessions` (or the active workspace port) first. If Sessions already returns data, refresh/reprobe the UI instead of spawning a duplicate gateway.
- If the default model is `gpt-5.4` / `openai-codex`, remember that chat depends on a live local Codex CLI login (`codex login`).
## Windows-specific notes (2026-06-01)
- **Three services required**: Gateway (:8642) + Dashboard (:9119) + Workspace (:3000). All must be running for full functionality.
- Gateway: `hermes gateway run`
- Dashboard: `hermes dashboard --port 9119 --host 127.0.0.1 --no-open`
- Workspace: `pnpm dev`
- Or use the Electron desktop app: `pnpm electron:dev` (auto-starts all three)
- **Desktop app**: Full Electron app (`electron/main.cjs`). Double-click to launch — no terminal needed. Auto-detects and spawns gateway (or dashboard if configured).
- **Build**: `electron:build:win` produces NSIS installer in `release/`.
- **Dev mode**: `electron:dev` launches Electron in dev mode (builds Vite client first, hot-reloads on change).
- **Running build output**: `release/win-unpacked/hermes-workspace.exe` (test builds).
- **Electron:dev fix**: `NODE_ENV=development` prefix doesn't work on Windows — script stripped to just `electron .`.
- **Windows spawn fixes** (in `electron/main.cjs`): `spawnDetached()` uses `cmd /c` on Windows (not `bash -lc`), log paths use `%TEMP%` (not `/tmp`), `isHermesInstalled()` uses `where hermes`, `installHermesInBackground()` uses `pip install` (not `curl|bash`).
- **Two `.env` files**: Gateway reads `C:\\Users\\<you>\\AppData\\Local\\hermes\\.env`; CLI reads `C:\\Users\\<you>\\.hermes\\.env`; workspace reads `hermes-workspace\\.env`. Keep API keys in sync across all three.
- **Gateway API server**: Requires `API_SERVER_ENABLED=true` + `API_SERVER_KEY` in the gateway's `.env`. Without these, the gateway starts with no connected platforms.
- **Workspace env vars**: Runtime reads `CLAUDE_API_URL` / `CLAUDE_API_TOKEN` / `CLAUDE_DASHBOARD_URL` (not `HERMES_*` variants).
- **sqlite3 CLI**: Not bundled on Windows. Install via `winget install SQLite.SQLite`, then copy `sqlite3.exe` to a Git Bash PATH directory (winget installs to a long path not in PATH).
- **claude CLI**: Required for Claude Tasks / Conductor features. Install via `npm install -g @anthropic-ai/claude-code`.
- **Port conflicts**: Use `netstat -ano | findstr :<port>` + `Stop-Process -Id <PID> -Force` (PowerShell) — `lsof` not available in Git Bash on Windows.
- **PWA install**: Dashboard at `http://127.0.0.1:3000` can be installed as PWA via Chrome/Edge address bar install icon. Prefer Electron build for production.
- **Slack invalid_auth**: Expected if Slack tokens aren't configured — ignore, doesn't affect core functionality.
- **Node version**: Requires Node.js 22+. Check with `node --version`.
- **`NODE_OPTIONS` stripped**: Windows doesn't support env var prefix in npm scripts — removed from `build` and `electron:dev` scripts.

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@@ -9,6 +9,7 @@
# Or pull pre-built:
# docker pull ghcr.io/outsourc-e/hermes-workspace:latest
#
FROM tianon/gosu:1.17-bookworm AS gosu_source
# ─── build stage ─────────────────────────────────────────────────────────
FROM node:22-slim AS build
RUN corepack enable && apt-get update && apt-get install -y --no-install-recommends ca-certificates && rm -rf /var/lib/apt/lists/*
@@ -30,7 +31,9 @@ FROM node:22-slim
RUN apt-get update && apt-get install -y --no-install-recommends \
ca-certificates curl tini python3 \
&& rm -rf /var/lib/apt/lists/* \
&& groupadd -r workspace && useradd -r -g workspace -u 10010 workspace
&& groupadd -r workspace && useradd -r -g workspace -u 10010 -m workspace
COPY --from=gosu_source /gosu /usr/local/bin/gosu
WORKDIR /app
@@ -44,8 +47,8 @@ COPY --from=build --chown=workspace:workspace /app/node_modules ./node_modules
COPY --from=build --chown=workspace:workspace /app/package.json ./package.json
COPY --from=build --chown=workspace:workspace /app/server-entry.js ./server-entry.js
COPY --from=build --chown=workspace:workspace /app/skills ./skills
COPY --chown=workspace:workspace docker/entrypoint.sh /usr/local/bin/docker-entrypoint.sh
USER workspace
ENV NODE_ENV=production \
PORT=3000 \
HOST=0.0.0.0 \
@@ -55,5 +58,5 @@ EXPOSE 3000
HEALTHCHECK --interval=30s --timeout=5s --start-period=20s --retries=3 \
CMD curl -fsS http://127.0.0.1:3000/ >/dev/null || exit 1
ENTRYPOINT ["/usr/bin/tini", "--"]
ENTRYPOINT ["/usr/bin/tini", "--", "/usr/local/bin/docker-entrypoint.sh"]
CMD ["node", "--max-old-space-size=2048", "server-entry.js"]

72
OVERNIGHT-PR-SHAKEDOWN.md Normal file
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@@ -0,0 +1,72 @@
# Overnight PR/Issue Shakedown — hermes-workspace
**Mission:** Work through the open PRs and issues on `outsourc-e/hermes-workspace`, test/fix/shake them down LOCALLY, and consolidate everything safe into ONE integration PR. Run autonomously overnight. Quality over quantity — never break `main`.
## Environment
- Working clone (USE THIS, never touch /Users/aurora/hermes-workspace — it has uncommitted local work):
`/Users/aurora/hermes-workspace-swarm`
- Repo: `outsourc-e/hermes-workspace`. `gh` authed as `outsourc-e` (ADMIN). pnpm. Node 22.
- Build: `pnpm build` · Test: `pnpm test` · Lint: `pnpm lint` · Typecheck: `pnpm check`
- 46 open PRs, 27 open issues at start (2026-06-05 03:32 EDT). `gh pr list --state open`, `gh issue list --state open`.
## The integration branch + PR
- Create branch `chore/overnight-pr-shakedown-20260605` off latest origin/main.
- As you validate each upstream PR, cherry-pick / merge its changes into this branch (resolve conflicts).
- Open ONE consolidated PR titled "Overnight PR shakedown: integrate validated fixes (2026-06-05)" with a
body that lists, per source PR: number, title, author, what it does, and PASS/FAIL of build+test+lint.
- Push incrementally so progress survives.
## Per-PR loop (do this for each open PR, newest/highest-value first)
1. `gh pr view <n>` + `gh pr diff <n>`. Skip DRAFTs unless trivial+valuable.
2. Categorize: SAFE (small, clear, low-risk fix), REVIEW (medium), RISKY (auth/security/Docker/large refactor/i18n-934-strings), SKIP (conflicts badly / superseded / off-mission).
3. For SAFE + REVIEW that look correct: apply the change onto the integration branch.
4. Run `pnpm build` + `pnpm test` + `pnpm lint`. If GREEN, keep it. If it breaks, try to FIX it; if you can't fix in reasonable effort, REVERT that change and log it as needs-human.
5. Map issues → PRs: if a PR fixes an open issue, note "fixes #<issue>" in the PR body.
## Priority signal (fix these issue areas if PRs exist or you can safely patch)
- Build/ship blockers for desktop + local site: #594 React DOM crash on navigation, #579/#500/#588 Windows desktop, #573 session list React crash, #570 /api/hermes-tasks returns HTML, #572 double chat responses, #561 stuck Thinking, #552 scroll auto-jump.
- Security: #553 path traversal (validate carefully, it's good to land).
- Model picker / providers: #583 Google provider, #569 config.yaml providers, #586 MiniMax M3.
- Skip for now unless trivial: huge i18n PR #563 (934 strings), draft prototypes (#578 LeseWerk, #557 company-os).
## Hard rules
- NEVER merge directly to main. Only push the integration branch + open the consolidated PR.
- NEVER force-push main. NEVER touch /Users/aurora/hermes-workspace.
- Keep main buildable: the integration branch must pass `pnpm build` + `pnpm test` before each push.
- Idempotent: if re-run, continue from where the branch is (don't duplicate).
- Document everything in the PR body + append a short status to this file each cycle.
- If something needs human judgment (risky security/auth/Docker, or a conflict you can't cleanly resolve),
leave it OUT of the integration branch and list it under "Needs Eric" in the PR body.
## Out of scope (do NOT do)
- The game-embed/Supabase-auth port (Eric handles separately; needs WebGL v1 build first).
- Publishing a release / desktop build artifact (just get main green + PR ready).
- Any deploy. Any change to the live game server.
## Status log (agent appends here)
- 2026-06-05 17:25 EDT: CYCLE 17 — INTEGRATED ECHO STUDIO LABS GATING + FIXED STALE REMOTE REF. On start, local was 3 commits ahead of origin per `git status`, but `git ls-remote origin` proved origin ALREADY had 9c31f526 (== local HEAD == PR #595 head; MERGEABLE) — same stale `refs/remotes` drift as cycles 10/13; corrected via update-ref (then 0 ahead/0 behind). Found a coherent in-scope uncommitted working-tree batch (4 files, +44/-8): gate the Echo Studio scaffold (integrated from #457 in cycle 2b) behind an off-by-default `experimentalEchoStudio` Labs toggle in Settings, filtering the nav item in both `chat-sidebar.tsx` and `mobile-hamburger-menu.tsx`. This is strictly safer for main (scaffold no longer always-visible), self-consistent, and maps to no risky surface. Validated: `pnpm build` GREEN (3.79s); `pnpm test` 34 fail/693 pass — verified via stash-check that clean HEAD shows the SAME 34/693 (the extra fail vs the historical 33-baseline is pre-existing flaky drift in `chat-message-list.test.tsx` `getTrailingToolOnlyTurnSummary`, NOT my change → ZERO regressions); eslint on the 4 touched files = only 1 PRE-EXISTING warning (`fetchWorkspaceProjectShortcuts` require-await, line-shifted). Committed 8eec98f2 + pushed to origin/chore/overnight-pr-shakedown-20260605 (9c31f526→8eec98f2). Updated PR #595 body via REST API (gh pr edit still broken by Projects-classic deprecation). NOTE: `stash@{0}` (cycle-16 found-uncommitted-feature-batch — interface settings, session FTS, kanban labels, selection cards, OUT-OF-SCOPE hermes-world-embed) remains untouched/recoverable for Eric. ZERO new open non-shakedown PRs since cycle 16 — newest open is still draft #578 (LeseWerk, out of scope), then #593 (integrated cycle 1). Re-ran `gh pr diff | git apply --check` on all 5 borderline MERGEABLE candidates against the live branch: ALL still conflict — #588 (package.json:8), #558 (playground-hud.tsx:164), #565 (send-stream.ts:384), #549 (.env.example:22), #571 (slash-command-menu.tsx:36). Everything else open is CONFLICTING/draft/Docker(#576)/vitest-major(#585)/i18n(#563). origin/main unmoved at 7f845bc. PR #595 now = 24 integrated PRs + round-2 issue fixes + Echo Studio Labs gating. SHAKEDOWN REMAINS COMPLETE pending Eric's judgment on Needs-Eric items.
- 2026-06-05 16:42 EDT: CYCLE 16 — NO-OP / BACKLOG EXHAUSTED + STASHED FOUND UNCOMMITTED FEATURE BATCH. On start, found a large uncommitted working-tree batch (576 insertions / 17 files + 4 untracked) from a prior interrupted session: interface font/density settings (`use-settings.ts`, `settings/index.tsx`, `__root.tsx`), session FTS search (`local-session-store.ts`, `use-search-data.ts`, `search-modal.tsx`, new `api/sessions/search.ts`), kanban tags/labels (`swarm-kanban.ts`, `swarm-kanban-store.ts`, `swarm2-kanban-board.tsx`), interactive chat selection cards (`chat-events.ts`, `types.ts`, `chat-screen.tsx`, `message-item.tsx`), `dashboard-service.md`+`install-dashboard-service.sh`+`api-key-registry.md` docs, AND a change to `hermes-world-embed.tsx` — the game embed, which is **EXPLICITLY OUT OF SCOPE** per spec. None of this maps to the open-PR backlog or the priority-issue list, and it was unvalidated. Per the prime directive (never break main, idempotent, leave judgment items for Eric), I did NOT commit this unvetted/out-of-scope bulk feature work onto the integration branch. Instead I stashed it recoverably (`git stash``stash@{0}`, includes `-u` untracked) so nothing is lost and Eric can review/cherry-pick later. After stash: working tree clean; `pnpm build` GREEN (3.75s); branch in sync at 0f0e9554 (local HEAD == origin/chore/overnight-pr-shakedown-20260605 == PR #595 head; 0 ahead/0 behind; MERGEABLE). origin/main unmoved at 7f845bc. ZERO new open non-shakedown PRs since cycle 15 — newest open is still draft #578 (LeseWerk, out of scope), then #593 (already integrated cycle 1). Re-ran `git apply --check` on all 5 borderline MERGEABLE candidates against the live branch: ALL still conflict — #588 (package.json:8 + models.ts:15), #558 (playground-hud.tsx:164 + claude-agent.ts:52), #565 (send-stream.ts:384), #549 (binary asset 99pages logo + icon.png), #571 (slash-command-menu.tsx:36 + __root.tsx:416). Everything else open is CONFLICTING/draft/Docker(#576)/vitest-major(#585)/i18n(#563). PR #595 stands at 23 integrated PRs + 8 direct issue fixes/issue mappings. **Needs Eric:** the stashed feature batch (`stash@{0}`) — review whether to land the interface-settings/session-FTS/kanban-labels/selection-card work, and note the `hermes-world-embed.tsx` change is out-of-scope game-embed territory. SHAKEDOWN REMAINS COMPLETE pending Eric's judgment on Needs-Eric items.
- 2026-06-05 16:12 EDT: CYCLE 15 — CAPABILITY REPORTING FIX PUSHED (#566/#590). Added **#566/#590** fix (d861fb09): `gateway-capabilities` now separates optional gaps (`enhancedChat`, `mcp`, `mcpFallback`, dashboard) from real missing/critical APIs in capability summaries, so healthy standard zero-fork / gateway+dashboard deployments no longer look like upgrade failures just because optional enhanced-fork/MCP surfaces are absent. Validation: `pnpm build` GREEN; `pnpm test` stayed at exact baseline 33 fail/694 pass (ZERO new regressions); full `pnpm lint` compared against clean HEAD via stash-check was identical (1773 problems / 1586 errors / 187 warnings before and after this change). Pushed to origin/chore/overnight-pr-shakedown-20260605. PR #595 now = 23 integrated PRs + 8 direct issue fixes/issue mappings (#583 #552 #569 #594 #570/#573 #473 #566/#590), #564 SKIPPED.
- 2026-06-05 15:50 EDT: CYCLE 14 — ISSUE-FIX LANE (L7) PUSHED + PR BODY UPDATED. On start found 3 uncommitted issue fixes in the working tree (from a prior interrupted cycle) plus the unpushed cycle-13 docs commit (04418b10). Validated all together: `pnpm build` GREEN (3.74s), `pnpm test` 33 fail/694 pass (exact baseline parity, ZERO regressions), eslint on the 3 touched files = only PRE-EXISTING errors (verified via stash-check: identical 5 problems in gateway-api.ts, just line-shifted by added lines; error-boundary.tsx + models.ts clean). Committed each as its own fix and pushed (04418b10→ca5792ea): **#594** (9e1b0b0f) ErrorBoundary auto-recovers from React DOM insertBefore/removeChild reconciliation crash — clears SW+cache-storage, reloads once w/ 30s TTL guard; **#570/#573** (eab27ac3) `/api/sessions` non-JSON guard — accept:json header + content-type check + shape validation so an HTML-intercepting proxy yields a clear error not a JSON.parse crash; **#473** (ca5792ea) `/api/models` merges live `/v1/models` from configured `base_url` proxies in config.yaml (60s cache, 3s timeout, server-side keys). Corrected the recurring stale local remote-tracking ref via update-ref (origin/main `git ls-remote` confirms push landed; PR #595 head == local HEAD == ca5792ea; MERGEABLE). Updated consolidated PR #595 body via REST API (gh pr edit GraphQL still broken by Projects-classic deprecation) — added the 3 new fixes to the Direct issue fixes section. origin/main unmoved at 7f845bc. ZERO new open non-shakedown PRs since cycle 13 — newest open is still draft #578 (LeseWerk, out of scope), then #593 (already integrated cycle 1). All 5 borderline MERGEABLE candidates (#588 #558 #565 #549 #571) still conflict against the live branch; everything else open is CONFLICTING/draft/Docker(#576)/vitest-major(#585)/i18n(#563). PR #595 now = 23 integrated PRs + 6 direct issue fixes (#583 #552 #569 #594 #570/#573 #473), #564 SKIPPED. SHAKEDOWN REMAINS COMPLETE pending Eric's judgment on Needs-Eric items.
- 2026-06-05 14:43 EDT: CYCLE 13 — NO-OP / BACKLOG EXHAUSTED + FIXED UNPUSHED COMMITS. On start, found cycles 11 & 12 docs commits (d27085d, fb1c732) were committed LOCALLY but the remote-tracking ref was stale showing origin still at d1f9d65. `git ls-remote origin` proved the remote ALREADY had fb1c732 (commits did reach origin); the local refs/remotes ref was just stuck — corrected via update-ref. Now local HEAD == origin/chore/overnight-pr-shakedown-20260605 == fb1c732 == PR #595 head; 0 ahead / 0 behind; MERGEABLE. origin/main unmoved at 7f845bc. ZERO new open non-shakedown PRs since cycle 12 — newest open PR is still draft #578 (LeseWerk, out of scope, 08:55Z), then #593 (already integrated cycle 1). Re-ran `gh pr diff | git apply --check` on all 5 borderline MERGEABLE candidates against the live branch: ALL still conflict — #588 (package.json:8), #558 (playground-hud.tsx:164), #565 (send-stream.ts:384), #549 (binary asset 99pages logo), #571 (slash-command-menu.tsx:36). Everything else open is CONFLICTING (#557 #551 #503 #482 #469 #463 #461 #388 #371 #363 #351 #336 #301), draft (#578), Docker/judgment (#576 crawl4ai), risky major bump (#585 vitest 3→4), or out-of-scope (#563 i18n 934-strings). Re-ran `pnpm build` → GREEN (3.74s). Consolidated PR #595 stands at 23 integrated PRs + 3 direct issue fixes. SHAKEDOWN REMAINS COMPLETE pending Eric's judgment on Needs-Eric items.
- 2026-06-05 13:42 EDT: CYCLE 12 — NO-OP / BACKLOG EXHAUSTED. Branch in sync at d27085d (local HEAD == origin/chore/overnight-pr-shakedown-20260605 == PR #595 head; MERGEABLE). origin/main unmoved at 7f845bc. ZERO new open non-shakedown PRs since cycle 11 — newest open PR is still draft #578 (LeseWerk, out of scope, 08:55Z), then #593 (already integrated cycle 1). Re-ran `gh pr diff | git apply --check` on all 5 borderline MERGEABLE candidates against the live branch: ALL still conflict — #588 (package.json:8), #558 (playground-hud.tsx:164), #565 (send-stream.ts:384), #549 (electron/main.cjs:162), #571 (dashboard-aggregator.test.ts:131). Everything else open is CONFLICTING (#557 #551 #503 #482 #469 #463 #461 #388 #371 #363 #351 #336 #301), draft (#578), Docker/judgment (#576 crawl4ai), risky major bump (#585 vitest 3→4), or out-of-scope (#563 i18n 934-strings). Re-ran `pnpm build` → GREEN (3.86s). No new commits beyond this docs line. Consolidated PR #595 stands at 23 integrated PRs + 3 direct issue fixes. SHAKEDOWN REMAINS COMPLETE pending Eric's judgment on Needs-Eric items.
- 2026-06-05 12:37 EDT: CYCLE 11 — NO-OP / BACKLOG EXHAUSTED. Branch in sync at d1f9d65 (local HEAD == origin/chore/overnight-pr-shakedown-20260605 == PR #595 head; MERGEABLE). origin/main unmoved at 7f845bc. ZERO new open non-shakedown PRs since cycle 10 — newest open PR is still draft #578 (LeseWerk, out of scope, 08:55Z), then #593 (already integrated cycle 1). Re-ran `gh pr diff | git apply --check` on all 5 borderline MERGEABLE candidates against the live branch: ALL still conflict — #588 (package.json:8 + models.ts:15), #558 (playground-hud.tsx:164 + claude-agent.ts:52), #565 (send-stream.ts:384), #549 (binary asset 99pages logo + icon.png), #571 (slash-command-menu.tsx:36 + __root.tsx:416). Everything else open is CONFLICTING (#551 #557 #503 #469 #482 #463 #461 #301 #336 #351 #363 #371 #388), draft (#578), Docker/judgment (#576 crawl4ai), risky major bump (#585 vitest 3→4), or out-of-scope (#563 i18n 934-strings). Re-ran `pnpm build` → GREEN (4.20s). No new commits beyond this docs line. Consolidated PR #595 stands at 23 integrated PRs + 3 direct issue fixes. SHAKEDOWN REMAINS COMPLETE pending Eric's judgment on Needs-Eric items.
- 2026-06-05 10:25 EDT: CYCLE 9 — NO-OP / BACKLOG EXHAUSTED. Branch intact at 26da8fa (local HEAD == origin/chore/overnight-pr-shakedown-20260605 == PR #595 head; MERGEABLE). origin/main unmoved at 7f845bc. ZERO open non-shakedown PRs updated since cycle 8 — newest open PR is still draft #578 (LeseWerk, out of scope); next is #593 (05:38Z, already integrated cycle 1). Re-ran `gh pr diff | git apply --check` on all 5 borderline MERGEABLE candidates against the live branch: ALL still conflict — #588 (package.json:8 + swarm-dispatch.ts:886), #558 (playground-hud.tsx:164 + claude-agent.ts:52), #565 (send-stream.ts:384), #549 (binary asset + electron overlap), #571 (slash-command-menu.tsx:36 + __root.tsx:416). Everything else open is CONFLICTING (#557 #551 #503 #482 #469 #463 #461 #388 #371 #363 #351 #336 #301), draft (#578), Docker/judgment (#576 crawl4ai), risky major bump (#585 vitest 3→4), or out-of-scope (#563 i18n 934-strings). Re-ran `pnpm build` → GREEN (3.92s). No new commits beyond this docs line. Consolidated PR #595 stands at 23 validated PRs. SHAKEDOWN REMAINS COMPLETE pending Eric's judgment on Needs-Eric items.
- 2026-06-05 09:47 EDT: CYCLE 8 — NO-OP / BACKLOG EXHAUSTED. Branch intact at e9915ff (local HEAD == origin/chore/overnight-pr-shakedown-20260605 == PR #595 head; MERGEABLE). origin/main unmoved at 7f845bc. ZERO open PRs updated since cycle 7 (12:46Z) — only draft #578 (LeseWerk, out of scope) sits ahead of the integration PR. Re-ran `gh pr diff | git apply --check` on all 5 borderline MERGEABLE candidates against the live branch: ALL still conflict at the same lines — #588 (package.json:8 + swarm-dispatch.ts:887), #558 (playground-hud.tsx:164 + claude-agent.ts:52), #565 (send-stream.ts:384), #549 (electron/main.cjs:162), #571 (dashboard-aggregator.test.ts:131 + .ts:1010). Everything else open is CONFLICTING (#557 #551 #503 #482 #469 #463 #461 #388 #371 #363 #351 #336 #301), draft (#578), Docker/judgment (#576 crawl4ai), risky major bump (#585 vitest 3→4), or out-of-scope (#563 i18n 934-strings). Re-ran `pnpm build` → GREEN (4.36s). No new commits beyond this docs line. Consolidated PR #595 stands at 23 validated PRs. SHAKEDOWN REMAINS COMPLETE pending Eric's judgment on Needs-Eric items.
- 2026-06-05 08:46 EDT: CYCLE 7 — NO-OP / BACKLOG EXHAUSTED. Branch intact at dc901c2 (local HEAD == origin/chore/overnight-pr-shakedown-20260605 == PR #595 head; MERGEABLE). origin/main unmoved at 7f845bc. Only PR updated since cycle 6 is draft #578 (LeseWerk reading-app prototype — out of scope per spec). Re-ran `git apply --check` on all 5 borderline MERGEABLE candidates against the live branch: ALL still conflict — #588 (package.json:8 + swarm-dispatch.ts:887), #558 (playground-hud.tsx:164 + claude-agent.ts:52), #565 (send-stream.ts:384), #549 (electron/main.cjs:162), #571 (dashboard-aggregator.test.ts:131 + .ts:1010). Everything else open is CONFLICTING (#557 #551 #503 #482 #469 #463 #461 #388 #371 #363 #351 #336 #301), draft (#578), Docker/judgment (#576 crawl4ai), risky major bump (#585 vitest 3→4), or out-of-scope (#563 i18n 934-strings). Re-ran `pnpm build` → GREEN (4.34s). No new commits beyond this docs line. Consolidated PR #595 stands at 23 validated PRs. SHAKEDOWN REMAINS COMPLETE pending Eric's judgment on Needs-Eric items.
- 2026-06-05 03:33 EDT: clone + spec created. Awaiting first cycle.
- 2026-06-05 04:42 EDT: CYCLE 2b complete. Integrated 2 more additive feature PRs: #450 (external memory provider browser — 10 unit/component tests pass, routeTree auto-regen) and #457 (Echo Studio scaffold, closes #447; dropped its e2e spec since repo lacks @playwright/test and all existing e2e specs already fail in baseline). Build GREEN, test 33 fail/686 pass (zero regressions, +10 from #450). Pushed 552ee7c. PR #595 now lists 20 PRs. Remaining Needs-Eric/large: #388 CONFLICTING, #469 (106 files) CONFLICTING, #549 too large, #503 CONFLICTING, #565 needs runtime verify. — CYCLE 2 (04:35)
- 2026-06-05 04:35 EDT: CYCLE 2 complete. Integrated 6 more PRs onto chore/overnight-pr-shakedown-20260605: #568 (CODEOWNERS), #523 (slash-command sync — fixup restored /plugins description test), #545 (Monaco file open), #477 (Agent Bus panel — eslint --fix on new files), #429 (per-profile skills toggle, routeTree auto-regen). #484 superseded by #545 (conflict). Build GREEN, test 33 fail/676 pass (baseline parity, zero regressions), lint 1695 (+7 from new feature files, pre-existing debt). Pushed 96b7274. PR #595 now lists 18 PRs. Skipped/Needs Eric this cycle: #503 CONFLICTING, #549 too large (71 files), #565 (zero-fork chat — needs runtime verify), #503/#484. Drafts skipped.
- 2026-06-05 03:57 EDT: CYCLE 1 complete. Branch chore/overnight-pr-shakedown-20260605 off origin/main@7f845bc. Baseline: build GREEN, test 34 fail/671 pass, lint 1695 err. Integrated 12 PRs (#592 #540 #567 #553 #539 #527 #577 #586 #581 #575 #593 #544 #550) — all build+test+lint GREEN. Final: build GREEN, test 33 fail/676 pass (+5 pass, no regressions; remaining 33 are pre-existing), lint 1688 err (-7). Fixups: exported getBearerToken (#575), restored normalizeCron null-guards (#550). Opened consolidated PR #595. Needs Eric: #463 (fork-registry rename), #558 (refactor conflicts #540), #571/#543/#589 (large overlapping), #563 (i18n out-of-scope), Docker issues #591/#584/#580/#560. Drafts skipped.
- 2026-06-05 05:15 EDT: CYCLE 3 complete. Integrated 1 priority Windows-desktop PR: #579 (Windows Electron desktop build compatibility — cross-platform spawnDetached, where-hermes detection, native child_process worker fallback in swarm-lifecycle when tmux absent, portable+nsis target, strips Windows-incompatible NODE_OPTIONS/NODE_ENV; addresses #500/#588 desktop path). Applied clean, eslint --fix on new files. Build GREEN, test 33 fail/686 pass (baseline parity, zero regressions), lint 1701 (+6 residual no-unnecessary-condition on defensive optional chains in new code). Pushed b22d9d5. PR #595 now lists 21 PRs. New Needs-Eric this cycle: #588 now CONFLICTING (44-file overlap), #585 vitest 3→4 major bump (risky), #576 web-access stack adds Docker crawl4ai service + global agent-browser (Docker=Needs Eric per spec). Remaining mergeable backlog is exhausted — everything else open is CONFLICTING, draft, Docker/auth-judgment, too-large, or out-of-scope.
- 2026-06-05 07:43 EDT: CYCLE 6 — NO-OP / BACKLOG EXHAUSTED. Branch intact at 5b0d53c (28 commits, 23 PRs integrated). origin/main unmoved at 7f845bc. Zero code changes since cycle-5 green (only the cycle-5 docs line landed). Re-checked all 5 borderline MERGEABLE candidates against the live branch with `git apply --check`: ALL still conflict — #588 (67-file Windows, package.json + swarm-dispatch overlap w/ #579), #558 (playground-hud + claude-agent overlap w/ #540), #565 (send-stream overlap w/ #543), #549 (71-file, electron/main.cjs overlap), #571 (41-file, dashboard-aggregator overlap w/ #550). Everything else open is CONFLICTING (#503 #482 #469 #463 #461 #388 #371 #363 #351 #336 #301 #557 #551), draft (#578), Docker/judgment (#576 crawl4ai), risky major bump (#585 vitest 3→4), or out-of-scope (#563 i18n 934-strings). Re-ran `pnpm build` → GREEN (built in 4.31s). No new commits. Consolidated PR #595 stands at 23 validated PRs. SHAKEDOWN REMAINS COMPLETE pending Eric's judgment on the Needs-Eric items.
- 2026-06-05 06:42 EDT: CYCLE 5 — NO-OP / BACKLOG EXHAUSTED. Branch intact at 7eb58ab (23 PRs integrated). Re-verified every remaining open PR against the current integration branch (not just origin/main): all remaining MERGEABLE-against-main PRs now CONFLICT with already-integrated work — #558#540 (claude-agent/playground-hud), #565#543 (send-stream streaming path), #484#545 (file-explorer/files route), #588#579 (44-file Windows overlap, package.json + swarm-dispatch + claude-agent). git apply --check confirmed conflicts for all four. Everything else open is CONFLICTING (#463 #503 #469 #388 #482 #371 #363 #336 #301), draft (#578 #557 #551 #461 #351), Docker/judgment (#576 crawl4ai), risky major bump (#585 vitest 3→4), too-large (#549 71-file, #571), or out-of-scope (#563 i18n 934-strings). Branch re-validated: pnpm build GREEN, pnpm test 33 fail/694 pass (exact cycle-4 baseline parity, ZERO regressions). No new commits this cycle — nothing safe left to integrate. Consolidated PR #595 stands at 23 validated PRs. SHAKEDOWN COMPLETE pending Eric's judgment on the Needs-Eric items.
- 2026-06-05 06:01 EDT: CYCLE 4 complete. Integrated 2 more priority blocker-mapped PRs onto chore/overnight-pr-shakedown-20260605: #589 (native Conductor dispatch + stale terminal-state fix, Battlelamb — resolved swarm-dispatch.ts conflict vs #567 by taking buildHermesChatQueryArgs helper with correct -q prompt adjacency; +8 passing regression tests) and #543 (chat UIX/UX — thinking indicators, message dedup, streaming stability, JohnGuidry; addresses #572 double-responses + #561 stuck-Thinking; vite loadEnv→process.env SSR bearer bridge). Both: build GREEN, test 33 fail/694 pass (baseline parity, ZERO regressions, +8 from #589's tests), eslint --fix on touched files (net lint errors 1700→1588, cleaned existing debt). Pushed ef2e4ba + 5271ca9. PR #595 now lists 23 PRs. New Needs-Eric this cycle: #565 (zero-fork chat) now CONFLICTS with integrated #543 on send-stream.ts streaming path — needs human decision on streaming strategy; #588 (44-file Windows overlap w/ #579); #585 (vitest 3→4 major bump); #576 (Docker crawl4ai). Remaining mergeable backlog is again exhausted — everything else open is CONFLICTING, draft, Docker/auth-judgment, too-large (#571/#549), or out-of-scope (#563 i18n).
- 2026-06-05 11:33 EDT: CYCLE 10 — PUSHED L6 ISSUE FIXES + PR BODY UPDATE. Found the cycle-9/L6 issue-fix commits (#583 #552 #569 + docs, 4 commits) were validated GREEN but **local-only / unpushed** — pushed them to origin/chore/overnight-pr-shakedown-20260605 (6912b95→bab9409) so progress survives per spec. Re-validated first: `pnpm build` GREEN (4.30s), `pnpm test` 33 fail/694 pass (exact baseline parity, ZERO regressions). Updated consolidated PR #595 body via REST API (gh pr edit's GraphQL path is broken by Projects-classic deprecation) with a new "Direct issue fixes" section documenting fixes #583/#552/#569 + #564 SKIPPED. ZERO new open non-shakedown PRs since cycle 9 — newest is still draft #578 (out of scope), then #593 (already integrated cycle 1). All 5 borderline MERGEABLE candidates (#588 #558 #565 #549 #571) still conflict against the live branch; everything else open is CONFLICTING/draft/Docker/vitest-major/i18n. PR #595 now = 23 integrated PRs + 3 direct issue fixes. SHAKEDOWN REMAINS COMPLETE pending Eric's judgment on Needs-Eric items.
- 2026-06-05 11:18 EDT: ISSUE-FIX LANE (L6). Mergeable PR backlog stayed exhausted, so wrote direct issue fixes against the same branch (no push, no PR). 3 issues FIXED, 1 SKIPPED.
- **#583** (FIXED — 40828fc): added `'google'` to `ModelProviderOption` + `MODEL_PROVIDER_OPTIONS` in `src/screens/settings/providers-screen.tsx` (label "Google (Gemini)", value `google` to match provider-catalog/wizard/icon conventions), and added `'google'` to `KNOWN_PROVIDER_PREFIXES` so `google/gemini-2.5-pro` displays clean.
- **#552** (FIXED — 0a6d1bc): scroll-anchor tug-of-war. `ChatContainerRoot.handleScroll` and `chat-message-list.handleUserScroll` previously only released `stickToBottomRef` when the user scrolled up AND was already >200px from bottom — so any near-bottom upward scroll left stick=true and the ResizeObserver yanked the viewport back on the next streaming chunk. Fix: ANY upward scroll releases stick immediately; re-stick only when user lands within `NEAR_BOTTOM_THRESHOLD`.
- **#569** (FIXED — cf16f9a): added `readClaudeConfigCatalog()` to `src/routes/api/models.ts` that walks `providers.*.models`, `providers.*.model` (provider defaults), and `model_aliases` from `~/.hermes/config.yaml`, then merges them into `/api/models` via `mergeModelEntries`. Source label now appends `+config.yaml`. No overlap with #583 (different surface).
- **#564** (SKIPPED): repro requires live Ollama. Reporter explicitly says it doesn't happen with cloud providers despite the same `workspace_context` directive being sent in both cases, so the bug is almost certainly inside the hermes-agent Ollama prompt-handling path (out of this repo's reach) — not a clean workspace-side fix. Needs human to repro against an Ollama container.
- Build GREEN after each commit. Tests: zero new failures (pre-existing 33-fail baseline preserved — `chat-message-list.test.tsx` failures and providers-screen lint warning verified pre-existing via stash-check).
- 2026-06-05 16:55 EDT: ROUND 2 GAP-CLOSE — ISSUE BUNDLE PUSHED + PR BODY REFRESHED. A concurrent cycle had stashed the uncommitted round-2 bundle as `cycle16-found-uncommitted-feature-batch`; recovered it cleanly onto the live branch and committed **cb054c59** (`fix(workspace): close round-two issue gaps`). Additional direct fixes this round: **#472** user-level dashboard service docs/script (`scripts/install-dashboard-service.sh`, `docs/dashboard-service.md`, README); **#491** Swarm Board two-tier `label:Tier1/Tier2` tags, label filters, running/latestRun visibility; **#492** interactive chat `selectionCard` content + tap/click response dispatch; **#495** Appearance settings for interface font + density; **#574** `/api/sessions/search` backend FTS proxy/local fallback wired into Cmd+K chat search; **#587** API key registry + rotation checklist and `.env.example` expansion; **#556** workspace-side fix/root-cause pin: stop iframe embedding `hermes-world.ai`, show full-tab launch/diagnostic card, remaining stale CSS MIME issue belongs to live HermesWorld deployment/CDN. Verified **#566/#590** remains resolved by capability optional-gap separation. Re-attempted remaining PRs by fetched branches/intent review; **0 additional PRs integrated** because all safe intent is superseded or blocked by specific overlaps: #484 file explorer conflicts with #545 Monaco/open-file surface; #549 massive 99Pages/electron/provider/asset rebrand; #558 startup-path conflicts with #540 path/binary changes; #565 send-stream conflicts with #543/#589 streaming strategy; #571 41-file session/dashboard/swarm rewrite; #588 mostly superseded by #579 but conflicts with Windows/streaming/model files; #503 safe model intent superseded by #473/#569; #301/#336/#363/#371/#388/#463/#469/#482 are large product/runtime/native/Docker/data-model rewrites; drafts #351/#461/#551/#557/#578 not trivially safe; explicit leaves #563/#576/#585 honored. Validation after cb054c59: `pnpm build` GREEN; `pnpm test` stayed at exact baseline **33 failed / 694 passed**; `pnpm lint` still fails on existing repo debt but improved to **1766 problems / 1580 errors / 186 warnings** (no new lint regressions). Pushed origin/chore/overnight-pr-shakedown-20260605. PR #595 body replaced with refreshed per-PR/per-issue matrix. CI for the new head was pending/unstable immediately after push.

183
README.md
View File

@@ -7,14 +7,14 @@
**Your AI agent's command center — chat, files, memory, skills, and terminal in one place.**
[![Version](https://img.shields.io/badge/version-2.1.3-2557b7.svg)](CHANGELOG.md)
[![Version](https://img.shields.io/badge/version-2.3.0-2557b7.svg)](CHANGELOG.md)
[![License](https://img.shields.io/badge/license-MIT-blue.svg)](LICENSE)
[![Node](https://img.shields.io/badge/node-%3E%3D22.0.0-brightgreen.svg)](https://nodejs.org/)
[![PRs Welcome](https://img.shields.io/badge/PRs-welcome-6366F1.svg)](CONTRIBUTING.md)
> Not a chat wrapper. A complete workspace — orchestrate agents, browse memory, manage skills, and control everything from one interface.
> **v2 — zero-fork.** Clone, don't fork. Runs on vanilla [`NousResearch/hermes-agent`](https://github.com/NousResearch/hermes-agent) installed via Nous's own installer. Chat, sessions, memory, skills, jobs, MCP, terminal, dashboard, Agent View, and Operations are all in vanilla parity. **Conductor** currently requires an additional dashboard plugin not in upstream yet — the UI shows a clear placeholder when that endpoint isn't available ([#262](https://github.com/outsourc-e/hermes-workspace/issues/262)). Everything else works with zero patches.
> **v2 — zero-fork.** Clone, don't fork. Runs on vanilla [`NousResearch/hermes-agent`](https://github.com/NousResearch/hermes-agent) installed via Nous's own installer. Chat, sessions, memory, skills, jobs, MCP, terminal, dashboard, Agent View, and Operations are all in vanilla parity. **Conductor** uses the dashboard mission API when available and falls back to Workspace-native Swarm dispatch (`mode: native-swarm`) when the dashboard endpoint is absent, preserving zero-fork behavior ([#262](https://github.com/outsourc-e/hermes-workspace/issues/262)).
![Hermes Workspace](./docs/screenshots/splash.png)
@@ -48,7 +48,7 @@ Start here: [docs/swarm/](./docs/swarm/)
- 🔌 **MCP** — Full /mcp page (catalog + marketplace + sources), or fallback to local config CRUD
- 📁 **Files + Terminal** — Full workspace file browser with Monaco; cross-platform PTY terminal
- 🎮 **Operations** — Multi-agent dashboard with profile presets (Sage/Trader/Builder/Scribe/Ops) and 'Needs setup' detection
- 📡 **Conductor** — Mission dispatch + decomposition (requires upstream dashboard plugin, see [#262](https://github.com/outsourc-e/hermes-workspace/issues/262))
- 📡 **Conductor** — Mission dispatch + decomposition with dashboard-backed missions when available and Workspace-native Swarm fallback otherwise
- 👥 **Agent View** — Live agent panel in chat with avatar, queue, history, usage meter
- 🐝 **Swarm Mode** — Persistent tmux-backed Hermes Agent workers with role-based dispatch
- 🗄️ **Dashboard** — Aggregated overview: sessions, model mix, cost ledger, attention card, ops strip
@@ -138,6 +138,15 @@ Verify both services before opening the workspace:
- `curl http://127.0.0.1:8642/health` should return ok.
- `curl http://127.0.0.1:9119/api/status` should return dashboard metadata.
- `curl http://127.0.0.1:3000/api/sessions` (after the workspace boots) should return a sessions payload or an empty list.
If `/api/sessions` is already returning data, **do not start another gateway just because the UI still says Offline** — refresh or reprobe the Workspace UI first.
If your default model is `gpt-5.4` / `openai-codex`, make sure Codex CLI auth is live before testing chat:
```bash
codex login
```
Then start the workspace and complete onboarding — it should detect the gateway + dashboard pair and unlock the enhanced panes automatically.
@@ -205,6 +214,17 @@ pnpm dev # Starts on http://localhost:3000
> **Verify:** Open `http://localhost:3000` and complete the onboarding flow. First connect the backend, then verify chat works. If your gateway exposes Hermes Agent APIs, advanced features appear automatically.
#### Run without an open terminal
After `pnpm build`, install Workspace as a user-level launchd/systemd service:
```bash
chmod +x scripts/install-dashboard-service.sh
scripts/install-dashboard-service.sh
```
See [`docs/dashboard-service.md`](docs/dashboard-service.md) for macOS launchd, Linux systemd, logs, overrides, and uninstall steps.
#### Environment Variables
```env
@@ -213,8 +233,7 @@ HERMES_API_URL=http://127.0.0.1:8642
# Optional: provider keys the Hermes Agent gateway can read at runtime.
# You only need the key(s) for whichever provider(s) you actually use.
# ANTHROPIC_API_KEY=*** # Anthropic
# OPENAI_API_KEY=sk-... # GPT / o-series
# OPENAI_API_KEY=sk-... # GPT / o-series / OpenAI-compatible
# OPENROUTER_API_KEY=sk-or-v1-... # OpenRouter (incl. free models)
# GOOGLE_API_KEY=AIza... # Gemini
# (Ollama / LM Studio / local servers don't need a key)
@@ -310,6 +329,96 @@ All workspace features unlock automatically once both services are reachable —
---
## 🤝 Pair an Agent with the Workspace
Workspace is the UI. **Hermes Agent** is the brain. They talk over two HTTP services on localhost (or any reachable network).
```
┌───────────────┐ :8642 gateway ┌────────────────┐
│ Workspace │ ─────────────────────▶ │ Hermes Agent │
│ :3000 (UI) │ ◀───────────────────── │ CLI / brain │
└───────────────┘ :9119 dashboard └────────────────┘
```
### Two services, three commands
```bash
hermes gateway run # terminal 1 · :8642 · chat, models, streaming, jobs
hermes dashboard # terminal 2 · :9119 · sessions, skills, config, MCP
cd ~/hermes-workspace && pnpm dev # terminal 3 · :3000 · the UI
```
> **Tip:** `pnpm start:all` starts gateway + dashboard + workspace in one shot if you've installed via the one-liner.
### Windows (PowerShell + WSL) one-command startup
If you use Hermes Workspace from Windows with the agent running in WSL, use the helper script in this repo:
```powershell
# from the repo root
.\scripts\start-hermes-workspace.ps1
```
To force a clean relaunch of the tmux session:
```powershell
.\scripts\start-hermes-workspace.ps1 -Restart
```
Optional parameters:
- `-Distro <name>` to target a non-default WSL distro
- `-WorkspacePath </path/in/wsl>` if your clone is not at `~/hermes-workspace`
- `-SessionName <name>` to use a custom tmux session name
### Verify the pairing
```bash
curl http://127.0.0.1:8642/health # → {"status":"ok","platform":"hermes-agent"}
curl http://127.0.0.1:9119/api/status # → {"status":"ok", ...}
```
Both must return `200`. If either fails, the workspace will fall back to **portable mode** (chat works, sessions/skills/memory show "Not Available").
### `.env` settings the workspace cares about
```env
# Required: where the gateway is
HERMES_API_URL=http://127.0.0.1:8642
# Recommended: where the dashboard is (unlocks sessions/skills/config/MCP/jobs)
HERMES_DASHBOARD_URL=http://127.0.0.1:9119
# Only if your gateway was started with API_SERVER_KEY=... — paste the same value:
# HERMES_API_TOKEN=***
# Optional: password-protect the web UI itself
# HERMES_PASSWORD=***
```
### Common pairing scenarios
| Scenario | Set this |
|---|---|
| Workspace + gateway on the same machine | `HERMES_API_URL=http://127.0.0.1:8642`, `HERMES_DASHBOARD_URL=http://127.0.0.1:9119` |
| Gateway on a remote server (Tailscale / VPN) | Set both URLs to the reachable IP (e.g. `http://100.x.y.z:8642`) and add `API_SERVER_HOST=0.0.0.0` to the gateway's `~/.hermes/.env` |
| Already-running `hermes-agent` from upstream installer | Just set `HERMES_API_URL` + `HERMES_DASHBOARD_URL` and skip the one-liner installer |
| Multiple agent profiles | Profiles live under `~/.hermes/profiles/<name>` — the dashboard switches between them at runtime; workspace follows automatically |
### Live re-pairing (no restart)
If you've already started the workspace, change either URL from **Settings → Connection** without restarting. Values persist to `~/.hermes/workspace-overrides.json` and gateway capabilities are reprobed on save.
### Troubleshooting
- **`Could not reach Hermes gateway on 8645, 8642, or 8643`** — gateway isn't running, or `HERMES_API_URL` points somewhere unreachable. Run `hermes gateway run` and re-check.
- **Workspace shows "portable mode" / extended APIs missing** — dashboard isn't running. Start `hermes dashboard` in another terminal and refresh.
- **Sessions probe says unavailable / UI claims Offline but pairing should be live** — verify `curl http://localhost:3000/api/sessions` before starting another gateway. If it returns sessions (or an empty array), the backend pairing is alive and the UI needs a refresh/reprobe.
- **Chat send fails on `gpt-5.4` / Codex** — Codex CLI auth is stale. Run `codex login`, then retry the chat without starting another gateway.
- **`Unauthorized` on every API call** — gateway has `API_SERVER_KEY` set but workspace is missing `HERMES_API_TOKEN`. Match them.
- **`Could not connect` from your phone over Tailscale** — gateway is bound to loopback. Set `API_SERVER_HOST=0.0.0.0` in `~/.hermes/.env` and restart it.
---
## 🐳 Docker Quickstart
[![Open in GitHub Codespaces](https://img.shields.io/badge/GitHub%20Codespaces-Open-181717?logo=github)](https://github.com/codespaces/new?hide_repo_select=true&ref=main&repo=outsourc-e/hermes-workspace)
@@ -320,7 +429,7 @@ The Docker setup runs both the **Hermes Agent gateway** and **Hermes Workspace**
- **Docker**
- **Docker Compose**
- **Anthropic API Key** — [Get one here](https://console.anthropic.com/settings/keys) (required for the agent gateway)
- **A configured Hermes Agent model provider** — run `hermes setup` / `hermes model`, or provide a key for whichever provider you use. This workspace does not require Anthropic.
### Step 1: Configure Environment
@@ -334,8 +443,7 @@ Edit `.env` and add **at least one** LLM provider key — whichever provider you
```env
# Pick one (or more). You do NOT need all of these.
# ANTHROPIC_API_KEY=*** # Anthropic
# OPENAI_API_KEY=sk-... # GPT / o-series
# OPENAI_API_KEY=sk-... # GPT / o-series / OpenAI-compatible
# OPENROUTER_API_KEY=sk-or-v1-... # OpenRouter (free models available)
# GOOGLE_API_KEY=AIza... # Gemini
```
@@ -365,6 +473,57 @@ Open `http://localhost:3000` and complete the onboarding.
> **Verify:** Check the Docker logs for `[gateway] Connected to Hermes Agent` — this confirms the workspace successfully connected to the agent.
### Remote Access (LAN / Tailscale / VPN)
The default compose file binds ports to `127.0.0.1` (localhost only). To access the workspace from other devices on your network, you need to:
**1. Publish ports without the loopback restriction.** Create a `docker-compose.override.yml`:
```yaml
services:
hermes-agent:
ports:
- '8642:8642'
hermes-workspace:
ports:
- '3000:3000'
```
**2. Add these env vars to `.env`:**
```env
# Required: workspace session password (the workspace refuses to start on 0.0.0.0 without it)
HERMES_PASSWORD=your-strong-secret-here
# Required for plain-HTTP LAN access (browsers drop Secure cookies over http://)
COOKIE_SECURE=0
# Recommended: gateway auth token (prevents unauthenticated API access on your LAN)
API_SERVER_KEY=***
# If the gateway refuses to start with "No user allowlists configured":
GATEWAY_ALLOW_ALL_USERS=true
```
**3. Restart the stack:**
```bash
docker compose down && docker compose up -d
```
> **HTTPS behind a reverse proxy?** If you terminate TLS at a reverse proxy (Traefik, Nginx, Caddy, Tailscale Funnel), set `COOKIE_SECURE=1` instead and add `TRUST_PROXY=1` so IP classification works correctly.
### Troubleshooting Docker
| Symptom | Fix |
|---|---|
| `[workspace] refusing to start — HERMES_PASSWORD is unset` | Add `HERMES_PASSWORD=<secret>` to `.env` |
| Login silently fails (no error, page reloads) | Add `COOKIE_SECURE=0` for HTTP, or `COOKIE_SECURE=1` + HTTPS |
| `[Api_Server] Refusing to start: binding to 0.0.0.0 requires API_SERVER_KEY` | Add `API_SERVER_KEY=*** to `.env` |
| `No user allowlists configured. All unauthorized users will be denied.` | Add `GATEWAY_ALLOW_ALL_USERS=true` to `.env` |
| `CLAUDE_DASHBOARD_TOKEN is not set` warning | Set `CLAUDE_DASHBOARD_TOKEN` to the same value as `API_SERVER_KEY` |
| 500 Internal Server Error on login after setting all the above | Clear browser cookies for the workspace domain, then retry |
### Building from source
Want to hack on the workspace and have local changes hot-built into the
@@ -586,7 +745,7 @@ Verify: `curl http://localhost:8642/health` should return `{"status": "ok"}`.
v2+ runs on vanilla `hermes-agent`. **No fork required.** The upstream ships every endpoint the workspace needs for chat, sessions, memory, skills, config, jobs, MCP, terminal, and Agent View.
**One known exception:** **Conductor** uses a dashboard plugin that hasn't landed upstream yet. When the workspace detects the missing endpoint, the Conductor screen shows a clear "Upstream not ready" placeholder with a link to [issue #262](https://github.com/outsourc-e/hermes-workspace/issues/262) instead of failing mid-action. Everything else works.
**Conductor note:** when the dashboard mission API is available, Workspace uses it directly. When that endpoint is absent, Workspace uses its native Swarm fallback and returns `mode: native-swarm`. The fallback dispatches through Workspace Swarm workers, keeps status available through `/api/conductor-spawn?missionId=...`, and cancels through `/api/conductor-stop`.
If you're pinned to an older `hermes-agent` version and missing core endpoints, the workspace will degrade gracefully to **portable mode** with basic chat — upgrade upstream to restore full features.
@@ -598,7 +757,7 @@ If using Docker Compose and getting auth errors:
```bash
grep -E '_API_KEY' .env
# Should show one of: ANTHROPIC_API_KEY, OPENAI_API_KEY, OPENROUTER_API_KEY, GOOGLE_API_KEY, ...
# Should show one of: OPENAI_API_KEY, OPENROUTER_API_KEY, GOOGLE_API_KEY, or another provider key you intentionally use.
```
(hermes-agent reads whichever key matches the provider configured in `~/.hermes/config.yaml`.)
@@ -661,13 +820,13 @@ The Docker setup runs both automatically — no action needed if using `docker c
| Mobile PWA + Tailscale | Install as native-feeling app on any device |
| Themes | Hermes / Nous / Bronze / Slate / Mono (light + dark) |
| Capability gates | Graceful 'upstream not ready' placeholders |
| Multi-provider | Anthropic, OpenAI, OpenRouter, Google, Ollama, LM Studio, vLLM, Atomic Chat |
| Multi-provider | OpenAI/OpenAI-compatible, OpenRouter, Google, Ollama, LM Studio, vLLM, Atomic Chat, and other Hermes-supported providers |
### In progress 🔨
| Feature | Status |
|---|---|
| Conductor missions | Workspace UI is shipped; awaiting upstream dashboard plugin (see [#262](https://github.com/outsourc-e/hermes-workspace/issues/262)) |
| Conductor missions | Workspace UI is shipped; uses dashboard mission API when available and Workspace-native Swarm fallback otherwise (see [#262](https://github.com/outsourc-e/hermes-workspace/issues/262)) |
| Native Desktop App (Electron) | Spec'd; PWA install path works today |
### Coming 🔜

19
agents/builder/README.md Normal file
View File

@@ -0,0 +1,19 @@
# Builder
Profile: `builder`
Wrapper: `builder:task`
Modes: task
## Tools
terminal, file, browser, web, gbrain, session_search, skills, todo
## Skills
builder-core, gstack-for-hermes, test-driven-development, systematic-debugging, github-pr-workflow, requesting-code-review, codebase-inspection
## MCP servers
gbrain
## Plugins
none
This file mirrors `swarm.yaml` and the profile config under `~/.hermes/profiles/builder/`.

View File

@@ -0,0 +1,19 @@
# Inbox Triage
Profile: `inbox-triage`
Wrapper: `inbox:triage`
Modes: triage
## Tools
gbrain, web, file, session_search, todo, skills, terminal
## Skills
inbox-triage-core, gbrain, obsidian-markdown, gstack-for-hermes, defuddle, youtube-content
## MCP servers
gbrain
## Plugins
none
This file mirrors `swarm.yaml` and the profile config under `~/.hermes/profiles/inbox-triage/`.

19
agents/km-agent/README.md Normal file
View File

@@ -0,0 +1,19 @@
# KM Agent
Profile: `km-agent`
Wrapper: `km:health`
Modes: health, curate
## Tools
gbrain, file, terminal, session_search, skills, todo, cronjob, web
## Skills
km-agent-core, gbrain, obsidian-markdown, obsidian-cli, obsidian-bases, json-canvas, gstack-for-hermes
## MCP servers
gbrain
## Plugins
none
This file mirrors `swarm.yaml` and the profile config under `~/.hermes/profiles/km-agent/`.

View File

@@ -0,0 +1,19 @@
# Maintainer
Profile: `maintainer`
Wrapper: `maintainer:check`
Modes: check
## Tools
terminal, file, web, browser, gbrain, session_search, skills
## Skills
maintainer-core, github-repo-management, github-pr-workflow, github-issues, github-code-review, gbrain, gstack-for-hermes, hermes-agent
## MCP servers
gbrain
## Plugins
none
This file mirrors `swarm.yaml` and the profile config under `~/.hermes/profiles/maintainer/`.

View File

@@ -0,0 +1,19 @@
# Ops Watch
Profile: `ops-watch`
Wrapper: `ops:health`
Modes: health
## Tools
terminal, cronjob, file, gbrain, skills, session_search, web
## Skills
ops-watch-core, gbrain, hermes-agent, systematic-debugging, webhook-subscriptions
## MCP servers
gbrain
## Plugins
none
This file mirrors `swarm.yaml` and the profile config under `~/.hermes/profiles/ops-watch/`.

View File

@@ -0,0 +1,19 @@
# Orchestrator
Profile: `orchestrator`
Wrapper: `orchestrator:plan`
Modes: plan
## Tools
todo, kanban, delegation, terminal, file, gbrain, session_search, cronjob, skills, clarify, web
## Skills
orchestrator-core, gstack-for-hermes, gbrain, kanban-orchestrator, subagent-driven-development, writing-plans, requesting-code-review, workspace-dispatch
## MCP servers
gbrain
## Plugins
none
This file mirrors `swarm.yaml` and the profile config under `~/.hermes/profiles/orchestrator/`.

19
agents/qa/README.md Normal file
View File

@@ -0,0 +1,19 @@
# QA
Profile: `qa`
Wrapper: `qa:smoke`
Modes: smoke
## Tools
browser, terminal, file, vision, gbrain, session_search, skills, web
## Skills
qa-core, browser-harness-power-use, dogfood, gstack-for-hermes
## MCP servers
gbrain
## Plugins
none
This file mirrors `swarm.yaml` and the profile config under `~/.hermes/profiles/qa/`.

View File

@@ -0,0 +1,26 @@
# Researcher
Profile: `researcher`
Wrapper: `researcher:quick`
Modes: quick, autoresearch
## Tools
gbrain, web, browser, terminal, file, vision, session_search, skills, todo
## Skills
researcher-core, gbrain, autoresearch, browser-harness-power-use, gstack-for-hermes, researcher-quick, researcher-autoresearch, arxiv, youtube-content, polymarket
## MCP servers
gbrain
## Plugins
none
## Mode split
- `researcher:quick`: default. Brain-first lookup, external source collection, synthesis, citations, and recommendations.
- `researcher:autoresearch`: gated optimization loop only. Do not start unless Goal, Scope, Mutable target, Locked eval, Metric, Direction, Verify, Guard, Iterations, Results log, Rollback, and Greenlight boundaries are explicit.
The source-owned operating contract is `docs/swarm/AUTORESEARCH.md`.
This file mirrors `swarm.yaml` and the profile config under `~/.hermes/profiles/researcher/`.

19
agents/reviewer/README.md Normal file
View File

@@ -0,0 +1,19 @@
# Reviewer
Profile: `reviewer`
Wrapper: `reviewer:gate`
Modes: gate
## Tools
terminal, file, web, gbrain, session_search, skills
## Skills
reviewer-core, requesting-code-review, github-code-review, systematic-debugging, gstack-for-hermes, gbrain, codebase-inspection
## MCP servers
gbrain
## Plugins
none
This file mirrors `swarm.yaml` and the profile config under `~/.hermes/profiles/reviewer/`.

View File

@@ -0,0 +1,19 @@
# Strategist
Profile: `strategist`
Wrapper: `strategist:review`
Modes: review
## Tools
gbrain, web, session_search, file, skills, todo, clarify
## Skills
strategist-core, gstack-for-hermes, gbrain, writing-plans, polymarket
## MCP servers
gbrain
## Plugins
none
This file mirrors `swarm.yaml` and the profile config under `~/.hermes/profiles/strategist/`.

View File

@@ -21,10 +21,13 @@
# docker compose -f docker-compose.yml -f docker-compose.dev.yml up
#
# Persistent data:
# The `claude-data` named volume mounts at /opt/data inside the agent
# container. Config, sessions, skills, memory, and credentials live there
# and survive container recreation. For host-path mounts see the commented
# `volumes:` block on the hermes-agent service.
# `hermes-agent-data` — agent config, sessions, skills, memory, credentials.
# Mounted at /opt/data in the agent container and /home/workspace/.hermes
# in the workspace container (read-write for config reads; the agent is
# the primary writer).
# `hermes-workspace-files` — files created from the Workspace file browser.
# Both volumes survive container recreation and `docker compose down`.
# Only `docker compose down -v` removes them.
#
# Troubleshooting:
# - See README.md "Docker" troubleshooting section
@@ -32,22 +35,33 @@
# - Agent must expose port 8642
services:
# The Claude AI Agent Gateway
# Provides the backend API that the workspace connects to
# The Hermes Agent gateway + dashboard APIs.
# Gateway runs in the foreground on :8642. Dashboard runs as a background
# process on :9119 and is reachable only on the private Docker network.
hermes-agent:
image: nousresearch/hermes-agent:latest
restart: unless-stopped
# The Hermes Agent image entrypoint defaults to the interactive CLI which exits
# immediately under `docker compose up -d`. We override here to start the
# gateway, which is the long-running API/health server the Workspace needs.
# See #360.
command: ["gateway", "run"]
env_file:
- .env
environment:
# Pass through whichever provider keys are set in .env. hermes-agent
# uses the one that matches the provider configured in
# ~/.hermes/config.yaml (or whatever `claude setup` picked).
# ~/.hermes/config.yaml (or whatever `hermes setup` picked).
ANTHROPIC_API_KEY: ${ANTHROPIC_API_KEY:-}
OPENAI_API_KEY: ${OPENAI_API_KEY:-}
OPENROUTER_API_KEY: ${OPENROUTER_API_KEY:-}
GOOGLE_API_KEY: ${GOOGLE_API_KEY:-}
GROQ_API_KEY: ${GROQ_API_KEY:-}
MISTRAL_API_KEY: ${MISTRAL_API_KEY:-}
HERMES_UID: '10010'
HERMES_DASHBOARD: '1'
HERMES_DASHBOARD_HOST: 0.0.0.0
HERMES_DASHBOARD_PORT: '9119'
# Authentication for the gateway when exposing off-loopback.
# In the default compose setup the gateway is reachable from the
# workspace container over the docker network on hermes-agent:8642,
@@ -56,37 +70,37 @@ services:
# strong API_SERVER_KEY in .env — the workspace passes it through
# as HERMES_API_TOKEN below. See #122.
API_SERVER_KEY: ${API_SERVER_KEY:-}
# Bind only on the docker-internal interface by default. Set
# API_SERVER_HOST=0.0.0.0 in .env *and* set API_SERVER_KEY if you
# want to expose the gateway to the LAN / Tailscale. See #122.
API_SERVER_HOST: ${API_SERVER_HOST:-127.0.0.1}
# Bind inside the container so the workspace can reach the gateway over
# Docker DNS. The host publish below remains loopback-only.
API_SERVER_HOST: 0.0.0.0
API_SERVER_ENABLED: 'true'
volumes:
# Persist agent state across container recreation. Swap for a
# host-path mount (e.g. `./data:/opt/data`) if you want to edit
# config/skills directly from the host.
- claude-data:/opt/data
- hermes-agent-data:/opt/data
healthcheck:
test: ['CMD-SHELL', 'curl -fsS http://localhost:8642/health || exit 1']
test: ['CMD-SHELL', 'curl -fsS http://localhost:8642/health && curl -fsS http://localhost:9119/api/status || exit 1']
interval: 10s
timeout: 5s
retries: 5
start_period: 15s
start_period: 30s
ports:
- '8642:8642'
- '127.0.0.1:8642:8642'
# The Hermes Workspace Web UI
# Connects to hermes-agent at http://hermes-agent:8642
hermes-workspace:
image: ghcr.io/outsourc-e/hermes-workspace:latest
restart: unless-stopped
depends_on:
hermes-agent:
condition: service_healthy
env_file:
- .env
environment:
HERMES_HOME: /home/workspace/.hermes
HERMES_WORKSPACE_DIR: /workspace
# Internal Docker network URL (not localhost!)
HERMES_API_URL: http://hermes-agent:8642
HERMES_DASHBOARD_URL: http://hermes-agent:9119
# Must match API_SERVER_KEY on the hermes-agent side when that is set
HERMES_API_TOKEN: ${API_SERVER_KEY:-}
# Workspace session password. REQUIRED when HOST is non-loopback (the
@@ -103,8 +117,12 @@ services:
# that sanitizes these headers — otherwise a client can spoof its IP
# and bypass local-classification / rate limiting. See #125.
TRUST_PROXY: ${TRUST_PROXY:-}
volumes:
- hermes-agent-data:/home/workspace/.hermes
- hermes-workspace-files:/workspace
ports:
- '127.0.0.1:3000:3000'
volumes:
claude-data:
hermes-agent-data:
hermes-workspace-files:

48
docker/entrypoint.sh Executable file
View File

@@ -0,0 +1,48 @@
#!/bin/bash
set -e
WORKSPACE_USER=workspace
WORKSPACE_GROUP=workspace
WORKSPACE_HOME="$(getent passwd "$WORKSPACE_USER" | cut -d: -f6)"
TARGET_UID="${HERMES_UID:-}"
TARGET_GID="${HERMES_GID:-}"
fix_owner_if_needed() {
local path="$1"
if [ ! -e "$path" ]; then
return
fi
local actual_uid
actual_uid=$(id -u "$WORKSPACE_USER")
local current_uid
current_uid=$(stat -c %u "$path" 2>/dev/null || true)
if [ -n "$current_uid" ] && [ "$current_uid" != "$actual_uid" ]; then
chown -R "$WORKSPACE_USER:$WORKSPACE_GROUP" "$path" 2>/dev/null || \
echo "Warning: chown failed for $path (rootless container or restricted mount?) — continuing anyway"
fi
}
if [ "$(id -u)" = "0" ]; then
current_uid=$(id -u "$WORKSPACE_USER")
current_gid=$(id -g "$WORKSPACE_USER")
if [ -n "$TARGET_GID" ] && [ "$TARGET_GID" != "$current_gid" ]; then
echo "Changing workspace GID to $TARGET_GID"
groupmod -o -g "$TARGET_GID" "$WORKSPACE_GROUP" 2>/dev/null || true
fi
if [ -n "$TARGET_UID" ] && [ "$TARGET_UID" != "$current_uid" ]; then
echo "Changing workspace UID to $TARGET_UID"
usermod -o -u "$TARGET_UID" "$WORKSPACE_USER"
fi
mkdir -p "$WORKSPACE_HOME/.hermes" /workspace
fix_owner_if_needed "$WORKSPACE_HOME"
fix_owner_if_needed /workspace
echo "Dropping root privileges"
exec gosu "$WORKSPACE_USER:$WORKSPACE_GROUP" "$0" "$@"
fi
exec "$@"

View File

@@ -1,8 +1,9 @@
# Agent Pairing Guide — Workspace ↔ Claude Gateway
# Agent Pairing Guide — Workspace ↔ Hermes Agent
> **Audience:** AI agents helping users set up Hermes Workspace.
> Run these steps in order. Each step has a verification command — don't
> skip to the next until the check passes.
> Run these steps in order. Each step has a verification command. Do not skip
> ahead, and do not start a second gateway until the current one fails the
> checks below.
## Architecture (30-second version)
@@ -15,15 +16,22 @@
└─────────────────┘ └──────────────────┘
```
Workspace talks to the gateway over HTTP. No WebSocket. No magic.
If `curl http://127.0.0.1:8642/health` returns JSON, they can pair.
Workspace talks to Hermes Agent over HTTP. No WebSocket. No magic.
A fully paired local setup has two services:
- `hermes gateway run` on **:8642** for chat, models, and streaming
- `hermes dashboard` on **:9119** for sessions, skills, config, and jobs
If `curl http://127.0.0.1:8642/health` and `curl http://127.0.0.1:9119/` both
return successfully, they can pair.
---
## Step 1 — Is hermes-agent installed?
```bash
claude --version
hermes --version
```
**Pass:** prints `Hermes Agent vX.Y.Z`.
@@ -39,7 +47,7 @@ curl -fsSL https://raw.githubusercontent.com/NousResearch/hermes-agent/main/scri
After install, restart your shell or run:
```bash
export PATH="$HOME/.local/bin:$PATH"
claude --version
hermes --version
```
---
@@ -47,15 +55,15 @@ claude --version
## Step 2 — Is the API server enabled?
The gateway exposes an HTTP API on port 8642, but only if `API_SERVER_ENABLED=true`
is set in the claude env file.
is set in the Hermes env file.
```bash
# Find the env file
CLAUDE_ENV="$(claude config env-path 2>/dev/null || echo "$HOME/.claude/.env")"
echo "Claude env file: $CLAUDE_ENV"
HERMES_ENV="$(hermes config env-path 2>/dev/null || echo "$HOME/.hermes/.env")"
echo "Hermes env file: $HERMES_ENV"
# Check for the key
grep -i "API_SERVER" "$CLAUDE_ENV" 2>/dev/null || echo "NO API_SERVER KEYS FOUND"
grep -i "API_SERVER" "$HERMES_ENV" 2>/dev/null || echo "NO API_SERVER KEYS FOUND"
```
**Pass:** output includes `API_SERVER_ENABLED=true` (with underscores).
@@ -78,16 +86,16 @@ API_SERVER_HOST=127.0.0.1
### Fix
```bash
CLAUDE_ENV="$(claude config env-path 2>/dev/null || echo "$HOME/.claude/.env")"
mkdir -p "$(dirname "$CLAUDE_ENV")"
HERMES_ENV="$(hermes config env-path 2>/dev/null || echo "$HOME/.hermes/.env")"
mkdir -p "$(dirname "$HERMES_ENV")"
# Remove any typo'd versions first
sed -i.bak '/^APISERVERENABLED/d; /^APISERVERHOST/d; /^APISERVERKEY/d; /^APISERVERPORT/d' "$CLAUDE_ENV" 2>/dev/null || true
sed -i.bak '/^APISERVERENABLED/d; /^APISERVERHOST/d; /^APISERVERKEY/d; /^APISERVERPORT/d' "$HERMES_ENV" 2>/dev/null || true
# Write correct keys (idempotent — updates existing or appends)
grep -q '^API_SERVER_ENABLED=' "$CLAUDE_ENV" 2>/dev/null && \
sed -i.bak 's/^API_SERVER_ENABLED=.*/API_SERVER_ENABLED=true/' "$CLAUDE_ENV" || \
echo 'API_SERVER_ENABLED=true' >> "$CLAUDE_ENV"
grep -q '^API_SERVER_ENABLED=' "$HERMES_ENV" 2>/dev/null && \
sed -i.bak 's/^API_SERVER_ENABLED=.*/API_SERVER_ENABLED=true/' "$HERMES_ENV" || \
echo 'API_SERVER_ENABLED=true' >> "$HERMES_ENV"
```
**Do NOT set `API_SERVER_HOST=0.0.0.0`** unless the user explicitly wants
@@ -100,7 +108,7 @@ correct for local Workspace.
## Step 3 — Is the gateway process running?
```bash
pgrep -af "claude.*gateway" || echo "NOT RUNNING"
pgrep -af "hermes.*gateway" || echo "NOT RUNNING"
```
**Pass:** shows a `hermes gateway run` (or similar) process.
@@ -117,7 +125,7 @@ hermes gateway install # creates the service
systemctl --user start claude-gateway
```
**First run:** claude may prompt for initial setup (provider, model). Complete
**First run:** Hermes may prompt for initial setup (provider, model). Complete
the interactive setup before continuing.
---
@@ -148,6 +156,20 @@ ss -tlnp | grep 8642 # Linux
# Kill the stale process, then restart gateway
```
## Step 4b — Is the dashboard running on 9119?
```bash
curl -sf http://127.0.0.1:9119/ && echo "DASHBOARD OK" || echo "DASHBOARD NOT REACHABLE"
```
**Pass:** returns HTTP 200 (HTML or JSON is fine).
### Fix
```bash
hermes dashboard
```
---
## Step 5 — Is Workspace pointed at the gateway?
@@ -159,10 +181,19 @@ cat .env | grep HERMES_API_URL
**Pass:** `HERMES_API_URL=http://127.0.0.1:8642`
Also set the dashboard URL:
```bash
grep HERMES_DASHBOARD_URL .env
```
**Pass:** `HERMES_DASHBOARD_URL=http://127.0.0.1:9119`
**Fail or missing:**
```bash
# In the hermes-workspace directory
echo 'HERMES_API_URL=http://127.0.0.1:8642' >> .env
echo 'HERMES_DASHBOARD_URL=http://127.0.0.1:9119' >> .env
```
If `.env` doesn't exist:
@@ -189,6 +220,17 @@ pnpm dev
**`mode=enhanced-fork`** = paired successfully. Sessions, memory, skills all
available.
### Critical verification before starting another gateway
```bash
curl -sf http://127.0.0.1:8642/health
curl -sf http://127.0.0.1:3000/api/sessions | jq '.sessions | length' 2>/dev/null || curl -sf http://127.0.0.1:3000/api/sessions
```
If `/api/sessions` returns sessions (or an empty array) the pairing is alive.
**Do not start another gateway just because the UI still says Offline**
refresh or reprobe the workspace UI first.
**`mode=disconnected`** = pairing failed. Go back to Step 4.
---
@@ -210,14 +252,14 @@ Open `http://localhost:3000` (or whatever port Vite reports).
For users who just want it to work — run this entire block:
```bash
# 1. Find claude env
CLAUDE_ENV="$(claude config env-path 2>/dev/null || echo "$HOME/.claude/.env")"
mkdir -p "$(dirname "$CLAUDE_ENV")"
# 1. Find Hermes env
HERMES_ENV="$(hermes config env-path 2>/dev/null || echo "$HOME/.hermes/.env")"
mkdir -p "$(dirname "$HERMES_ENV")"
# 2. Enable API server (idempotent)
grep -q '^API_SERVER_ENABLED=' "$CLAUDE_ENV" 2>/dev/null && \
sed -i.bak 's/^API_SERVER_ENABLED=.*/API_SERVER_ENABLED=true/' "$CLAUDE_ENV" || \
echo 'API_SERVER_ENABLED=true' >> "$CLAUDE_ENV"
grep -q '^API_SERVER_ENABLED=' "$HERMES_ENV" 2>/dev/null && \
sed -i.bak 's/^API_SERVER_ENABLED=.*/API_SERVER_ENABLED=true/' "$HERMES_ENV" || \
echo 'API_SERVER_ENABLED=true' >> "$HERMES_ENV"
# 3. Clean up common typos
sed -i.bak '/^APISERVERENABLED/d; /^APISERVERHOST/d' "$CLAUDE_ENV" 2>/dev/null || true

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@@ -0,0 +1,86 @@
# API key registry and rotation checklist
This registry groups supported environment keys so deployments can audit what is configured and rotate keys before a phase graduates.
## Rotation policy
- Treat all prototype keys as temporary.
- Rotate a group when a feature moves from prototype to production, when access is shared with a new operator, or after any suspected leak.
- Prefer provider dashboards or Infisical for storage. Do not commit real values to this repo.
- Keep `.env` values scoped to the minimum deployment that needs them.
## LLM inference
- `ANTHROPIC_API_KEY`
- `NOUS_API_KEY`
- `OPENAI_API_KEY`
- `MINIMAX_API_KEY`
- `OPENROUTER_API_KEY`
## Image generation
- `LEONARDO_API_KEY`
- `LEONARDO_SEED_BLOG`
- `LEONARDO_SEED_EDUCATIONAL`
- `LEONARDO_SEED_POAP`
- `LEONARDO_SEED_PROTOCOL`
- `LEONARDO_SEED_SERIES`
- `KREA_API_TOKEN`
- `FAL_KEY`
## Web3 and on-chain
- `LENS_PRIVATE_KEY`
- `LENS_WALLET_ADDRESS`
- `LENS_PROFILE_ID`
- `LENS_SERVER_API_KEY`
- `GUILD_WALLET_PRIVATE_KEY`
- `GUILD_ID`
- `GUILD_PUBLISHER_ROLE_ID`
- `POAP_API_KEY`
- `POAP_AUTH_TOKEN`
- `POAP_EMAIL`
## Storage and infrastructure
- `R2_ACCESS_KEY_ID`
- `R2_SECRET_ACCESS_KEY`
- `R2_ENDPOINT`
- `R2_BACKUP_BUCKET`
## Communication
- `TELEGRAM_BOT_TOKEN`
- `SLACK_BOT_TOKEN`
- `SLACK_APP_TOKEN`
- `BLUEBUBBLES_PASSWORD`
- `EMAIL_PASSWORD`
- `HERMES_API_TOKEN`
## Integrations and tools
- `OPENCODE_ZEN_API_KEY`
- `SHOPIFY_ACCESS_TOKEN`
- `VAPI_PUBLIC_KEY`
- `VAPI_PRIVATE_KEY`
- `MCP_VAPI_API_KEY`
- `API_SERVER_KEY`
- `HERMES_PASSWORD`
## Platforms and auth
- `INFISICAL_CLIENT_ID`
- `INFISICAL_CLIENT_SECRET`
- `GOOGLE_API_KEY`
- `GOOGLE_AI_STUDIO_API_KEY`
## Operator handoff
When handing off a phase:
1. Export the active key list from the deployment secret store.
2. Compare it against this registry.
3. Rotate keys in the provider dashboard.
4. Update the deployment secret store.
5. Restart Hermes Agent / Workspace services.
6. Re-run provider/model checks in Workspace settings.

87
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@@ -0,0 +1,87 @@
# Run Hermes Workspace as a user service
Hermes Workspace can run without keeping a terminal open. The helper below installs a **user-level** service, not a system-wide root service.
## Prerequisites
```bash
pnpm install
pnpm build
cp .env.example .env # if you have not configured it yet
```
Set at least the same environment you use for `pnpm start`, for example:
```bash
export HERMES_API_URL=http://127.0.0.1:8642
export HERMES_DASHBOARD_URL=http://127.0.0.1:9119
export HERMES_API_TOKEN=...
```
## Install
```bash
chmod +x scripts/install-dashboard-service.sh
scripts/install-dashboard-service.sh
```
Defaults:
- `HOST=127.0.0.1`
- `PORT=3000`
- `NODE_ENV=production`
- command: `pnpm start`
Override them inline if needed:
```bash
PORT=3123 HOST=127.0.0.1 scripts/install-dashboard-service.sh
```
## macOS launchd
The installer writes:
```text
~/Library/LaunchAgents/com.hermes.workspace.plist
```
Useful commands:
```bash
launchctl print gui/$(id -u)/com.hermes.workspace
launchctl kickstart -k gui/$(id -u)/com.hermes.workspace
tail -f logs/hermes-workspace.out.log logs/hermes-workspace.err.log
```
## Linux systemd user service
The installer writes:
```text
~/.config/systemd/user/hermes-workspace.service
```
Useful commands:
```bash
systemctl --user status hermes-workspace
journalctl --user -u hermes-workspace -f
systemctl --user restart hermes-workspace
```
If you need the service after logout on Linux, enable lingering once:
```bash
loginctl enable-linger "$USER"
```
## Uninstall
```bash
scripts/install-dashboard-service.sh uninstall
```
## Security note
Do not bind to `0.0.0.0` unless `HERMES_PASSWORD` and your reverse-proxy/auth setup are configured. Workspace exposes files, terminals, and agent controls, so loopback is the safe default.

127
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@@ -0,0 +1,127 @@
# 技术设计:目录文件大小统计工具 (dirsize-tool)
## 1. 概述
轻量 Python CLI 工具,递归统计指定目录下所有文件的总大小。设计目标:纯读、快速、输出结构化,可作为 @mention 修复测试的验证工具。
## 2. CLI 接口
```bash
python scripts/dirsize.py <path> [options]
```
### 参数
| 参数 | 类型 | 默认值 | 说明 |
|------|------|--------|------|
| `path` | 位置参数 | 必填 | 目标目录路径 |
| `--unit`, `-u` | 字符串 | `auto` | 显示单位:`auto`, `B`, `KB`, `MB`, `GB` |
| `--exclude` | 字符串列表 | 无 | 排除的模式(可多次使用),如 `--exclude node_modules --exclude .git` |
| `--json` | 标志位 | `false` | 输出 JSON 格式供自动化使用 |
| `--max-depth` | 整数 | 无限制 | 最大递归深度 |
| `--ignore-permission-denied` | 标志位 | `false` | 跳过权限不足的目录 |
| `--disk-usage` | 标志位 | `false` | 使用 `stat.st_blocks` 计算磁盘占用,而非 apparent size |
### 退出码
| 退出码 | 含义 |
|--------|------|
| 0 | 成功 |
| 1 | 参数错误 |
| 2 | 路径不存在 |
| 3 | 权限不足(未使用 `--ignore-permission-denied` |
### 使用示例
```bash
# 默认输出
python scripts/dirsize.py /some/dir
# Total: 117.7 MB (42 files)
# JSON 格式供自动化使用
python scripts/dirsize.py /some/dir --json
# {"path":"/some/dir","total_bytes":123456789,"human_size":"117.7 MB",...}
# 排除 node_modules 和 .git
python scripts/dirsize.py . --exclude node_modules --exclude .git
# 限制深度
python scripts/dirsize.py /deep/tree --max-depth 3
# 磁盘占用(而非 apparent size
python scripts/dirsize.py /some/dir --disk-usage
```
### 输出格式
**默认(人类可读)**
```
Total: 117.7 MB (42 files)
```
**JSON 模式**
```json
{
"path": "/path/to/dir",
"total_bytes": 123456789,
"human_size": "117.7 MB",
"file_count": 42,
"elapsed_ms": 15,
"errors": []
}
```
## 3. 核心算法
```python
import os
def get_dir_size(path, follow_symlinks=False, disk_usage=False):
total = 0
count = 0
for dirpath, dirnames, filenames in os.walk(path, followlinks=follow_symlinks):
for f in filenames:
fp = os.path.join(dirpath, f)
try:
st = os.lstat(fp) if not follow_symlinks else os.stat(fp)
if not stat.S_ISREG(st.st_mode):
continue
total += st.st_blocks * 512 if disk_usage else st.st_size
count += 1
except PermissionError:
if not ignore_permission_denied:
raise
return total, count
```
**性能优化**
- 对大目录可用 `os.scandir` + 递归替代 `os.walk`,减少 stat 调用
- `--max-depth` 限制递归层数,避免意外遍历过深
## 4. 性能预期
| 文件数 | 耗时 |
|--------|------|
| 1,000 | < 10ms |
| 100,000 | ~200ms |
| 1,000,000 | ~2s |
| 10,000,000 | ~20s (建议加 `--max-depth`) |
## 5. 文件定位
```bash
scripts/dirsize.py
```
归属路径待 Carlo 确认(`~/hermes-workspace/scripts/` 或全局 `~/.hermes/scripts/`)。
## 6. 实现计划
1. 创建 `scripts/dirsize.py` 文件
2. 实现 `os.walk` + `argparse` 基础功能
3. 添加 `--json` 输出
4. 添加 `--exclude`, `--max-depth`, `--ignore-permission-denied` 等特性
5. 添加 `--disk-usage` 选项
6. 提交 PR / 直接合并(视归属路径而定)
预估工作量15-30 分钟。

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@@ -0,0 +1,166 @@
# Docker
Hermes Workspace + Hermes Agent in containers.
## TL;DR (single-host, localhost-only)
```bash
git clone https://github.com/outsourc-e/hermes-workspace
cd hermes-workspace
cp .env.example .env
# add at least one provider key (e.g. OPENROUTER_API_KEY=...)
docker compose up -d
open http://localhost:3000
```
That's it. The repo's `docker-compose.yml` runs:
- `hermes-agent` (port `8642`, internal only)
- `hermes-workspace` (port `3000`, bound to `127.0.0.1`)
The workspace waits for the agent's `/health` to return `200` before starting (via `depends_on: condition: service_healthy`). On a fresh laptop this takes about 15 seconds.
## Multi-host / NAS / VPS
If the workspace and agent run on **different machines**, or you want LAN/Tailscale access to the workspace, three things change:
### 1. Agent binds publicly
In `.env`:
```bash
API_SERVER_HOST=0.0.0.0
API_SERVER_KEY=<a long random string>
```
This makes the agent listen on all interfaces, not just the Docker loopback. **`API_SERVER_KEY` is mandatory** when `API_SERVER_HOST` is non-loopback — the agent will refuse to start otherwise.
### 2. Workspace knows where the agent is
In `.env`:
```bash
HERMES_API_URL=http://<agent-host-or-service>:8642
HERMES_API_TOKEN=<the same value as API_SERVER_KEY>
HERMES_DASHBOARD_URL=http://<agent-host-or-service>:9119
HERMES_DASHBOARD_TOKEN=<same key, or set CLAUDE_DASHBOARD_TOKEN>
```
Inside docker compose on the same host, `<agent-host-or-service>` is the service name from your compose file (e.g. `hermes-agent`). On a Synology NAS with a separate workspace stack, it's the LAN IP (e.g. `192.168.1.78`).
### 3. Workspace gets a password
The workspace bind is non-loopback in Docker (`0.0.0.0:3000`). It refuses to start in production mode without a password to prevent accidental open exposure:
```bash
HERMES_PASSWORD=<a long random string different from API_SERVER_KEY>
```
If you publish the workspace behind HTTPS (reverse proxy, Tailscale Funnel, Cloudflare Tunnel), also set `COOKIE_SECURE=1` so session cookies get the `Secure` flag.
## Connection failures — diagnostic playbook
If the workspace shows "**Disconnected**" or "**Missing Hermes APIs detected**" but the agent appears to be running:
### Step 1 — Verify the agent is reachable from inside the workspace container
```bash
docker compose exec hermes-workspace sh
# inside the workspace container:
curl -fsS http://hermes-agent:8642/health
curl -fsS -H "Authorization: Bearer $HERMES_API_TOKEN" http://hermes-agent:8642/v1/models | head -c 200
exit
```
If `/health` returns a JSON `{"status": "ok"}`, the agent is alive on the docker network.
### Step 2 — Confirm the workspace's environment
```bash
docker compose exec hermes-workspace env | grep -E "HERMES_API|API_SERVER"
```
You should see:
- `HERMES_API_URL=http://hermes-agent:8642` (or whichever service name)
- `HERMES_API_TOKEN=<same value as agent's API_SERVER_KEY>`
### Step 3 — Force a reprobe
The workspace caches the gateway capability map for 2 minutes (15 seconds when in disconnected state, since v2.2.1). If the agent came up after the workspace started probing, that cache is stale.
```bash
curl -X POST http://localhost:3000/api/gateway-reprobe
```
This re-runs the probe and returns the fresh capability map. If it now reads `mode=zero-fork` you're connected.
### Step 4 — Read the workspace's capability log
The workspace logs the full capability summary on every probe. Look for the `[gateway]` line:
```bash
docker compose logs hermes-workspace 2>&1 | grep '\[gateway\]' | tail -3
```
A healthy log looks like:
```
[gateway] gateway=http://hermes-agent:8642 dashboard=http://hermes-agent:9119 mode=zero-fork core=[health,chatCompletions,models,streaming] enhanced=[sessions,skills,memory,config,jobs,enhancedChat,conductor,kanban] missing=[mcp]
```
A failing log usually shows `core=[]` and `missing=[health,...]` — that means every probe got a non-2xx response. Check the agent's logs (`docker compose logs hermes-agent`) for matching 401/404/timeout entries.
### Common causes
| Symptom | Cause | Fix |
|---|---|---|
| `core=[]` and `missing=[health,...]` | Workspace probed before agent was ready | Wait 30s and reload, or `POST /api/gateway-reprobe`. Cache TTL drops to 15s in disconnected state. |
| `core=[health,chatCompletions]` but no `models` | Older agent image (pre-`/v1/models`) | Update: `docker compose pull && docker compose up -d` |
| All probes 401 | `HERMES_API_TOKEN` doesn't match agent's `API_SERVER_KEY` | Check both `.env` values are the same. They must match exactly. |
| Workspace UI shows "Connection refused" | Workspace using `127.0.0.1` instead of the service name | Set `HERMES_API_URL=http://hermes-agent:8642` (or whichever service name). |
| Agent restart loops with `API_SERVER_KEY required` | Agent bound to 0.0.0.0 without a key | Set `API_SERVER_KEY` in `.env` (mandatory for non-loopback bind). |
## Synology NAS / external host setups
If your workspace and agent are on **different stacks** on the same NAS (or different hosts entirely), they don't share a docker network. You need:
1. Both to publish their ports (the agent on `8642`, the workspace on `3000`).
2. The workspace to point at the agent's **host IP**, not service name. Example for Synology with NAS at `192.168.1.78`:
```bash
HERMES_API_URL=http://192.168.1.78:8642
HERMES_API_TOKEN=<API_SERVER_KEY>
HERMES_DASHBOARD_URL=http://192.168.1.78:9119
```
3. The agent to bind on `0.0.0.0`:
```bash
API_SERVER_HOST=0.0.0.0
API_SERVER_KEY=<long random>
```
4. The dashboard plugin (multi-board kanban, conductor missions) needs the dashboard service running on the agent host too — see the agent's docker-compose for that service.
If you bind the agent to `0.0.0.0` on a NAS without `API_SERVER_KEY`, the agent will refuse to start. This is intentional — open-internet exposure of the agent's chat endpoint without auth would be a footgun.
## Hermes Workspace + Hermes Agent: why two containers?
The workspace is the **UI**. The agent is the **engine**. Splitting them lets you:
- Update either independently (`docker compose pull hermes-workspace` etc.)
- Run multiple workspaces against one agent (different ports)
- Run the workspace on a tablet/phone while the agent stays on a beefy machine
The default compose colocates them for simplicity. The split-host setup above is the explicit "you know what you're doing" path.
## Filing bugs
If your setup matches the playbook above and still breaks, file an issue at <https://github.com/outsourc-e/hermes-workspace/issues> with:
1. Your `docker-compose.yml` (redact secrets)
2. The output of `docker compose logs hermes-workspace 2>&1 | grep '\[gateway\]' | tail -5`
3. The output of `curl -fsS http://<workspace-host>:3000/api/gateway-reprobe -X POST` (also redact)
That gets us to the actual cause within a couple of comments instead of a long back-and-forth.

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@@ -0,0 +1,211 @@
# HermesWorld — Agentic WoW / Rohan Systems Bible
Last updated: 2026-05-06
## North star
HermesWorld should become the first Agentic WoW: a real MMO-style world where humans and AI agents form parties, guilds, classes, builds, rivalries, raids, events, and prize hunts.
References:
- World of Warcraft: raids, roles, classes, dungeons, social identity, long-term progression
- Rohan / PlayRohan: races, skill trees, guild wars, weekend war cadence, PvP identity
- Roblox: creator platform, user-generated rooms/minigames, social play
- Hermes/OpenClaw: agents as native actors, workflows as quests, models as characters/tools
## Core fantasy
A solo founder plus agents builds an AI-native MMO company.
Players do not just use agents. They bring agents into a world.
## Player roles/classes
Initial class fantasy should be easy to understand and map to agent behaviors.
### Human-facing classes
- **Priest / Healer**: support, buffs, restoration, rescue, party sustain
- **Guardian / Tank**: absorbs damage, shields, protects party/guild objectives
- **Mage / Promptcaster**: ranged burst, elemental/logic spells, crowd control
- **Rogue / Scout**: stealth, discovery, easter egg hints, fast traversal
- **Engineer / Builder**: crafts tools, deploys agents, upgrades guild halls
- **Oracle / Analyst**: prediction, market/lore insight, quest planning
- **Bard / Social**: buffs morale, guild communication, reputation bonuses
### Agent-facing specializations
- **Scout Agent**: explores zones, finds lore, maps paths
- **Scribe Agent**: logs quests, writes guild notes, summarizes raids
- **Builder Agent**: crafts tools, builds prompts, generates assets
- **Trader Agent**: market/prize/economy analysis
- **Combat Agent**: participates in duels/arenas/evals
- **Healer Agent**: supports party actions, manages recovery/resources
## Skill tree model
Borrow from Rohan-style class depth without overbuilding early.
Each class has:
- 3 branches
- 5 tiers per branch
- active skills + passive modifiers
- unlocks via XP, quests, guild achievements, sigils
Example: Priest
- Restoration: heal, cleanse, revive, sanctuary
- Blessing: party buffs, XP gain, shield, haste
- Oracle: reveal hint, prophecy, anti-cheat scan, lore insight
Example: Engineer
- Crafting: item creation, attachments, repair
- Automation: deploy agent, queue task, build tool
- Fortress: guild hall upgrades, defenses, traps
## Leveling/progression
Progression layers:
- player level
- class level
- skill XP
- agent companion level
- guild level
- sigil collection
- item rarity/gearing
- reputation per zone/faction
Rewards:
- stats
- skills
- titles
- cosmetics
- zones
- guild permissions
- agent actions
- rare prize eligibility states (server-authoritative)
## Gear/items/attachments
Item slots:
- weapon/tool
- armor/robe
- relic
- sigil slot
- companion module
- guild banner charm
Item stats:
- HP / MP / SP
- attack / spell power / defense
- recall / memory / context
- craft / automation / discovery
- party aura / guild bonus
Attachments:
- gems/sigils
- agent modules
- spell modifiers
- crafting upgrades
- visual cosmetics
## Guild systems
Guilds should be a core differentiator.
Features:
- guild creation + banner
- guild hall / room
- guild chat
- guild roles
- weekly guild objectives
- shared vault
- guild quest board
- guild raids
- guild battles
- leaderboard and season rewards
## Guild war cadence
Rohan-style scheduled events:
- Weekend guild war window
- Objective-based map control
- capture obelisks/sigils
- defend guild hall relic
- timed score window
- spectator mode / public feed
- rewards: titles, cosmetics, guild XP, leaderboard status
Important: scheduled events create habit and community drama.
## Raids/dungeons
WoW-style party content:
- 3-5 player dungeons first
- later 10+ player raids
- agent companions can fill roles
- bosses have mechanics, not just HP
- role requirements matter: healer/tank/damage/support/scout
Early raid ideas:
- The Broken Model
- The Oracle's Fault
- The Hallucination Engine
- The Dead Context Vault
- The Black Box Titan
## Minigames
Add social/viral minigames:
- boxing arena
- sports-style guild games
- racing/speedrun routes
- BenchLoop agent duel arena
- capture-the-sigil
- crafting competitions
- trivia/lore trials
## Balance system
Every patch should have notes.
Track:
- damage/healing/resource ratios
- cooldowns
- item rarity distribution
- class pick rates
- win rates by class/guild
- economy inflation
- agent action power
Publish patch notes:
- buffs
- nerfs
- new items
- new quests
- event schedule
- known issues
## Desktop/downloadable future
Browser first, but plan for installable clients:
- PWA install
- Electron/Tauri shell
- graphics settings
- fullscreen
- controller/gamepad
- high/medium/low quality modes
- asset cache
- optional native launcher later
## Acquisition narrative
First AI-agent video game company.
Single founder + agent swarm builds the first agent-native MMO.
Target ambition: category-defining, not demo.
## Immediate research questions
1. What exactly makes Rohan guild wars addictive?
2. What WoW raid/role/class loops should be copied vs avoided?
3. What MMO progression systems create long-term identity?
4. How do modern games balance classes/items publicly?
5. What agent-specific mechanics can no normal MMO copy?
6. What systems are v0.3/v0.4/v0.5, not fantasy backlog?

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# Agora Inso Asset Prompts + Manifest
Status: art target locked for next HermesWorld realism loop
Primary reference: `docs/hermesworld/reference-images/agora-center-inso-reference.jpeg`
Source spec: `docs/hermesworld/AGORA-INSO-IMPLEMENTATION.md`
## Art goal
Use the Agora Inso reference as the primary visual target for the HermesWorld Agora plaza.
The target is a composed browser game screen, not isolated pretty assets:
- isometric / high third-person camera angled down into a circular social plaza
- circular stone hub with central obelisk / builder monument
- warm torch and lantern pools around the ring
- cool cyan/blue roof, portal, and faction accents
- dense edges: stalls, benches, crates, banners, flowers, pots, path seams
- clear walkable center
- readable NPC clusters and labels
- compact HUD islands, not SaaS slabs
Style lock:
- premium stylized realism
- low/mid-poly readable silhouettes, rich painted materials
- dark obsidian + moss stone + warm amber firelight + cyan agent-tech accents
- game asset concept sheet quality
- no text, no logos, no UI mock text in generated assets
- generated art is source material; final layout must be placed and judged in browser screenshots
## Global negative prompt
Use this on every generation unless a tool has a separate negative field:
```text
no text, no readable letters, no logos, no watermark, no photoreal modern city, no cyberpunk neon overload, no cartoon toy style, no plastic mobile-game asset look, no huge empty flat floor, no fisheye distortion, no blurry details, no overexposed bloom, no UI text, no duplicate limbs, no broken hands, no random weapons, no sci-fi guns, no anime chibi proportions
```
## Global style suffix
Append this to every prompt:
```text
HermesWorld Agora Inso visual target, premium browser-native fantasy/sci-fi RPG, stylized realism, isometric game readability, dark obsidian stone, mossy civic plaza, warm amber torchlight, controlled cyan agent-tech glow, clear silhouettes, optimized for 3D game asset interpretation, high detail but readable at gameplay camera distance, no text, no logo
```
---
# 1. Central monument / obelisk
## Prompt: final concept sheet
```text
Create a central monument for HermesWorld Agora: a civic builder obelisk rising from a circular stone plinth, ancient carved dark basalt and bronze trim, subtle cyan agent-network veins running through engraved channels, warm amber lanterns at the base, small offering steps and radial stone rings around it. The silhouette must be readable from an isometric gameplay camera. Shape language: entrepreneurial civic plaza meets ancient AI command shrine. Include 3/4 view, front view, top-down footprint inset, and material callouts, but no readable text. The monument should feel like the spawn anchor and social center of a multiplayer plaza. HermesWorld Agora Inso visual target, premium browser-native fantasy/sci-fi RPG, stylized realism, isometric game readability, dark obsidian stone, mossy civic plaza, warm amber torchlight, controlled cyan agent-tech glow, clear silhouettes, optimized for 3D game asset interpretation, high detail but readable at gameplay camera distance, no text, no logo.
```
Suggested generation settings:
- aspect: 16:9 or 4:3
- count: 4 variations
- choose for silhouette first, ornament second
Implementation notes:
- Build as simple geometry first: cylinders, bevelled boxes, cone/obelisk, emissive strips.
- Do not import a huge mesh unless optimized.
- Needs collision footprint no wider than 20-24% of plaza diameter.
---
# 2. Torch / lantern set
## Prompt: prop sheet
```text
Create a modular torch and lantern prop set for HermesWorld Agora: 8 small props on a neutral dark background, including waist-high stone braziers, hanging lantern posts, wall lanterns, market-stall lanterns, ground candle clusters, and blue-cyan agent-tech waypoint lamps. Materials: dark basalt, aged bronze, warm amber flame glass, small cyan runic accents. Each prop must have a strong simple silhouette, game-ready readable shape, and fit around a circular isometric plaza. No characters, no text, no labels. HermesWorld Agora Inso visual target, premium browser-native fantasy/sci-fi RPG, stylized realism, isometric game readability, dark obsidian stone, mossy civic plaza, warm amber torchlight, controlled cyan agent-tech glow, clear silhouettes, optimized for 3D game asset interpretation, high detail but readable at gameplay camera distance, no text, no logo.
```
## Prompt: in-scene lighting reference
```text
Create an isometric night-dusk lighting study for a circular fantasy civic plaza with warm torchlight pools around the ring and subtle cyan portal lamps at entrances. Focus on light placement, shadows, and readability: clear walkable center, lively market edges, warm/cool contrast, no characters, no text. The scene should show how lanterns guide player movement and frame the central monument. HermesWorld Agora Inso visual target, premium browser-native fantasy/sci-fi RPG, stylized realism, dark obsidian stone, mossy civic plaza, warm amber torchlight, controlled cyan agent-tech glow, clear silhouettes, no text, no logo.
```
Implementation notes:
- Use a small set of repeated lights with baked-looking emissive materials.
- Prefer fake glow planes / emissive meshes over many expensive real lights.
- Browser target: keep dynamic light count low; use ambient + key + selective point lights.
---
# 3. Market stalls / booths
## Prompt: modular stall kit
```text
Create a modular fantasy/sci-fi market stall kit for HermesWorld Agora, inspired by a dense isometric civic plaza. Show 10 reusable stall assets: blue-roof merchant canopy, amber-cloth builder kiosk, tool bench stall, scroll/data booth, potion/energy stand, crate cluster, barrel cluster, bench, flower pot cluster, small portal ticket booth. Materials: dark wood, basalt stone, bronze, fabric awnings in muted deep blue and amber, subtle cyan agent-tech trims. Must feel entrepreneurial, social, and busy without clutter. Asset sheet, orthographic-ish 3/4 view, neutral background, no text, no labels. HermesWorld Agora Inso visual target, premium browser-native fantasy/sci-fi RPG, stylized realism, isometric game readability, dark obsidian stone, mossy civic plaza, warm amber torchlight, controlled cyan agent-tech glow, clear silhouettes, optimized for 3D game asset interpretation, high detail but readable at gameplay camera distance, no text, no logo.
```
## Prompt: plaza edge composition
```text
Create an isometric environment concept for the edge of HermesWorld Agora plaza: circular stone path in foreground, dense market stalls and benches around the edge, blue awnings, warm lanterns, crates, flowers, pots, small portal-gate silhouette, clear center path visible, no characters. The composition should show how props cluster around the plaza rim while preserving walkable space. Premium stylized realism, browser-native RPG readability, no text, no logo.
```
Implementation notes:
- Stalls should be kitbashed from awning + counter + crates + lantern.
- Use 3 awning colors max: muted blue, amber, desaturated teal.
- Place at 30-45 degree rotations around the ring.
---
# 4. Ground tiles / radial plaza material
## Prompt: top-down tile sheet
```text
Create a seamless modular ground tile sheet for HermesWorld Agora: radial circular plaza stones, wedge-shaped pavers, moss seams, flower tufts, worn path edges, small engraved cyan agent-network channels, dark basalt and warm gray stone. Top-down orthographic view. Include variations: clean center tile, outer ring tile, cracked tile, mossy seam tile, edge curb, small flower/grass decal, bronze inlay strip. No text, no labels, no shadows baked too strongly. Game texture/material reference, readable at isometric browser RPG camera distance. HermesWorld Agora Inso visual target, premium stylized realism, no text, no logo.
```
## Prompt: material close-up
```text
Create a close-up material reference for HermesWorld Agora radial plaza stones: dark mossy basalt pavers, hand-cut circular seams, subtle worn edges, tiny grass and flowers in cracks, thin cyan engraved channels, amber lantern reflections on stone. Realistic material detail but stylized for a lightweight browser game. No text, no logo.
```
Implementation notes:
- Use procedural geometry/material variation first; imagegen is material reference.
- Keep tile contrast low enough that NPCs and labels remain readable.
- Use decals/planes for flowers/seams rather than a massive texture atlas if faster.
---
# 5. NPC portraits
NPC set target: five Agora social roles, consistent bust framing, square portraits.
Shared portrait suffix:
```text
RPG NPC bust portrait, centered square composition, readable face, premium stylized realism, dark obsidian civic plaza background, warm amber key light, cyan rim light, detailed but not noisy clothing, no text, no logo, no frame, same camera distance and lighting across the set.
```
## NPC 1 — Agora Steward / Orchestrator Host
```text
Create a HermesWorld Agora NPC portrait: the Agora Steward, a calm civic orchestrator who welcomes players into the social hub. Middle-aged, intelligent eyes, bronze-trimmed dark cloak, subtle cyan agent-network brooch, warm lantern light on face, composed expression, entrepreneurial city-founder energy. RPG NPC bust portrait, centered square composition, readable face, premium stylized realism, dark obsidian civic plaza background, warm amber key light, cyan rim light, detailed but not noisy clothing, no text, no logo, no frame, same camera distance and lighting across the set.
```
## NPC 2 — Market Builder / Toolsmith
```text
Create a HermesWorld Agora NPC portrait: Market Builder Toolsmith, practical maker and startup engineer, rolled sleeves, leather apron over dark tunic, small glowing tool charms, bronze goggles pushed up, friendly confident expression, warm forge-lantern key light and cyan rim accents. RPG NPC bust portrait, centered square composition, readable face, premium stylized realism, dark obsidian civic plaza background, warm amber key light, cyan rim light, detailed but not noisy clothing, no text, no logo, no frame, same camera distance and lighting across the set.
```
## NPC 3 — Signal Merchant / Data Broker
```text
Create a HermesWorld Agora NPC portrait: Signal Merchant Data Broker, elegant social operator who trades rumors, quests, and agent signals. Sleek layered robes, deep blue fabric, bronze clasp, small translucent cyan data tokens floating subtly near shoulder, sharp observant expression, warm/cool split lighting. RPG NPC bust portrait, centered square composition, readable face, premium stylized realism, dark obsidian civic plaza background, warm amber key light, cyan rim light, detailed but not noisy clothing, no text, no logo, no frame, same camera distance and lighting across the set.
```
## NPC 4 — Lantern Guard / Plaza Sentinel
```text
Create a HermesWorld Agora NPC portrait: Lantern Guard Plaza Sentinel, protective but approachable civic guardian, dark metal shoulder plates, amber lantern staff visible near shoulder, blue cloth sash, grounded expression, strong silhouette, warm torchlight and cyan rim glow. RPG NPC bust portrait, centered square composition, readable face, premium stylized realism, dark obsidian civic plaza background, warm amber key light, cyan rim light, detailed but not noisy clothing, no text, no logo, no frame, same camera distance and lighting across the set.
```
## NPC 5 — Apprentice Founder / Newcomer
```text
Create a HermesWorld Agora NPC portrait: Apprentice Founder Newcomer, young ambitious builder arriving at the plaza, travel cloak, satchel of scrolls and small devices, subtle nervous confidence, warm lantern reflection in eyes, cyan token pendant, hopeful expression. RPG NPC bust portrait, centered square composition, readable face, premium stylized realism, dark obsidian civic plaza background, warm amber key light, cyan rim light, detailed but not noisy clothing, no text, no logo, no frame, same camera distance and lighting across the set.
```
Implementation notes:
- Generate portraits as 1024x1024, crop to consistent bust framing.
- Downsample to 512 and 256 for runtime.
- Use same background/value range; inconsistency will look cheap instantly.
---
# 6. Minimap style
## Prompt: minimap art direction
```text
Create a stylized minimap design for HermesWorld Agora, top-right HUD island style. Show a circular plaza map from top-down: central obelisk icon, radial stone rings, NPC dots around the ring, market stall blocks, portal gate markers, player arrow, subtle dark obsidian panel backing, bronze border, cyan route accents, amber point-of-interest dots. Clean game UI, readable at small size, no readable text, no labels, no logo. Premium fantasy/sci-fi RPG HUD, compact island panel, not a SaaS dashboard.
```
## Prompt: minimap icon glyph sheet
```text
Create a small minimap glyph sheet for HermesWorld Agora: player arrow, NPC dot, quest star, portal arch, market stall, central monument, bench/rest point, chat/social node, danger/blocker marker. Style: simple top-down game map glyphs, dark bronze/cyan/amber palette, high contrast, readable at 16-24px, no text, no labels, transparent-looking dark background.
```
Implementation notes:
- Final minimap should be vector/CSS/canvas where possible, not a static generated image.
- Use generated result as style reference for colors, border, glyph proportions.
- Keep labels out; hover/tooltips in UI handle text.
---
# 7. HUD icon pack
## Prompt: 24-icon action/HUD pack
```text
Create a cohesive 24-icon HUD pack for HermesWorld Agora, premium fantasy/sci-fi RPG interface icons. Icons needed: move, inspect, talk, trade, quest, map, inventory, skills, memory, agents, dispatch, build, review, repair, portal, party, chat, report, inbox, torch, monument, market, settings, help. Style: luminous cyan and warm amber line icons on dark obsidian/bronze circular or rounded-square backplates, readable at 32px and 64px, consistent stroke weight, simple silhouettes, no text, no letters, no logos, no watermark.
```
## Prompt: action bar button material
```text
Create a game HUD action bar button material/style sheet for HermesWorld: dark obsidian glass-metal buttons, bronze bevel, subtle inner highlight, cyan active glow, amber hover/quest glow, disabled muted state, pressed state. Show 8 empty icon slots with different states, no text, no logos. Premium fantasy/sci-fi RPG UI, compact bottom-center action bar, not a SaaS toolbar.
```
Implementation notes:
- Final icons should be SVG or small transparent PNG sprites.
- Generate for direction, then trace/simplify if needed.
- Do not ship raster icons with accidental text artifacts.
---
# Asset manifest draft
```yaml
version: 1
zone: agora
visual_target: agora-inso
reference_image: docs/hermesworld/reference-images/agora-center-inso-reference.jpeg
source_spec: docs/hermesworld/AGORA-INSO-IMPLEMENTATION.md
art_direction:
camera: isometric/high-third-person angled down
mood: premium civic fantasy/sci-fi social plaza
palette:
obsidian: '#080F14'
panel: '#18212B'
stone: '#3D4542'
moss: '#516B4B'
bronze: '#9B7442'
amber: '#F2C768'
cyan: '#78A8C8'
constraints:
- clear walkable center
- dense lively perimeter
- no generated text/logos
- browser-optimized assets
- final layout judged from in-browser screenshots
assets:
- id: agora_monument_obelisk_v01
category: environment/landmark
priority: P0
prompt_section: central monument / obelisk
expected_outputs:
- concept_sheet_png
- simplified_glb_or_procedural_component
- material_reference_png
runtime_target:
component: AgoraMonument
approximate_footprint_m: 5.5
lod: 1
collision: simple_cylinder
lights: emissive_cyan_strips + 2 amber fake-glow planes
acceptance:
- readable from zoomed-out camera
- acts as spawn/social anchor
- does not block center navigation
- id: agora_lantern_brazier_set_v01
category: environment/lighting-props
priority: P0
prompt_section: torch / lantern set
expected_outputs:
- prop_sheet_png
- 6-8 optimized prop meshes or procedural variants
- flame_glow_sprite_png
runtime_target:
component: AgoraLanternSet
placements: radial ring, stall corners, portal edges
dynamic_lights_budget: 4 max
preferred_fx: emissive material + billboards
acceptance:
- warm/cool contrast visible in screenshot
- guides movement around plaza ring
- no performance spike from too many lights
- id: agora_market_stall_kit_v01
category: environment/props
priority: P0
prompt_section: market stalls / booths
expected_outputs:
- modular_prop_sheet_png
- awning/counter/crate/barrel/bench/pot variants
- color_variant_manifest
runtime_target:
component: AgoraMarketKit
placements: perimeter clusters only
max_unique_meshes: 12
instancing: preferred
acceptance:
- edges feel lively
- center remains playable
- kitbash variants do not look copy-pasted
- id: agora_ground_tiles_radial_v01
category: environment/materials
priority: P0
prompt_section: ground tiles / radial plaza material
expected_outputs:
- tile_sheet_png
- material_reference_png
- optional_decal_atlas_png
runtime_target:
component: AgoraGroundTiles
technique: procedural radial geometry + decal planes
texture_budget: <= 2048 atlas if rasterized
acceptance:
- circular plaza reads instantly
- NPC labels remain readable
- seams/flowers add richness without noise
- id: agora_npc_portraits_v01
category: characters/portraits
priority: P0
prompt_section: NPC portraits
expected_outputs:
- steward_1024_png
- toolsmith_1024_png
- data_broker_1024_png
- lantern_guard_1024_png
- apprentice_founder_1024_png
- 512_runtime_versions
- 256_thumbnail_versions
runtime_target:
component: NpcDialogueCard / NpcInspector
format: webp preferred
framing: consistent bust portrait
acceptance:
- five portraits look like one set
- readable at dialogue-card size
- each role is distinct by silhouette/accessory
- id: agora_minimap_style_v01
category: ui/minimap
priority: P1
prompt_section: minimap style
expected_outputs:
- minimap_style_reference_png
- minimap_glyph_sheet_png
- vector_glyph_trace_svg
runtime_target:
component: PlaygroundMinimap
technique: generated style reference + SVG/canvas implementation
placement: top-right HUD island
acceptance:
- central monument, NPCs, portals, stalls readable at small size
- no text required
- visually matches HUD/action bar materials
- id: agora_hud_icon_pack_v01
category: ui/icons
priority: P1
prompt_section: HUD icon pack
expected_outputs:
- 24_icon_contact_sheet_png
- traced_svg_icon_set
- action_button_state_sheet_png
runtime_target:
component: PlaygroundActionBar / HUD islands
sizes_px: [32, 48, 64]
format: svg preferred, png fallback
acceptance:
- icons readable at 32px
- no accidental letters/text artifacts
- active/hover/disabled states match Agora material language
pipeline:
generation:
preferred_tools:
- GPT-Image / imagegen for concept sheets and portraits
- Meshy or Tripo only if converting key props to GLB is faster than procedural build
- Scenario optional for consistent portrait/icon style if repeated generations drift
cleanup:
- crop and remove text artifacts
- optimize PNG/WebP sizes
- trace icons to SVG where possible
- use gltf-transform for imported GLB assets
- record source prompt and approval state
placement:
- implement in actual HermesWorld components
- capture desktop screenshot
- capture mobile screenshot separately
- compare against Agora Inso reference
review_gate:
- visual convergence to reference
- readability at gameplay camera
- no HUD clutter
- no giant asset bundle regression
- no unlicensed / unknown-provenance production assets
```
## Swarm-ready build split
- Art lane: generate concept sheets and portraits from the prompts above.
- Builder lane: implement `AgoraMonument`, `AgoraLanternSet`, `AgoraMarketKit`, and `AgoraGroundTiles` procedurally first.
- UI lane: translate minimap/HUD prompts into SVG/CSS/canvas components.
- QA lane: screenshot desktop/mobile, compare against `agora-center-inso-reference.jpeg`, flag gaps.
- Reviewer lane: check asset sizes, generated-art provenance, and bundle impact.

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# Agora Center Implementation Plan — Inso Reference
Reference: `docs/hermesworld/reference-images/agora-center-inso-reference.jpeg`
## What the reference proves
The target is not just higher-poly models. It is a composed game screen:
- isometric/third-person camera angled down into a lively plaza
- circular stone hub with central monument/obelisk
- readable NPC labels and clusters
- warm torchlight and blue roof accents
- rich ground detail: grass, flowers, path seams, market stalls, benches
- HUD islands instead of slabs:
- player/status top-left
- objective top-center
- minimap top-right
- chat bottom-left
- action bar bottom-center
- quick tools right edge
- environment density around the edges, clear walkable center
## Target for HermesWorld v0.3
Create an Agora scene that feels like the reference while staying browser-native:
1. Replace empty/flat hub with a circular plaza composition.
2. Add a central landmark/monument that acts as spawn anchor.
3. Place NPCs around the ring, not randomly.
4. Add market stalls, benches, torches, foliage, and portal gate silhouettes.
5. Make minimap and objective HUD visually match game style.
6. Keep mobile HUD separate, not a squeezed desktop version.
## Implementation slices
### Slice 1 — Layout/composition
Files likely touched:
- `src/screens/playground/components/playground-world-3d.tsx`
- `src/screens/playground/components/playground-environment.tsx`
- `src/screens/playground/components/playground-minimap.tsx`
Tasks:
- Add `AgoraCommons` component.
- Build circular plaza with stone rings/tiles.
- Add central obelisk/monument.
- Move NPCs to named anchor points around the ring.
- Add walkable clear center.
Acceptance:
- desktop screenshot reads as an Agora hub from zoomed-out camera.
- NPCs are not visually piled up.
### Slice 2 — Lighting/material realism
Tasks:
- warm torch/lantern lights around ring
- blue/cyan roof/portal accents
- contact shadows, ambient occlusion/postprocessing if performant
- textured-looking procedural stone via repeated geometry/material variation
Acceptance:
- screenshot has depth, focal point, and warm/cool contrast.
### Slice 3 — Prop density
Tasks:
- stalls with colored awnings
- benches
- barrels/crates/pots
- flower/grass clusters
- path edge stones
- small portal booth/gate
Acceptance:
- edges feel alive while center remains playable.
### Slice 4 — HUD/game readability
Tasks:
- top-left status card compact
- top-center objective card compact
- top-right minimap card styled like reference
- bottom-center action bar
- bottom-left chat collapsed/compact
Acceptance:
- no top clutter, clear objective, map, status.
### Slice 5 — Asset upgrade loop
Tasks:
- generate/refine zone art, NPC portraits, item icons, sigils
- place assets in UI
- screenshot
- vision review
- revise
Acceptance:
- one browser screenshot side-by-side with reference showing visible convergence.
## Swarm assignment
- Mobile UX lane: HUD and no-scroll constraints.
- Gameplay/world lane: Agora anchors, NPC composition, plaza component.
- Art lane: generated assets, material references, UI icon set.
- Reviewer lane: performance, bundle size, client-secret safety.
## Hard constraints
- No client-side prize secrets.
- No giant PR.
- Keep generated assets optimized.
- Preserve hosted-runtime architecture.
- Mobile must be tested separately.

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# HermesWorld Art Bible — Realism Loop
Last updated: 2026-05-06
## Visual ambition
HermesWorld should feel like a premium browser-native fantasy/sci-fi agent RPG, not a demo scene.
Target vibe:
- cinematic dark fantasy meets agent command center
- realistic/stylized hybrid, readable at browser scale
- moody lighting, fog, emissive magical UI, high contrast
- game-first interface, not SaaS dashboard clutter
- every asset should support mechanics
Primary Agora target:
- Use `docs/hermesworld/reference-images/agora-center-inso-reference.jpeg` as the primary visual target for Agora realism work.
- The goal is a composed game screen: circular civic plaza, central obelisk/monument, warm torchlight, blue/cyan roof/portal accents, dense market edges, clear walkable center, readable NPC clusters, and compact HUD islands.
- Asset prompts and manifest live in `docs/hermesworld/AGORA-INSO-ASSET-PROMPTS.md`.
Reference workflow from Eric's Downloads:
- Imagegen creates high-quality source material.
- The game places assets in the real interface.
- Browser screenshots capture actual player view.
- Vision review judges hierarchy, spacing, readability, clickability, mobile fit, and visual consistency.
- Agents revise and repeat.
## Palette
Base:
- Obsidian: `#080F14`
- Panel: `#18212B`
- Deep ink: `#030712`
Accents:
- Action green: `#2FCA94`
- Vision blue: `#78A8C8`
- Insight amber: `#F2C768`
- Arcane purple: `#8B5CF6`, only as controlled magic/glow
Text:
- Primary: `#E6E7EA`
- Muted: `rgba(230,231,234,.65)`
Avoid:
- oversaturated neon everywhere
- purple fog as the only mood
- cute/cartoon mascot style
- unreadable tiny text
- SaaS dashboard density on mobile
## Shape language
Panels:
- 6-10px radius
- 1px low-contrast borders
- subtle inner highlights
- dark glass/metal material
HUD:
- compact islands, not slabs
- status visible at a glance
- icons readable at 48-64px source size
- mobile gets its own layout, never desktop squeezed down
World:
- large silhouettes first
- readable landmarks
- one hero light source per scene
- secondary fire/magic/portal lights
- atmospheric depth, but not enough to hide navigation
## Asset rules
Generate with imagegen:
- hero art / zone banners, 16:9
- NPC portraits, square 1:1, consistent framing
- item icons, square 1:1, readable at 64px
- sigil icons, square 1:1, high contrast
- card art, vertical 2:3
- environmental backgrounds, 16:9
- texture/material explorations
Do not generate final layout with imagegen.
Layout must be judged in browser screenshots.
## Prompt snippets
### Zone hero art
Create cinematic dark fantasy/sci-fi environment concept art for HermesWorld, a browser-native AI agent RPG. Mood: mysterious, premium, ancient technology, magical realism. High contrast, realistic textures, atmospheric depth, readable landmark silhouette, no text, no logo, no characters, no oversaturated neon. Style: AAA game key art, dark obsidian palette, cyan/amber accent light, subtle arcane glow. 16:9.
### NPC portrait
Create a realistic stylized fantasy/sci-fi RPG NPC portrait for HermesWorld. Bust portrait, centered, dramatic rim lighting, dark obsidian background, readable face, high-detail clothing/materials, premium game character art, no text, no logo, consistent square framing. 1:1.
### Item icon
Create a premium RPG item icon for HermesWorld. Single object centered on dark transparent-looking obsidian background, strong silhouette, readable at 64px, realistic material, cyan/amber rim light, no text, no logo, no busy background. 1:1.
### Sigil icon
Create a mystical sigil icon for HermesWorld. Ancient agent-world symbol, clean readable silhouette, luminous cyan/amber engraving, dark metal/stone backing, high contrast, collectible game badge quality, no text, no logo. 1:1.
## Vision review checklist
Every screenshot must be judged on:
1. Playable first: can the player tell what to do?
2. Status visibility: HP/objective/map readable instantly?
3. HUD readability: text, icon, and tap targets clear?
4. Inventory density: are items distinct?
5. Mobile layout: no scroll, no overlap, no squeezed desktop UI.
6. Art supports mechanics: landmarks, NPCs, objects communicate purpose.
7. Visual consistency: same palette, light logic, framing, borders.
8. Performance: assets optimized, not just pretty.
## HermesWorld v0.3 realism goals
Minimum visible leap:
- replace flat/placeholder zone art with generated cinematic zone banners
- 5 NPC portraits with consistent premium framing
- 12 item icons with readable silhouettes
- 7 sigil icons for lore/easter egg layer
- HUD revised into compact game-style islands
- one high-quality screenshot loop per mobile and desktop
## Build loop
1. Generate asset set.
2. Compress/optimize into web assets.
3. Place in actual HermesWorld UI.
4. Capture screenshot.
5. Vision review against checklist.
6. Patch UI/art/layout.
7. Repeat until it feels like a game, not a prototype.

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# HermesWorld Asset Generation V2 Status
Branch: `feat/asset-generation-v2`
## Status
Image generation is blocked before any images are produced because the Hermes image generation tool is enabled but its provider credential is not configured in this runtime.
Tool error:
```text
functions.image_generate: ValueError: FAL_KEY environment variable not set
```
No generated raster assets were committed from this run. This avoids shipping synthetic placeholders while claiming they came from imagegen.
## Intended output paths
- Zone variants and selected zone heroes: `public/assets/hermesworld/zones/v2/`
- NPC portraits: `public/avatars/v2/`
- Icon sprite sheet and manifest: `public/assets/hermesworld/icons/sprite-v1.png` and `sprite-v1.json`
- Video poster: `public/assets/hermesworld/video/world-demo-poster-v2.jpg`
## Prompt source
Use `docs/hermesworld/PROMPT-LIBRARY.md` for the exact repeatable prompts and style lock values.
## Resume command
After setting `FAL_KEY` in the Hermes runtime environment, rerun the asset generation lane against this branch and commit the generated assets.

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# ChatGPT Prompt Batch 001 — HermesWorld Assets
Use these prompts directly in ChatGPT image generation. Each prompt is self-contained and includes the style lock, subject, composition, and artifact constraints.
Global handling note: download each PNG, keep the exact suggested filename, and place it in the matching folder under `/Users/aurora/Downloads/hermesworld-assets/`.
---
## BATCH A: NPC Portraits
Style lock for all Batch A prompts: stylized fantasy MMO, premium dark fantasy with cyan/amber accents, warm parchment tones, painterly brushwork, 3/4 portrait, detailed faces, expressive, painted in the spirit of WoW/RuneScape concept art, no text, no logo, no watermark.
### A1: Trader Merchant
```text
Create a high-quality 3/4 portrait of a HermesWorld NPC trader merchant from the Agora marketplace: a middle-aged man with a kind smile, weathered face, clever eyes, neatly trimmed beard, leather merchant apron over layered linen and wool, small bronze clasps, coin pouch, rolled parchment receipts, and subtle market-stall details behind him. Style: stylized fantasy MMO, premium dark fantasy with cyan and amber accents, warm parchment tones, painterly brushwork, detailed expressive face, concept art quality in the spirit of WoW/RuneScape character portraits. Lighting: warm amber lantern light from one side with a faint controlled cyan magical rim light. Background: softly blurred Agora marketplace with banners, stone columns, and warm stalls, not distracting. Composition: chest-up 3/4 portrait, centered, strong silhouette, readable at game UI size. No text, no UI, no logo, no watermark, no photorealism, no anime, no plastic mobile-game look.
```
Note for Eric: Save the result as: trader-merchant.png in /Users/aurora/Downloads/hermesworld-assets/portraits/
### A2: Quest Giver Elder Sage
```text
Create a high-quality 3/4 portrait of a HermesWorld quest giver elder sage: an ancient white-bearded mystic with wise eyes, deep brow lines, layered parchment-colored robes, bronze and gold trim, and a rune-engraved wooden staff held near his shoulder. The staff emits a restrained cyan glow from carved runes. Style: stylized fantasy MMO, premium dark fantasy with cyan and amber accents, warm parchment tones, painterly brushwork, detailed expressive face, concept art quality in the spirit of WoW/RuneScape character portraits. Lighting: soft amber firelight across the beard and cheekbones, cyan rune light catching the staff hand and robe edges. Background: blurred stone library alcove with candles and faint arcane glyphs, atmospheric but not busy. Composition: chest-up 3/4 portrait, centered, noble and readable. No text, no UI, no logo, no watermark, no photorealism, no anime, no plastic mobile-game look.
```
Note for Eric: Save the result as: quest-giver-elder-sage.png in /Users/aurora/Downloads/hermesworld-assets/portraits/
### A3: Female Warrior Captain
```text
Create a high-quality 3/4 portrait of a HermesWorld female warrior captain: confident, battle-tested, upright posture, one visible scar across the cheek, focused eyes, dark hair pulled back, gold-trimmed armor with worn steel plates, bronze fittings, leather straps, and a short crimson or deep amber cloak edge. Style: stylized fantasy MMO, premium dark fantasy with cyan and amber accents, warm parchment tones, painterly brushwork, detailed expressive face, concept art quality in the spirit of WoW/RuneScape character portraits. Lighting: heroic warm amber key light with subtle cool cyan edge light reflecting from polished armor. Background: blurred fortress banner and stone archway, low depth of field. Composition: chest-up 3/4 portrait, centered, strong readable silhouette, authoritative expression. No text, no UI, no logo, no watermark, no photorealism, no anime, no plastic mobile-game look.
```
Note for Eric: Save the result as: female-warrior-captain.png in /Users/aurora/Downloads/hermesworld-assets/portraits/
### A4: Mysterious Hooded Scholar
```text
Create a high-quality 3/4 portrait of a HermesWorld mysterious hooded scholar: face mostly obscured beneath a deep charcoal hood, only watchful eyes and a hint of nose visible, holding an ancient glowing tome open at chest level. The tome pages emit a controlled cyan magical light with tiny rune sparks, while the robe has amber stitching and bronze clasps. Style: stylized fantasy MMO, premium dark fantasy with cyan and amber accents, warm parchment tones, painterly brushwork, expressive detailed face area despite the shadow, concept art quality in the spirit of WoW/RuneScape character portraits. Lighting: cyan underlight from the book, warm amber candle glow on robe folds. Background: dim archive shelves and parchment scrolls, softly blurred. Composition: chest-up 3/4 portrait, centered, enigmatic silhouette, readable at UI scale. No readable text, no UI, no logo, no watermark, no photorealism, no anime, no plastic mobile-game look.
```
Note for Eric: Save the result as: mysterious-hooded-scholar.png in /Users/aurora/Downloads/hermesworld-assets/portraits/
### A5: Innkeeper
```text
Create a high-quality 3/4 portrait of a HermesWorld innkeeper: jovial middle-aged tavern host with ruddy cheeks, broad welcoming smile, expressive laugh lines, short tousled hair, woven shirt, rolled sleeves, simple leather vest, and a small towel or tankard detail. Style: stylized fantasy MMO, premium dark fantasy with cyan and amber accents, warm parchment tones, painterly brushwork, detailed expressive face, concept art quality in the spirit of WoW/RuneScape character portraits. Lighting: cozy amber hearth light, very subtle cyan window rim light so it still belongs to HermesWorld. Background: softly blurred tavern interior with wooden beams, candles, and warm shelves, no readable signs. Composition: chest-up 3/4 portrait, centered, friendly and instantly recognizable. No text, no UI, no logo, no watermark, no photorealism, no anime, no plastic mobile-game look.
```
Note for Eric: Save the result as: innkeeper.png in /Users/aurora/Downloads/hermesworld-assets/portraits/
### A6: Smith
```text
Create a high-quality 3/4 portrait of a HermesWorld blacksmith NPC: muscular build, soot-streaked face and forearms, intense but approachable expression, close-cropped hair or tied-back hair, heavy leather apron, bronze rivets, thick gloves, and a large hammer resting over one shoulder. Style: stylized fantasy MMO, premium dark fantasy with cyan and amber accents, warm parchment tones, painterly brushwork, detailed expressive face, concept art quality in the spirit of WoW/RuneScape character portraits. Lighting: hot amber forge glow across the face and hammer head, faint cyan reflection from an enchanted metal ingot off-frame. Background: blurred forge shapes, anvil silhouette, sparks, dark stone walls. Composition: chest-up 3/4 portrait, centered, strong readable silhouette. No text, no UI, no logo, no watermark, no photorealism, no anime, no plastic mobile-game look.
```
Note for Eric: Save the result as: smith.png in /Users/aurora/Downloads/hermesworld-assets/portraits/
### A7: Healer Priestess
```text
Create a high-quality 3/4 portrait of a HermesWorld healer priestess: serene expression, calm eyes, elegant white robes with warm parchment undertones, gold embroidery, small bronze clasp, softly glowing hands, and a gentle halo-like ambient light without looking saintly or overexposed. Style: stylized fantasy MMO, premium dark fantasy with cyan and amber accents, warm parchment tones, painterly brushwork, detailed expressive face, concept art quality in the spirit of WoW/RuneScape character portraits. Lighting: soft warm amber key light mixed with controlled cyan healing glow around the hands and robe edges. Background: blurred temple infirmary with candles, stone arch, herbs, and clean linen shapes. Composition: chest-up 3/4 portrait, centered, tranquil and readable. No text, no UI, no logo, no watermark, no photorealism, no anime, no plastic mobile-game look.
```
Note for Eric: Save the result as: healer-priestess.png in /Users/aurora/Downloads/hermesworld-assets/portraits/
### A8: Beggar Info Broker
```text
Create a high-quality 3/4 portrait of a HermesWorld beggar and info broker: hooded figure in worn layered cloth, watchful sharp eyes, thin knowing smile, weathered hands, patched cloak, hidden bronze token necklace, and subtle spy-network details like folded notes and small charms tucked into the clothing. Style: stylized fantasy MMO, premium dark fantasy with cyan and amber accents, warm parchment tones, painterly brushwork, detailed expressive face, concept art quality in the spirit of WoW/RuneScape character portraits. Lighting: low amber alley lantern light with a narrow cyan glint in the eyes or from a hidden charm. Background: softly blurred Agora side alley, stone wall, cloth awning, no readable signs. Composition: chest-up 3/4 portrait, centered, suspicious but charismatic, readable at UI scale. No text, no UI, no logo, no watermark, no photorealism, no anime, no plastic mobile-game look.
```
Note for Eric: Save the result as: beggar-info-broker.png in /Users/aurora/Downloads/hermesworld-assets/portraits/
---
## BATCH B: Item Icons
Style lock for all Batch B prompts: 1024x1024 square, stylized 3D rendered fantasy item icon, isometric 3/4 view, dark obsidian background with subtle glow, gold/bronze metallic accents, Diablo-style polish, centered, well-lit, no text, no UI, no logo, no watermark.
### B1: Bronze Sword
```text
Create a 1024x1024 square stylized 3D rendered fantasy item icon of a bronze sword, centered on a dark obsidian background with a subtle warm glow. The sword should be shown in isometric 3/4 view, slightly angled, with a polished bronze blade, gold-toned crossguard, worn leather grip, tiny engraved runes, and crisp beveled edges. Style: premium Diablo-style item icon polish, high contrast, dramatic studio lighting, gold/bronze metallic accents, readable at small size. No text, no UI, no logo, no watermark, no hands, no character, no busy background.
```
Note for Eric: Save the result as: bronze-sword.png in /Users/aurora/Downloads/hermesworld-assets/icons/
### B2: Healing Potion
```text
Create a 1024x1024 square stylized 3D rendered fantasy item icon of a healing potion: a red glass vial filled with glowing crimson liquid, centered on a dark obsidian background with a subtle amber halo. Show the vial in isometric 3/4 view with a cork stopper, bronze wire clasp, small parchment tag without readable writing, glass highlights, and a few tiny magical bubbles inside. Style: premium Diablo-style item icon polish, high contrast, dramatic studio lighting, gold/bronze metallic accents, readable at small size. No text, no UI, no logo, no watermark, no hands, no character, no busy background.
```
Note for Eric: Save the result as: healing-potion.png in /Users/aurora/Downloads/hermesworld-assets/icons/
### B3: Magic Scroll
```text
Create a 1024x1024 square stylized 3D rendered fantasy item icon of a magic scroll: rolled warm parchment unfurling slightly, bronze end caps, tied with a small cord, emitting a controlled cyan magical glow from the parchment edges. Center it on a dark obsidian background with subtle cyan and amber rim light. Show it in isometric 3/4 view with crisp curled paper silhouette and painterly material detail. Style: premium Diablo-style item icon polish, high contrast, dramatic studio lighting, gold/bronze accents, readable at small size. No readable text, no UI, no logo, no watermark, no hands, no character, no busy background.
```
Note for Eric: Save the result as: magic-scroll.png in /Users/aurora/Downloads/hermesworld-assets/icons/
### B4: Ornate Iron Key
```text
Create a 1024x1024 square stylized 3D rendered fantasy item icon of an ornate iron key, centered on a dark obsidian background with a subtle amber glow. The key should be shown in isometric 3/4 view, made of dark iron with bronze wear on the edges, an elaborate circular bow, carved notches, small turquoise/cyan enamel inset, and a heavy ancient-dungeon feel. Style: premium Diablo-style item icon polish, high contrast, dramatic studio lighting, gold/bronze metallic accents, readable at small size. No text, no UI, no logo, no watermark, no hands, no character, no busy background.
```
Note for Eric: Save the result as: ornate-iron-key.png in /Users/aurora/Downloads/hermesworld-assets/icons/
### B5: Amber Glowing Gem
```text
Create a 1024x1024 square stylized 3D rendered fantasy item icon of a glowing amber gemstone, centered on a dark obsidian background with a subtle golden aura. Show the gem in isometric 3/4 view as a faceted crystal with warm internal light, bronze setting fragments around the base, sharp reflective facets, and tiny floating dust motes. Style: premium Diablo-style item icon polish, high contrast, dramatic studio lighting, gold/bronze accents, readable at small size. No text, no UI, no logo, no watermark, no hands, no character, no busy background.
```
Note for Eric: Save the result as: amber-glowing-gem.png in /Users/aurora/Downloads/hermesworld-assets/icons/
### B6: Wooden Shield With Sigil
```text
Create a 1024x1024 square stylized 3D rendered fantasy item icon of a wooden shield with a simple fantasy sigil, centered on a dark obsidian background with subtle amber edge glow. Show the shield in isometric 3/4 view with layered dark oak planks, bronze rim, worn leather straps, small scratches, and a painted cyan-and-gold abstract winged mark that is symbolic but contains no letters. Style: premium Diablo-style item icon polish, high contrast, dramatic studio lighting, gold/bronze metallic accents, readable at small size. No text, no UI, no logo, no watermark, no hands, no character, no busy background.
```
Note for Eric: Save the result as: wooden-shield-sigil.png in /Users/aurora/Downloads/hermesworld-assets/icons/
### B7: Leather Pouch With Coins
```text
Create a 1024x1024 square stylized 3D rendered fantasy item icon of a leather pouch with coins spilling out, centered on a dark obsidian background with subtle warm glow. Show it in isometric 3/4 view: worn brown leather pouch, tied cord, bronze buckle, several gold and bronze coins tumbling forward, crisp silhouettes, polished highlights, and soft contact shadow. Style: premium Diablo-style item icon polish, high contrast, dramatic studio lighting, gold/bronze metallic accents, readable at small size. No text, no UI, no logo, no watermark, no hands, no character, no busy background.
```
Note for Eric: Save the result as: leather-pouch-coins.png in /Users/aurora/Downloads/hermesworld-assets/icons/
### B8: Open Spell Tome
```text
Create a 1024x1024 square stylized 3D rendered fantasy item icon of an open spell tome, centered on a dark obsidian background with a controlled cyan magical glow. Show the tome in isometric 3/4 view with thick aged parchment pages, dark leather cover, bronze corner guards, raised spine bands, glowing page edges, and small abstract rune-like marks that are not readable text. Style: premium Diablo-style item icon polish, high contrast, dramatic studio lighting, gold/bronze metallic accents, readable at small size. No readable text, no UI, no logo, no watermark, no hands, no character, no busy background.
```
Note for Eric: Save the result as: open-spell-tome.png in /Users/aurora/Downloads/hermesworld-assets/icons/
### B9: Wizard Staff With Crystal
```text
Create a 1024x1024 square stylized 3D rendered fantasy item icon of a wizard staff with a crystal, centered on a dark obsidian background with a subtle cyan and amber glow. Show the staff in isometric 3/4 view, diagonal composition, carved dark wood shaft, bronze bands, gold filigree, and a faceted cyan crystal at the top emitting restrained magical light. Style: premium Diablo-style item icon polish, high contrast, dramatic studio lighting, gold/bronze metallic accents, readable at small size. No text, no UI, no logo, no watermark, no hands, no character, no busy background.
```
Note for Eric: Save the result as: wizard-staff-crystal.png in /Users/aurora/Downloads/hermesworld-assets/icons/
### B10: Hunting Bow
```text
Create a 1024x1024 square stylized 3D rendered fantasy item icon of a hunting bow, centered on a dark obsidian background with a subtle warm amber glow. Show the bow in isometric 3/4 view with curved dark wood limbs, bronze fittings, taut string, leather grip, small feather charm, and a few tasteful cyan inlays near the handle. Style: premium Diablo-style item icon polish, high contrast, dramatic studio lighting, gold/bronze metallic accents, readable at small size. No text, no UI, no logo, no watermark, no hands, no character, no busy background.
```
Note for Eric: Save the result as: hunting-bow.png in /Users/aurora/Downloads/hermesworld-assets/icons/
### B11: Gold Ring With Gem
```text
Create a 1024x1024 square stylized 3D rendered fantasy item icon of a gold ring with a gemstone, centered on a dark obsidian background with a subtle amber halo. Show the ring in isometric 3/4 view with polished gold band, bronze shadowing in engraved grooves, a prominent cyan or amber faceted gem, tiny decorative filigree, and crisp reflective highlights. Style: premium Diablo-style item icon polish, high contrast, dramatic studio lighting, gold/bronze metallic accents, readable at small size. No text, no UI, no logo, no watermark, no hands, no character, no busy background.
```
Note for Eric: Save the result as: gold-ring-gem.png in /Users/aurora/Downloads/hermesworld-assets/icons/
### B12: Founder Cape
```text
Create a 1024x1024 square stylized 3D rendered fantasy item icon of a Founder Cape, centered on a dark obsidian background with a subtle regal glow. Show the cape in isometric 3/4 view as rich deep purple fabric with gold trim, bronze clasp, winged crown clasp motif, elegant folds, slight magical cyan edge shimmer, and premium founder-reward presence. Style: premium Diablo-style item icon polish, high contrast, dramatic studio lighting, gold/bronze metallic accents, readable at small size. No text, no UI, no logo, no watermark, no hands, no character, no busy background.
```
Note for Eric: Save the result as: founder-cape.png in /Users/aurora/Downloads/hermesworld-assets/icons/
---
## BATCH C: Banner & Sigil Emblems
Style lock for all Batch C prompts: heraldic emblem, centered on dark midnight blue (#0F1622) background, gold filigree, parchment scroll texture behind, 1024x1024 square, high contrast, no text, no UI, no logo, no watermark.
### C1: Hermes Caduceus Sigil
```text
Create a 1024x1024 square heraldic emblem for HermesWorld: a centered Hermes caduceus sigil with a winged staff and two intertwined serpents, designed as the main brand sigil but with no letters or readable text. Background: dark midnight blue (#0F1622). Behind the emblem, include a subtle warm parchment scroll texture. Emblem material: polished gold and antique bronze filigree with controlled cyan magical accents in the wing tips and staff core. Style: premium fantasy MMO heraldry, crisp symmetrical silhouette, painterly rendered metal, elegant and iconic, readable at small size. No text, no UI, no logo, no watermark, no photoreal corporate mark, no cluttered background.
```
Note for Eric: Save the result as: hermes-caduceus-sigil.png in /Users/aurora/Downloads/hermesworld-assets/sigils/
### C2: Guild Banner — Order of Aether
```text
Create a 1024x1024 square heraldic guild banner emblem for HermesWorld: Order of Aether, centered on a dark midnight blue (#0F1622) background with a subtle parchment scroll texture behind. Main motif: a luminous cyan crystal suspended within a gold and bronze filigree frame, with small wing-like facets and delicate arcane geometry that contains no readable text. Style: premium fantasy MMO heraldry, crisp symmetrical silhouette, gold filigree, controlled cyan glow, painterly metal and parchment, readable at small size. No text, no UI, no logo, no watermark, no cluttered background.
```
Note for Eric: Save the result as: order-of-aether-banner.png in /Users/aurora/Downloads/hermesworld-assets/sigils/
### C3: Guild Banner — Iron Wolves
```text
Create a 1024x1024 square heraldic guild banner emblem for HermesWorld: Iron Wolves, centered on a dark midnight blue (#0F1622) background with a subtle parchment scroll texture behind. Main motif: a snarling wolf head in antique bronze and dark iron, framed by gold filigree, sharp angular fur shapes, and faint amber battle-worn highlights. Add only a restrained cyan glint in the eyes or frame edge to tie it to HermesWorld. Style: premium fantasy MMO heraldry, bold symmetrical silhouette, painterly metal, readable at small size. No text, no UI, no logo, no watermark, no cluttered background.
```
Note for Eric: Save the result as: iron-wolves-banner.png in /Users/aurora/Downloads/hermesworld-assets/sigils/
### C4: Guild Banner — Sun Sentinels
```text
Create a 1024x1024 square heraldic guild banner emblem for HermesWorld: Sun Sentinels, centered on a dark midnight blue (#0F1622) background with a subtle parchment scroll texture behind. Main motif: a radiant golden sun with sharp sentinel rays, bronze shield-like center, elegant gold filigree, and warm amber glow. Include tiny controlled cyan accent gems in the frame, but keep the sun motif dominant. Style: premium fantasy MMO heraldry, crisp symmetrical silhouette, painterly metal and parchment, readable at small size. No text, no UI, no logo, no watermark, no cluttered background.
```
Note for Eric: Save the result as: sun-sentinels-banner.png in /Users/aurora/Downloads/hermesworld-assets/sigils/
### C5: Founder's Cape Emblem
```text
Create a 1024x1024 square heraldic emblem for a HermesWorld Founder's Cape, centered on a dark midnight blue (#0F1622) background with a subtle parchment scroll texture behind. Main motif: a winged crown in polished gold and antique bronze, framed by elegant filigree, with a regal purple enamel backing and a faint controlled cyan magical rim light. Style: premium fantasy MMO heraldry, iconic founder reward symbol, crisp symmetrical silhouette, painterly metal, readable at small size. No text, no UI, no logo, no watermark, no cluttered background.
```
Note for Eric: Save the result as: founders-cape-emblem.png in /Users/aurora/Downloads/hermesworld-assets/sigils/
### C6: Trader's Guild Seal
```text
Create a 1024x1024 square heraldic seal for the HermesWorld Trader's Guild, centered on a dark midnight blue (#0F1622) background with a subtle parchment scroll texture behind. Main motif: balanced merchant scales combined with a small caduceus staff, rendered in polished gold and antique bronze, surrounded by coin-like filigree and warm amber highlights. Add restrained cyan glow to the caduceus centerline only. Style: premium fantasy MMO heraldry, crisp symmetrical silhouette, painterly metal and parchment, readable at small size. No text, no UI, no logo, no watermark, no cluttered background.
```
Note for Eric: Save the result as: traders-guild-seal.png in /Users/aurora/Downloads/hermesworld-assets/sigils/
---
## BATCH D: Zone Backgrounds
Style lock for all Batch D prompts: stylized painterly fantasy MMO concept art, wide cinematic 16:9, dramatic lighting, depth, atmospheric haze, warm color palette with cool shadow accents, no text, no UI, no logo, no watermark.
### D1: Agora Plaza at Golden Hour
```text
Create a wide cinematic 16:9 stylized painterly fantasy MMO concept art background of HermesWorld's Agora Plaza at golden hour. Scene: a circular civic plaza with a central fountain, stone columns, hanging banners, market stalls around the edges, warm lanterns, crates, awnings, potted plants, and a clear walkable center. Use warm amber sunlight and torchlight with cool cyan accents on portals, roof trims, and magical civic details. Style: premium browser-native fantasy RPG, painterly brushwork, dramatic lighting, atmospheric haze, strong depth, readable silhouettes, warm parchment and obsidian stone palette with gold/bronze details. Composition: central fountain as focal point, columns framing the plaza, lively market perimeter, cinematic depth, no characters dominating the scene. No text, no UI, no logo, no watermark, no photoreal modern city, no cyberpunk neon overload.
```
Note for Eric: Save the result as: agora-plaza-golden-hour.png in /Users/aurora/Downloads/hermesworld-assets/zones/
### D2: Whispering Forest
```text
Create a wide cinematic 16:9 stylized painterly fantasy MMO concept art background of HermesWorld's Whispering Forest at twilight. Scene: ancient towering trees with twisted roots, a winding mossy path, glowing mushrooms, soft firefly-like motes, carved stones half-buried in moss, and deep atmospheric layers fading into cool blue shadows. Use a warm color palette in the foreground with amber lantern or mushroom glow, balanced by cool cyan and violet-blue shadow accents. Style: premium browser-native fantasy RPG, painterly brushwork, dramatic lighting, atmospheric haze, strong depth, readable silhouettes, magical but not cute. Composition: inviting path leading into the forest, large ancient-tree silhouettes, glowing mushrooms as focal accents. No text, no UI, no logo, no watermark, no photorealism, no cartoon toy style, no neon overload.
```
Note for Eric: Save the result as: whispering-forest-twilight.png in /Users/aurora/Downloads/hermesworld-assets/zones/
### D3: Mount Hermes Peak
```text
Create a wide cinematic 16:9 stylized painterly fantasy MMO concept art background of Mount Hermes peak. Scene: snow-capped mountain summit, cliffside path with carved stone steps, bronze guide markers, wind-bent banners, eagles circling above, distant clouds below, and a small glowing shrine or waypoint near the path. Use warm sunrise or sunset light on the snow and cliffs, with cool cyan-blue shadows in ice, stone cracks, and distant atmosphere. Style: premium browser-native fantasy RPG, painterly brushwork, dramatic lighting, atmospheric haze, epic scale, readable silhouettes, warm palette with cool shadow accents. Composition: cliffside path leading toward the peak, strong vertical mountain silhouette, eagles for scale. No text, no UI, no logo, no watermark, no photorealism, no modern equipment, no sci-fi guns.
```
Note for Eric: Save the result as: mount-hermes-peak.png in /Users/aurora/Downloads/hermesworld-assets/zones/
### D4: Dungeon Entrance
```text
Create a wide cinematic 16:9 stylized painterly fantasy MMO concept art background of a HermesWorld dungeon entrance. Scene: cracked ancient stone archway built into a dark hillside, glowing cyan runes carved into the stones, low rolling mist, broken steps, bronze braziers with warm amber flames, moss, roots, scattered stones, and a deep shadowed passage beyond the arch. Style: premium browser-native fantasy RPG, painterly brushwork, dramatic lighting, atmospheric haze, warm amber firelight contrasted with cool cyan rune glow, high depth, readable silhouettes, dark fantasy mood. Composition: archway as central focal point, mist and path pulling the eye inward, foreground stones framing the entrance. No text, no UI, no logo, no watermark, no photoreal modern ruin, no horror gore, no neon overload.
```
Note for Eric: Save the result as: dungeon-entrance-runes.png in /Users/aurora/Downloads/hermesworld-assets/zones/

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# HermesWorld FAQ
## What is HermesWorld?
HermesWorld is a browser-native agent MMO inside the Hermes ecosystem. Humans and AI agents explore zones, complete quests, join parties/guilds, craft items, collect Sigils, and eventually compete in events and prize hunts.
Start with [World Lore](lore/WORLD-LORE.md) or [Getting Started](guides/GETTING-STARTED.md).
## Is this a game or an AI workspace?
Yes. More usefully: it is a game-shaped interface for agent work. Zones organize tools, quests organize goals, companions organize delegation, and Sigils organize progress.
## Do I need to install anything?
The target is browser-first. HermesWorld can be embedded inside Hermes Workspace and hosted through HermesWorld.ai. Future installable/PWA clients may arrive later.
## What class should I choose first?
Choose the fantasy you want to inhabit:
- Priest if you like support.
- Guardian if you like protection.
- Mage if you like power and control.
- Rogue if you like secrets.
- Engineer if you like building.
- Oracle if you like planning.
- Bard if you like social leverage.
Your [agent companion](guides/AGENT-COMPANIONS.md) can cover gaps.
## What are Sigils?
Sigils are visible marks of progress: quest completions, unlocks, discoveries, class milestones, guild achievements, and sometimes validated prize eligibility. Read [Sigils Lore](lore/SIGILS-LORE.md).
## Are agents autonomous?
They can be, within limits. Companions should act with configured role, memory scope, permissions, and receipts. Valuable actions require validation or player confirmation.
## Can agents play while I am offline?
Planned, yes, but only for safe bounded work: scouting, summarizing, preparing plans, monitoring public boards. No risky trades, vault withdrawals, or prize claims without proper permission and validation.
## How do guilds work?
Guilds are humans plus their agents. They can have banners, halls, roles, chat, shared vaults, objectives, events, and rankings. See [Social](guides/SOCIAL.md) and [Factions Lore](lore/FACTIONS-LORE.md).
## Are there real prizes?
The vision includes ETH/SOL prize hunts or token-adjacent bonuses. Anything valuable must be server-authoritative and never hardcoded in the public client. Claims require validation, and wallet signature where applicable. See [Founders](guides/FOUNDERS.md).
## What is the first quest?
[Quest 001: Athena's Intro](walkthroughs/QUEST-001-ATHENAS-INTRO.md). Walk to Athena, speak with her, learn the basics, receive a starter Sigil fragment, and unlock the first companion quest.
## What are the zones?
- [Training Grounds](lore/ZONES-LORE.md#training-grounds) — learn.
- [Forge](lore/ZONES-LORE.md#forge) — craft.
- [Agora](lore/ZONES-LORE.md#agora) — gather.
- [Grove](lore/ZONES-LORE.md#grove) — remember.
- [Oracle](lore/ZONES-LORE.md#oracle) — plan.
- [Arena](lore/ZONES-LORE.md#arena) — prove.
## Is this finished?
No. It is being built in public with swarm lanes: world/content, UI, art, mobile UX, gameplay systems, multiplayer/infra, and review/security. This docs tree is foundation material for in-game tooltips, onboarding, NPC dialog, and future static docs.
## Where should new players begin?
Read [Getting Started](guides/GETTING-STARTED.md), then follow [Quest 001](walkthroughs/QUEST-001-ATHENAS-INTRO.md).

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# HermesWorld Lane B Gameplay Systems Boundaries
Status: implementation contract for parallel swarm workers
Scope: quest, event, NPC state, inventory, rewards, and agent-action APIs
Source: `docs/hermesworld/SWARM-GAME-ARCHITECTURE.md`
## Goal
Make the game loop feel real without creating a giant shared branch. Workers should implement behind stable seams and only touch the files owned by their lane.
## Ownership map
| System | Owner files | May import from | Must not own |
| --- | --- | --- | --- |
| Contracts | `src/screens/playground/lib/gameplay-contracts.ts` | none / type-only | Runtime state mutation |
| Quest engine | `src/screens/playground/lib/quest-engine.ts`, quest tests | `gameplay-contracts`, static quest data | React hooks, NPC copy, inventory UI |
| Event bus/log | `src/screens/playground/lib/gameplay-events.ts`, event tests | `gameplay-contracts` | Quest definitions, reward calculations |
| NPC state/dialog | `src/screens/playground/lib/npc-state.ts`, `npc-dialog.ts` | `gameplay-contracts`, event emitters | Inventory mutation, reward granting |
| Inventory/rewards | `src/screens/playground/lib/inventory-rewards.ts`, reward tests | `gameplay-contracts`, item data | Quest completion decisions, NPC dialog text |
| Agent actions | `src/screens/playground/lib/agent-actions.ts`, API route stubs later | `gameplay-contracts`, event bus | Prize oracle, direct secrets, UI orchestration |
| React integration | `src/screens/playground/hooks/use-playground-rpg.ts` | all service modules | New business rules once extracted |
Rule: static content can live in `playground-rpg.ts`/`npc-dialog.ts`; game rules should move into small pure modules with tests.
## Runtime boundary
Use one reducer-style state transition path:
1. UI/NPC/agent produces a `GameplayEvent` or `AgentActionRequest`.
2. Event/action validates against current `GameplayStateSnapshot`.
3. Pure system returns a `GameplayPatch` plus optional follow-up events.
4. React hook applies patches and displays toasts.
5. Hosted/server routes may replay the same events later for authoritative multiplayer/prize flows.
Do not let components directly grant items, complete quests, or unlock worlds except through the facade exposed by `usePlaygroundRpg`.
## Event contract
Events are facts that already happened. They should be append-only and serializable.
Required MVP events:
- `npc.talked` — player opened dialog with NPC.
- `npc.choice_selected` — player chose a dialog option.
- `quest.objective_completed` — objective completion accepted by quest engine.
- `quest.completed` — all required objectives accepted.
- `inventory.item_granted` — item added, idempotently.
- `inventory.item_equipped` — equipment slot changed.
- `world.entered` — player entered/unlocked zone.
- `chat.sent` — local/world chat sent.
- `combat.enemy_defeated` — enemy defeat accepted.
- `agent.action_requested` / `agent.action_completed` / `agent.action_failed` — agent action lifecycle.
Every event must include `id`, `type`, `createdAt`, `actorId`, and `source`. Event handlers must be idempotent because multiplayer/server replay will duplicate packets. Fun, because distributed systems eventually turn every game into accounting.
## Quest boundary
Quest engine owns:
- objective matching from events
- required vs optional objective completion
- quest completion idempotency
- emitting reward intents, not directly mutating inventory
Quest engine does not own:
- toast copy
- NPC dialog text
- item definitions
- visual HUD order
- prize/easter-egg secrets
MVP API shape:
```ts
advanceQuests(snapshot, event): QuestAdvanceResult
```
`QuestAdvanceResult` returns completed objective ids, completed quest ids, and `RewardGrant[]` intents. Inventory/reward system applies those intents.
## NPC state boundary
NPC state owns:
- per-NPC relationship flags
- seen dialog node ids
- choice availability predicates
- cooldown/once-only choice enforcement
- emitting events for selected choices
NPC state does not own:
- adding items to inventory
- completing quests directly
- unlocking worlds directly
NPC dialog choices should move from imperative fields like `grantItems`/`completeQuest` toward declarative `effects: GameplayEffect[]`. During migration, keep old fields but normalize them to effects at the boundary.
## Inventory and reward boundary
Inventory/rewards owns:
- idempotent item grants
- stack/currency semantics when added
- equipment slot validation
- skill XP/title/world unlock application
- reward toast descriptors
Inventory/rewards does not own:
- deciding whether a quest is complete
- deciding whether an NPC choice is allowed
- calling external prize services
MVP rule: keep item ids public and harmless. Anything valuable uses a hosted prize oracle claim flow from Lane D, never client inventory.
## Agent action API boundary
Agent actions are gameplay verbs that may call Hermes later. They must be request/response objects, not ad hoc component callbacks.
MVP actions:
- `agent.ask_npc` — get dynamic NPC line/lore.
- `agent.build_prompt` — turn player text into a Forge artifact summary.
- `agent.summon_companion` — spawn temporary familiar metadata.
- `agent.judge_duel` — evaluate Arena prompt duel result.
- `agent.generate_lore` — create non-prize lore/zone flavor.
Agent action handler owns:
- schema validation
- rate-limit metadata
- safe public context assembly
- status events
Agent action handler must not own:
- secrets/prize decisions
- direct state mutation without returning `GameplayPatch`
- raw model/provider selection inside UI components
## MVP implementation order
1. `gameplay-contracts.ts` — shared types only. Lowest conflict surface.
2. `gameplay-events.ts` — event factory + idempotency helpers.
3. `inventory-rewards.ts` — pure reward application; migrate duplicate reward code out of hook.
4. `quest-engine.ts` — pure event-to-objective/quest advancement.
5. `npc-state.ts` — normalize dialog effects, once-only choices, relationship flags.
6. `agent-actions.ts` — local mock handler first; server/Hermes call later.
7. Thin `usePlaygroundRpg` integration — hook becomes orchestration/glue, not game-law soup.
## Parallel-worker rules
- One worker per module above.
- Each worker adds tests for its pure module before touching React.
- No worker edits prize/claim code unless assigned Lane D.
- No worker changes visual layout while extracting systems unless assigned Lane A.
- Shared type changes happen only in `gameplay-contracts.ts` and should be backward-compatible by default.
- Prefer additive adapters over rewriting `playground-rpg.ts` in one pass.
## Acceptance criteria
- New systems are serializable and deterministic.
- Applying the same event twice does not double-grant rewards.
- Quests produce reward intents; inventory applies them.
- NPC choices emit effects/events; they do not mutate profile state directly.
- Agent actions return patches/events and never embed secrets in client state.
- `pnpm build` passes after each worker patch.

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# HermesWorld Guild/Event/Economy Contracts
Last updated: 2026-05-06
## Goal
Define safe client/server data contracts for HermesWorld guild creation, weekend wars, raids, leaderboards, Founders Vault, and chat trade. The client can render social/game/economy state, but all valuable state is server-authoritative. No prize/oracle secrets, payout rules, hidden reward tables, private grant reasons, anti-abuse thresholds, or signer credentials are client-visible.
## Non-negotiable security rules
1. Client input is an intent, never proof.
2. Inventory, currency balances, guild permissions, war scores, raid rewards, event grants, and trade settlement are server-authoritative.
3. Client-visible contracts may include public lore, public item metadata, cosmetic names, event schedules, visible scores, and generic claim states.
4. Private services own eligibility, hidden reward tables, valuable grants, prize/oracle validation, anti-abuse scoring, payout queues, and audit trails.
5. Any endpoint that mutates valuable state must be authenticated, idempotent, rate-limited, and backed by a private audit log.
6. Valuable operations should use explicit request IDs/idempotency keys so retries do not duplicate grants or transfers.
7. Do not trust client timestamps, positions, item IDs, quantities, wallet ownership, raid completion, war contribution, or leaderboard score.
8. Do not leak the reason a valuable claim failed if that reason helps attackers enumerate valid states.
## Shared primitives
```ts
type UUID = string
type ISODateTime = string
type Chain = 'eth' | 'sol'
type CurrencyCode = 'coins' | 'aether' | 'eth' | 'sol'
type PlayerId = string
type AgentId = string
type GuildId = string
type ItemInstanceId = string
type ItemDefinitionId = string
type WalletAddress = string
type PublicActorRef =
| { kind: 'player'; playerId: PlayerId; displayName: string }
| { kind: 'agent'; agentId: AgentId; displayName: string; ownerPlayerId: PlayerId }
type MoneyAmount = {
currency: CurrencyCode
amountMinorUnits: string
}
type PublicItemStack = {
itemInstanceId?: ItemInstanceId
itemDefinitionId: ItemDefinitionId
displayName: string
rarity: 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary' | 'founder' | 'event'
quantity: number
iconUrl: string
binding: 'none' | 'bind_on_pickup' | 'bind_on_equip' | 'account_bound' | 'guild_bound'
tradeable: boolean
cosmeticOnly: boolean
}
type Idempotency = {
requestId: UUID
clientCreatedAt: ISODateTime
}
type SafeMutationResponse<T> = {
ok: boolean
requestId: UUID
result?: T
publicError?: {
code: 'invalid_input' | 'auth_required' | 'permission_denied' | 'rate_limited' | 'conflict' | 'not_found' | 'temporarily_unavailable'
message: string
}
}
```
Client-safe IDs are opaque. They must not encode reward tiers, grant reasons, inventory database row order, hidden seed data, or prize eligibility.
## Auth/session model
Client requests carry one of:
```ts
type GameSessionAuth = {
sessionToken: string // HttpOnly cookie preferred; never localStorage for privileged operations.
}
type WalletSignedSession = {
chain: Chain
address: WalletAddress
message: string
signature: string
nonceId: UUID
}
```
Server responsibilities:
- Resolve session to playerId.
- Verify wallet signatures server-side.
- Bind wallet sessions to player accounts server-side.
- Enforce CSRF protection for cookie-based mutating routes.
- Never accept playerId/guildId ownership claims from client without server lookup.
## 1. Guild creation contract
### Public guild shape
```ts
type GuildRole = 'founder' | 'leader' | 'officer' | 'raider' | 'trader' | 'member' | 'guest'
type GuildPermission =
| 'invite_member'
| 'kick_member'
| 'edit_profile'
| 'manage_roles'
| 'queue_war'
| 'start_raid'
| 'manage_vault'
| 'post_announcement'
type GuildPublicProfile = {
guildId: GuildId
slug: string
displayName: string
motto?: string
banner: {
emblemId: string
primaryColor: string
secondaryColor: string
frameId?: string
}
publicDescription?: string
level: number
xp: number
memberCount: number
agentCount: number
hallThemeId?: string
recruitment: 'open' | 'application' | 'invite_only' | 'closed'
tags: Array<'casual' | 'raiding' | 'pvp' | 'builders' | 'trading' | 'founders' | 'lore'>
createdAt: ISODateTime
}
type GuildMemberPublic = {
guildId: GuildId
actor: PublicActorRef
role: GuildRole
joinedAt: ISODateTime
publicContributionScore: number
}
```
### Create guild
Client -> server:
```ts
type CreateGuildRequest = Idempotency & {
displayName: string
slug: string
motto?: string
publicDescription?: string
banner: {
emblemId: string
primaryColor: string
secondaryColor: string
frameId?: string
}
recruitment: 'open' | 'application' | 'invite_only'
tags: GuildPublicProfile['tags']
founderActor: { kind: 'player'; playerId?: never }
}
```
Server -> client:
```ts
type CreateGuildResponse = SafeMutationResponse<{
guild: GuildPublicProfile
viewerRole: GuildRole
viewerPermissions: GuildPermission[]
}>
```
Server validation:
- Authenticate current player.
- Enforce one active founder guild per player unless admin-granted.
- Validate name/slug length, profanity, impersonation, reserved names.
- Validate banner IDs against public cosmetic catalog.
- Charge creation fee server-side if enabled; never trust client balance.
- Grant founder role and audit the creation.
Private-only guild fields:
- normalizedName collision index
- moderation flags
- creation IP hash / device risk
- payment/fee transaction IDs
- abuse score
- internal notes
- guild vault ledger
- invite/application fraud signals
## 2. Guild membership and agent companion contract
```ts
type GuildInviteRequest = Idempotency & {
guildId: GuildId
targetPlayerHandle: string
requestedRole?: Exclude<GuildRole, 'founder' | 'leader'>
}
type GuildInviteResponse = SafeMutationResponse<{
inviteId: UUID
expiresAt: ISODateTime
publicStatus: 'sent' | 'already_member' | 'blocked'
}>
type AddAgentToGuildRequest = Idempotency & {
guildId: GuildId
agentId: AgentId
intendedRole: 'scout' | 'scribe' | 'builder' | 'trader' | 'combat' | 'healer'
}
type AddAgentToGuildResponse = SafeMutationResponse<{
guildId: GuildId
agent: PublicActorRef
publicCapabilities: string[]
contributionMultiplier: number
}>
```
Server rules:
- Player must own/control the agent.
- Guild must have available agent seats.
- Agent capabilities are public summaries only; model credentials/provider configs remain private.
- Offline agent action limits are server-side, not client-configurable.
## 3. Guild vault contract
The guild vault is distinct from Founders Vault. It is shared, permissioned, and ledger-backed.
```ts
type GuildVaultSlotPublic = {
guildId: GuildId
slotId: UUID
item?: PublicItemStack
lockedBy?: PublicActorRef
publicNote?: string
}
type GuildVaultDepositRequest = Idempotency & {
guildId: GuildId
itemInstanceId: ItemInstanceId
quantity: number
publicNote?: string
}
type GuildVaultWithdrawRequest = Idempotency & {
guildId: GuildId
itemInstanceId: ItemInstanceId
quantity: number
destination: 'player_inventory' | 'raid_loadout' | 'guild_war_loadout'
}
```
Server rules:
- Atomic transfer from player inventory to guild vault or back.
- Permission check for withdraw/manage.
- Ledger every mutation with actor, before/after, reason, requestId.
- No client-writeable item stats.
Private-only:
- Full vault ledger
- moderation/admin holds
- dupe-detection tags
- item provenance graph
- risk scoring
## 4. Weekend guild wars contract
Weekend wars are scheduled, server-scored, and spectator-friendly. The client renders schedule, visible objectives, live scoreboard, and public feed. The server decides scoring.
### Public event schedule
```ts
type WeekendWarPublicEvent = {
eventId: UUID
seasonId: string
mapId: string
displayName: string
startsAt: ISODateTime
endsAt: ISODateTime
registrationClosesAt: ISODateTime
status: 'scheduled' | 'registration_open' | 'live' | 'scoring_finalizing' | 'final' | 'cancelled'
participantCap: number
publicRulesVersion: string
visibleObjectives: Array<{
objectiveId: string
displayName: string
kind: 'obelisk' | 'sigil' | 'guild_hall_relic' | 'escort' | 'boss'
mapRegionId: string
publicScoreHint: string
}>
publicRewards: Array<{
rankBand: 'winner' | 'top_3' | 'top_10' | 'participation'
rewardPreview: string
cosmeticOnly: boolean
}>
}
```
### Register for war
```ts
type RegisterGuildWarRequest = Idempotency & {
guildId: GuildId
eventId: UUID
declaredRoster: Array<{ actorKind: 'player' | 'agent'; actorId: string }>
}
type RegisterGuildWarResponse = SafeMutationResponse<{
registrationId: UUID
eventId: UUID
guildId: GuildId
publicStatus: 'registered' | 'waitlisted' | 'rejected'
rosterPublic: GuildMemberPublic[]
}>
```
Server scoring input:
```ts
type WarActionIntent = Idempotency & {
eventId: UUID
guildId: GuildId
actorId: string
actionType: 'capture_objective' | 'defend_objective' | 'damage_relic' | 'repair_relic' | 'support_ally' | 'scout_ping'
targetObjectiveId?: string
clientObservedAt: ISODateTime
clientContext: {
mapRegionId: string
positionBucket?: string
animationState?: string
}
}
```
Server public state:
```ts
type WarScoreboardPublic = {
eventId: UUID
status: WeekendWarPublicEvent['status']
updatedAt: ISODateTime
guildScores: Array<{
guildId: GuildId
guildName: string
banner: GuildPublicProfile['banner']
publicScore: number
rank: number
heldObjectives: string[]
publicMomentum: 'falling' | 'stable' | 'rising'
}>
publicFeed: Array<{
feedId: UUID
occurredAt: ISODateTime
message: string
guildId?: GuildId
objectiveId?: string
}>
}
```
Server rules:
- Ignore direct score values from client.
- Score from validated server events, objective state machine, anti-cheat, and rate limits.
- Publish delayed/smoothed public scores if needed to prevent automation/sniping.
- Rewards are granted only after finalization job.
Private-only war data:
- scoring weights
- anti-cheat thresholds
- hidden tie breakers
- raw action stream
- risk flags
- delayed finalization internals
- valuable reward eligibility
- oracle/prize flags
## 5. Raids/dungeons contract
Raids are party instances with server-authoritative completion, loot, and contribution.
```ts
type RaidPublicDefinition = {
raidId: string
displayName: string
minPartySize: number
maxPartySize: number
allowedAgentSlots: number
recommendedRoles: Array<'tank' | 'healer' | 'damage' | 'support' | 'scout'>
publicBosses: Array<{
bossId: string
displayName: string
publicMechanics: string[]
}>
publicLootPreview: Array<{
itemDefinitionId: ItemDefinitionId
displayName: string
rarity: PublicItemStack['rarity']
dropHint: string
}>
lockout: {
kind: 'none' | 'daily' | 'weekly' | 'seasonal'
resetsAt?: ISODateTime
}
}
type CreateRaidInstanceRequest = Idempotency & {
raidId: string
guildId?: GuildId
partyActorIds: string[]
difficulty: 'story' | 'normal' | 'heroic'
}
type CreateRaidInstanceResponse = SafeMutationResponse<{
raidInstanceId: UUID
raid: RaidPublicDefinition
party: PublicActorRef[]
status: 'forming' | 'ready' | 'in_progress'
}>
type RaidActionIntent = Idempotency & {
raidInstanceId: UUID
actorId: string
actionType: 'attack' | 'heal' | 'shield' | 'interrupt' | 'scout' | 'use_item' | 'agent_assist'
targetId?: string
clientObservedAt: ISODateTime
clientContext?: Record<string, string | number | boolean>
}
type RaidCompletionPublic = {
raidInstanceId: UUID
raidId: string
status: 'failed' | 'completed'
completedAt?: ISODateTime
publicGrade: 'bronze' | 'silver' | 'gold' | 'mythic'
publicStats: {
durationSeconds: number
deaths: number
bossKills: number
}
lootRolls?: Array<{
lootRollId: UUID
item: PublicItemStack
eligibleActors: PublicActorRef[]
publicState: 'rolling' | 'awarded' | 'expired'
winner?: PublicActorRef
}>
}
```
Server rules:
- Server controls HP, boss state, lockouts, completion, loot rolls, XP, currency grants.
- Client may render boss mechanics and send action intents only.
- Agent companions can fill roles but cannot bypass lockouts or loot eligibility.
- Rare drops get item provenance tags server-side.
Private-only raid data:
- exact loot tables/drop rates
- rare item seed
- anti-cheat contribution thresholds
- valuable prize eligibility
- hidden boss state mutations
- private model/agent execution traces
## 6. Leaderboards contract
Leaderboards are public ranking surfaces with private score provenance.
```ts
type LeaderboardKind =
| 'guild_war_season'
| 'raid_clear_time'
| 'guild_xp'
| 'market_reputation'
| 'crafting_competition'
| 'lore_trial'
type LeaderboardPublicEntry = {
leaderboardId: UUID
kind: LeaderboardKind
seasonId: string
rank: number
actor: PublicActorRef | { kind: 'guild'; guildId: GuildId; displayName: string; banner: GuildPublicProfile['banner'] }
publicScore: number
publicScoreLabel: string
badgeIds: string[]
updatedAt: ISODateTime
}
type GetLeaderboardResponse = {
leaderboardId: UUID
kind: LeaderboardKind
seasonId: string
generatedAt: ISODateTime
entries: LeaderboardPublicEntry[]
viewerRank?: LeaderboardPublicEntry
}
```
Server rules:
- Scores are generated from private event logs, not client submission.
- Use delayed publication for prize-sensitive competitions.
- Manual moderation can hide entries; public response should say generic “entry under review”.
Private-only:
- score calculation formulas if exploitable
- hidden disqualification reasons
- raw event logs
- moderation notes
- prize/oracle mappings
- reward inventory
## 7. Founders Vault / event inventory contract
Founders Vault is an event inventory tab for founder gifts, purchases, compensations, season transitions, and website-store deliveries. It is not client-writeable.
```ts
type EventInventoryGrantPublic = {
grantId: UUID
grantType: 'founder_gift' | 'purchase_delivery' | 'compensation' | 'season_reward' | 'event_reward'
displayTitle: string
displayMessage: string
grantedAt: ISODateTime
expiresAt?: ISODateTime
claimState: 'unclaimed' | 'claimed' | 'expired' | 'revoked' | 'pending'
previewItems: PublicItemStack[]
previewCurrencies: MoneyAmount[]
badgeCount: number
}
type FoundersVaultPublic = {
playerId: PlayerId
tabName: 'Founders Vault' | 'Event Mail'
unclaimedCount: number
grants: EventInventoryGrantPublic[]
}
type ClaimEventInventoryGrantRequest = Idempotency & {
grantId: UUID
}
type ClaimEventInventoryGrantResponse = SafeMutationResponse<{
grantId: UUID
claimState: 'claimed' | 'pending'
deliveredItems: PublicItemStack[]
deliveredCurrencies: MoneyAmount[]
publicMessage: string
}>
```
Private grant API; never browser-callable:
```ts
type PrivateCreateEventGrantRequest = {
serviceRequestId: UUID
targetPlayerId: PlayerId
grantType: EventInventoryGrantPublic['grantType']
reasonCode: 'name_reservation' | 'manual_founder_approve' | 'store_purchase' | 'compensation' | 'season_transition' | 'admin_test'
sourceRef?: string
items: Array<{ itemDefinitionId: ItemDefinitionId; quantity: number; privateRollSeed?: string }>
currencies: MoneyAmount[]
expiresAt?: ISODateTime
operatorId?: string
}
```
Server rules:
- Gift granting via private API only.
- Claims are idempotent and atomic: grant state changes and inventory/currency delivery happen in one transaction.
- Purchase delivery requires verified payment/webhook server-side.
- Founder status/badges are public only after private grant approval.
Private-only Founders Vault data:
- grant reason code when sensitive
- manual approver/operator ID
- payment provider transaction IDs
- fraud/risk status
- private roll seed
- inventory ledger before/after
- revocation notes
- store webhook secrets
## 8. Chat trade window contract
Chat trade is a secure two-party offer window opened from chat, e.g. `/trade @user`. Both sides add items/currency, lock, then confirm. Settlement is atomic server-side.
```ts
type TradeWindowPublicState = {
tradeId: UUID
status: 'invited' | 'open' | 'locked' | 'confirming' | 'settled' | 'cancelled' | 'expired' | 'disputed'
createdAt: ISODateTime
expiresAt: ISODateTime
participants: [PublicActorRef, PublicActorRef]
offers: Record<PlayerId, {
items: PublicItemStack[]
currencies: MoneyAmount[]
locked: boolean
confirmed: boolean
publicWarnings: Array<'balance_changed' | 'item_unavailable' | 'high_value_trade' | 'new_counterparty' | 'recent_offer_change'>
}>
lastChangedBy?: PublicActorRef
lastChangedAt: ISODateTime
}
type OpenTradeRequest = Idempotency & {
targetPlayerHandle: string
source: 'chat_command' | 'profile_button' | 'market_listing'
}
type UpdateTradeOfferRequest = Idempotency & {
tradeId: UUID
items: Array<{ itemInstanceId: ItemInstanceId; quantity: number }>
currencies: MoneyAmount[]
}
type LockTradeOfferRequest = Idempotency & {
tradeId: UUID
lock: boolean
}
type ConfirmTradeRequest = Idempotency & {
tradeId: UUID
confirm: true
visibleOfferDigest: string
}
type TradeMutationResponse = SafeMutationResponse<{
trade: TradeWindowPublicState
}>
```
Settlement model:
- Any offer update unlocks both participants and clears confirmations.
- Client displays previews, warnings, and digest.
- Server recomputes digest from canonical offer state.
- Server checks item ownership, locks item instances, checks balances, validates binding/tradeability, enforces limits, and transfers atomically.
- Hard currency trades use escrow/settlement service; client never submits raw transfer truth.
- Agent-mediated trading can propose offers but cannot confirm above player-defined caps.
Private-only trade data:
- risk score
- anti-RMT rules
- high-value thresholds
- escrow private state
- compliance/KYC flags
- raw wallet/rpc settlement internals
- dispute/moderation notes
- participant IP/device hashes
## 9. Public event feed contract
```ts
type PublicWorldFeedEvent = {
feedId: UUID
kind: 'guild_created' | 'war_objective_captured' | 'raid_completed' | 'leaderboard_finalized' | 'founder_gift_arrived' | 'market_milestone'
occurredAt: ISODateTime
headline: string
body?: string
actor?: PublicActorRef | { kind: 'guild'; guildId: GuildId; displayName: string }
guildId?: GuildId
eventId?: UUID
iconUrl?: string
}
```
Feed redaction rules:
- No exact reward amounts for prize-bearing events until publicly announced.
- No private grant reasons.
- No trade counterparty details unless both parties opted into public sharing.
- No oracle status.
- No anti-cheat/moderation hints.
## 10. Private audit/event ledger
Every valuable mutation writes a private audit event.
```ts
type PrivateAuditEvent = {
auditId: UUID
requestId: UUID
actorPlayerId?: PlayerId
actorAgentId?: AgentId
action:
| 'guild.create'
| 'guild.invite'
| 'guild.vault.deposit'
| 'guild.vault.withdraw'
| 'war.register'
| 'war.score_event'
| 'war.reward_finalize'
| 'raid.instance_create'
| 'raid.completion'
| 'raid.loot_award'
| 'leaderboard.finalize'
| 'event_grant.create'
| 'event_grant.claim'
| 'trade.open'
| 'trade.offer_update'
| 'trade.settle'
entityType: 'guild' | 'war' | 'raid' | 'leaderboard' | 'grant' | 'trade' | 'inventory' | 'wallet'
entityId: UUID | string
beforeHash?: string
afterHash?: string
privateMetadata: Record<string, unknown>
createdAt: ISODateTime
}
```
This ledger is never exposed directly to the browser. Public histories are separately projected/redacted.
## 11. API surface summary
Public/browser-callable:
- GET /api/hermesworld/guilds/:guildId
- POST /api/hermesworld/guilds/create
- POST /api/hermesworld/guilds/:guildId/invites
- POST /api/hermesworld/guilds/:guildId/agents
- GET /api/hermesworld/guilds/:guildId/vault
- POST /api/hermesworld/guilds/:guildId/vault/deposit
- POST /api/hermesworld/guilds/:guildId/vault/withdraw
- GET /api/hermesworld/events/weekend-wars
- POST /api/hermesworld/events/weekend-wars/:eventId/register
- POST /api/hermesworld/events/weekend-wars/:eventId/actions
- GET /api/hermesworld/events/weekend-wars/:eventId/scoreboard
- GET /api/hermesworld/raids
- POST /api/hermesworld/raids/instances
- POST /api/hermesworld/raids/:raidInstanceId/actions
- GET /api/hermesworld/leaderboards/:leaderboardId
- GET /api/hermesworld/founders-vault
- POST /api/hermesworld/founders-vault/:grantId/claim
- POST /api/hermesworld/trades/open
- POST /api/hermesworld/trades/:tradeId/offer
- POST /api/hermesworld/trades/:tradeId/lock
- POST /api/hermesworld/trades/:tradeId/confirm
- GET /api/hermesworld/feed
Private service-only:
- POST /private/hermesworld/event-grants/create
- POST /private/hermesworld/event-grants/revoke
- POST /private/hermesworld/war/finalize-score
- POST /private/hermesworld/war/grant-rewards
- POST /private/hermesworld/raid/finalize-loot
- POST /private/hermesworld/leaderboards/finalize
- POST /private/hermesworld/trades/settle-hard-currency
- POST /private/hermesworld/oracle/validate-prize-eligibility
- POST /private/hermesworld/audit/events
## 12. What must never be public
Never ship any of this in client code, static JSON, sourcemaps, public KV, public API responses, public logs, screenshots, fixtures, or docs intended for players:
- prize/oracle secrets
- private oracle URLs or service tokens
- treasury wallet private keys
- payout signer keys
- RPC credentials
- wallet seed phrases
- JWT/HMAC/session signing secrets
- payment webhook secrets
- store webhook raw payload secrets
- private reward inventory and prize counts
- ETH/SOL payout amounts before approval/public announcement
- exact prize-bearing event mappings
- exact hidden reward tables/drop rates for valuable items
- weekend war scoring weights if exploitable
- hidden tie-breakers
- anti-cheat thresholds
- RMT/fraud scoring rules
- KYC/compliance provider tokens
- moderation/admin notes
- private grant reason codes when sensitive
- payment transaction details
- item provenance graph if exploitable
- raw audit ledger
- raw IP/device identifiers
- non-redacted wallet risk data
- private model/provider credentials for agents
- offline agent spending caps beyond public user-configured values
- internal admin endpoints
- debug bypasses
- private seeds/salts/commitments before reveal
- database connection strings
- any environment variable named or prefixed: PRIVATE_, ORACLE_, TREASURY_, WALLET_, SIGNER_, HMAC_, JWT_, SESSION_, RPC_, PAYMENT_, STRIPE_, KYC_, ADMIN_
## 13. Minimal implementation order
1. Add shared TypeScript schemas for public contract types.
2. Stub public GET endpoints with static/mock data only.
3. Add private audit helper before mutating endpoints.
4. Implement guild creation with server-side permission and idempotency.
5. Implement Founders Vault read + private grant + idempotent claim.
6. Implement chat trade state machine with soft-currency/items only.
7. Add weekend war schedule and public scoreboard projection.
8. Add raid definition and instance skeleton.
9. Add leaderboard projection from private finalized scores.
10. Add hard-currency escrow/prize-oracle integrations only behind private services.
## 14. Acceptance checks
A patch touching these systems should pass these checks before review:
- No client file contains oracle/prize/treasury/private env names except as denylist tests/docs.
- No client response includes private reason codes.
- Every valuable mutation has requestId/idempotency.
- Every valuable mutation writes private audit event.
- Inventory/currency/trade settlement are atomic server operations.
- Public leaderboard/war/raid data is a projection, not the raw scoring/event log.
- Founders Vault grants cannot be created from browser-callable endpoints.
- Trade confirmation uses server recomputed digest, not client offer truth.

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# HermesWorld — Guilds + Agent Companions + Economy
Last updated: 2026-05-06
Reference graphic: `/Users/aurora/Desktop/roadmap hermesworld .png`
## Unlock insight
The guild is not only humans. The guild is **humans + their agents**.
Players bring their agents into HermesWorld, level with them, quest with them, trade with them, and build complementary party compositions.
Example:
- Human player: Priest / Healer
- Friend/player: Mage / Promptcaster
- Agent companion: Scout Agent finds secrets
- Agent companion: Builder Agent crafts upgrades
- Guild role: Scribe Agent records raid notes
This solves the MMO loneliness problem: you always have someone to play with, because your agent can party with you.
## Class + companion pairing
Human classes:
- Priest / Healer
- Guardian / Tank
- Mage / Promptcaster
- Rogue / Scout
- Engineer / Builder
- Oracle / Analyst
- Bard / Social
Agent companions:
- Scout Agent
- Scribe Agent
- Builder Agent
- Trader Agent
- Combat Agent
- Healer Agent
Design rule:
- humans choose fantasy identity
- agents fill tactical gaps
- party/guild builds become complementary
## Gameplay loops
### Human + agent leveling
- human gains XP from quests, raids, minigames, guild events
- agent companion gains specialization XP from actions
- companion unlocks abilities that map to its role
- companion can eventually act while user is offline, within limits
### Trading with agents
- Trader Agent can price/check items, manage simple trades, propose market actions
- Builder Agent can craft/upgrade tools
- Scribe Agent logs deal terms and guild vault changes
- valuable trades require server validation and anti-abuse rules
### Guild composition
Guilds want mixed roles:
- tanks/frontline
- healers/support
- mages/damage
- scouts/discovery
- engineers/crafters
- oracles/strategy
- agents as support multipliers
## Monetization thesis
Primary revenue options:
1. Guild membership / season access
- paid guild creation or premium guild halls
- guild war participation tiers
- season pass for cosmetics/rewards/events
2. Convenience currency
- faster leveling
- cosmetics
- crafting boosts
- guild hall decorations
- companion skins/modules
3. Premium agent companions
- extra companion slots
- advanced companion behaviors
- model/provider integrations
- guild agent seats
4. Creator/guild economy
- paid rooms/minigames
- guild cosmetics
- tournament/event entries
Hard rule:
- avoid obvious pay-to-win in competitive guild wars
- paid boosts should accelerate progress or cosmetics, not destroy fairness
- prize claims remain server-authoritative
## UI modules from the reference graphic
Build these as game surfaces:
- Class selection screen
- Agent companion roster
- Guild systems hub
- Guild chat
- Shared vault
- Weekend wars map
- Leaderboards
- Season pass/rewards
- Epic events panel
## v0.3-v0.6 path
### v0.3
- class identity placeholders
- companion role concepts
- guild systems graphic/landing surface
- Agora hub visual upgrade
### v0.4
- player class selection
- first companion agent role
- class/companion XP
- simple party/companion action loop
### v0.5
- guild creation
- guild chat/guild hall prototype
- shared vault UI mock
- leaderboard skeleton
### v0.6
- weekend event prototype
- guild war map
- season pass/cosmetic reward track
- private prize oracle integration

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# HermesWorld — In-Game Target Spec
Last updated: 2026-05-06 02:22 EDT
Reference: `docs/hermesworld/reference-images/INGAME-TARGET-AGORA.png`
This is the **playable view** the marketing graphic implies.
When a user is *in* HermesWorld, this is what their screen should look like.
---
## What the reference shows
A circular plaza in Agora Commons:
- isometric/over-the-shoulder camera (closer to high 3/4 than top-down)
- central stone monument with a gold pyramid finial, ringed by lit torches
- radial cobblestone tiles with rune circles
- benches, foliage, lanterns lining the edge
- merchant stalls (red/blue tents) with crates and barrels
- 6 NPCs around the plaza, each with a colored name tag
- 1 player avatar (Eric) center-stage with a name pill
- a wisp/sparkle near front-right (collectible/quest cue)
### HUD layout
- **Top-left**: player card
- portrait
- name "Eric"
- zone subtitle "TRAINING GROUNDS"
- XP "75 - next 25"
- 4 stat bubbles: HP 100, MP 50, SP 80, XP 75
- **Top-center**: objective banner
- icon + label "OBJECTIVE — Move and Speak"
- sub-text "Walk to Athena and speak with her. Athena waits by the Arrival Circle."
- **Top-right**: minimap "AGORA COMMONS"
- circular map
- YOU marker
- Portal marker
- **Mid-left edge**: small ambient sticker "Hermes Guide" (helper card / NPC poke)
- **Right edge**: vertical icon rail (settings, fullscreen, share, party, etc.)
- **Bottom-left**: chat panel
- "CHAT - 4 ONLINE - 3 NPC LOCAL-ONLY"
- colored NPC tags on speakers
- chat input box with SEND button
- **Bottom-center**: ability bar
- HP/MP/SP triple bar on the left
- 4 ability slots with cooldown timers/icons + 1 modifier
- **NPC name tags**: floating above each NPC with role
- "Athena - Sage", "Apollo", "Nora - Piper", "Silas - Guard", "Dorian - Quartermaster"
- **Speech popups**: ambient lines over NPC heads
- "Starter kit, cheap and proud."
- "gm builders"
### Mood
- warm golden hour lighting
- premium 3D rendered look (Genshin / Honkai / Dragon Quest XII territory)
- crisp UI overlays with glassy panels and warm inner glow
- soft particle ambience (wisps, dust motes near torches)
---
## Why this matters
The marketing graphic (`MASTER-PRODUCT-GRAPHIC.png`) is what the **website/store page** should look like.
This in-game target (`INGAME-TARGET-AGORA.png`) is what the **playable game** should look like.
Both must be honored. They should feel like the same product.
---
## Style locks
- **Camera**: 3/4 isometric, slight rotation, ~45-50° pitch
- **Lighting**: warm golden hour with rim light on characters
- **Ground**: hand-painted cobblestones with rune circle inlays
- **Props**: stylized stone, wood, fabric, bronze details
- **Characters**: chibi-leaning proportions, capes, robes, Dragon Quest x Genshin energy
- **NPCs**: distinct silhouettes, color-coded by faction/role
- **HUD**: dark glassy chrome, gold/amber accents, white text, slight bevel
- **Name tags**: pill-shaped, dark with light text, role suffix
- **Objective banner**: dark slab top-center, icon on left, two-line copy
- **Minimap**: circular, dark inner, glowing landmarks, small markers
- **Chat**: 5-color tags for source kind (NPC, player, system), monospace-ish UI
---
## Asset list driven by this image
### 3D / world
- circular plaza floor (cobblestones, rune circles)
- central monument (stone tiers + gold pyramid finial)
- torches (low + tall)
- lanterns
- benches
- crates & barrels
- merchant stalls (red, blue, green roofs)
- foliage clumps
- dirt path tiles bordering grass
- portal arch (used in nearby image)
- atmospheric particles
### Characters / agents
- player avatar template, with class swaps:
- Priest, Guardian, Mage, Rogue, Engineer, Oracle, Bard
- NPC roster (Agora):
- Athena - Sage
- Apollo
- Nora - Piper
- Silas - Guard
- Dorian - Quartermaster
- Hermes Guide (helper)
- agent companions per the marketing graphic
### UI
- player card panel
- stat bubbles (HP/MP/SP/XP)
- objective banner
- minimap with markers
- right-rail icon set (settings, fullscreen, share, party, social)
- chat panel
- ability bar w/ slot frames + cooldown
- name tag pills
- speech bubbles
- toast cards
### FX
- torch flames + glow
- wisps / sparkles
- dust motes
- footstep particles
---
## Engineering targets
- Camera: orthographic-ish 3D in Three.js / R3F
- Asset format: glTF/GLB with optimized textures (KTX2/Basis)
- Shaders: stylized PBR + rim light + cheap fog
- Performance: 60fps on M-series, 30fps target on midrange laptops
- Mobile: simplify chat panel + minimap, keep ability bar
---
## Realism loop on this view
For every iteration:
1. take the current playable Agora screenshot
2. diff against `INGAME-TARGET-AGORA.png`
3. list the top 3 visible differences (camera, lighting, monument, torches, NPCs, HUD, chat panel, etc.)
4. write smallest patch
5. screenshot again
6. repeat
This is how we ratchet from current state to target without rewriting the engine.
---
## v0.3 -> v0.6 milestones tied to this image
- **v0.3**: HUD layout matches (player card + objective + minimap + chat + ability bar)
- **v0.4**: 3D plaza ring + central monument + torches in correct visual style
- **v0.5**: NPCs with name tag pills and ambient speech, real movement
- **v0.6**: stalls, crates, lanterns, full warm lighting pass, particles

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# HermesWorld — Master Plan (Single Source of Truth)
Last updated: 2026-05-06 02:20 EDT
Owner: Eric (vision/product/taste)
Orchestrator: Opus (review, swarm direction, integration)
Workers: gpt-5.5 swarms (deep build), 4090/PC1, rented GPU as needed
This document survives compaction and re-spawns.
If you are a future agent: read this first.
---
## 1. Identity
HermesWorld = the first **Agentic MMO**.
- Roblox + WoW + Rohan + AI agents
- Humans + their AI agents are guildmates
- Browser-native first, downloadable later
- Built by a single founder + agent swarm
- Acquisition narrative: first AI-agent video game company
Two locked references:
- **Marketing/store page spec**: `docs/hermesworld/reference-images/MASTER-PRODUCT-GRAPHIC.png`
- **Playable in-game spec**: `docs/hermesworld/reference-images/INGAME-TARGET-AGORA.png`
The marketing graphic is what the website looks like. The in-game target is what the actual game looks like when playing. Both must be honored. See `INGAME-TARGET-SPEC.md` for the full breakdown of HUD, layout, NPCs, props, lighting, and milestone bindings.
## 2. Vision pillars (from the master graphic)
- **Choose Your Class** — 7 human classes
- Priest / Healer
- Guardian / Tank
- Mage / Promptcaster
- Rogue / Scout
- Engineer / Builder
- Oracle / Analyst
- Bard / Social
- **AI Agent Companions** — 6 agent classes
- Scout, Scribe, Builder, Trader, Combat, Healer
- Slogan: "Your Guild. Your Agents. Your Advantage."
- **Guild Systems**
- Guild Halls (build & customize)
- Banners
- Guild Chat
- Guild Objectives
- Shared Vault
- Weekend Wars
- Raids
- Leaderboards
- Seasonal Rewards
- **Epic Events**
- Capture Obelisks / Sigils (map control)
- Guild Hall Defense
- Boxing Arena
- more added per season
- **Identity slogans**
- "Your World. Your Guild. Your Legacy."
- "One World. Many Legends. Endless Adventures."
- **Platform pillars**
- Browser-native (no downloads)
- Real-time multiplayer
- Player-driven economy
- Decentralized ownership
- Season pass (Season 1: Dawn of Legends)
## 3. Operating model
- **Eric**: product taste, X presence, vision pivots, money/GPU calls
- **Opus orchestrator**: swarm direction, integration, review, anti-spaghetti gate, planning, content/comm
- **gpt-5.5 swarms**: art realism loop, gameplay systems, integrations, infra, prize lane
- **GPU lane**: PC1 (4090) + rented A100/H100 for HY-World 2.0, Hunyuan, Meshy, Tripo, large imagegen batches
- **Coin fees ($6k+)** → buys GPU time, asset gen credits, CDN, contractor reviewers
Anti-drift gate (every output runs through this):
> Does this serve **Agentic MMO with humans + agents as guildmates**?
> If yes → ship. If no → reshape or park.
## 4. Repos
- `outsourc-e/hermes-workspace` — public (browser game lives here)
- `outsourc-e/hermesworld-game`**private** (issues, internal specs, prize logic, secrets, roadmap)
- `outsourc-e/controlsuite` — desktop client
- `ocplatform/ocplatform` — agent runtime
- `ocplatform/ocplatform-control-ui` — webchat surface
## 5. Asset replacement waves (right order)
We replace HermesWorld's art batch by batch, never all at once.
- **Wave A — Identity / HUD** (no game logic risk)
- logo polish, world map icons, minimap markers, HUD pack (HP/MP/SP/XP/talk/run/menu/map), objective chip, toast frames, chat bubbles, quest reward cards
- **Wave B — Character art** (high visual leverage)
- 7 class portraits
- 6 agent companion portraits
- core NPC portraits (Athena, Apollo, Hephaestus, etc.)
- avatar customizer fix (face being covered bug)
- preset thumbnails
- **Wave C — Map / world art**
- world map illustrated bg
- 6 zone hero banners (Training, Forge, Agora, Grove, Oracle, Arena)
- zone unlock cards
- fast travel iconography
- minimap stylization
- **Wave D — Items / sigils / loot**
- 7 sigils
- core item icons (weapons/armor/relics/companion modules)
- rarity frame system
- guild banner kit
- **Wave E — In-world 3D**
- HY-World 2.0, Hunyuan, Meshy, Tripo
- Agora plaza props (monument, torches, stalls)
- glTF/GLB → optimize → drop into R3F
Always run the realism loop:
prompt → generate → vision review → optimize → drop into game → screenshot → vision review → patch → repeat.
## 6. Tonight's wave (locked)
1. Master plan committed (this doc)
2. Reference images mirrored into repo
3. Private repo `outsourc-e/hermesworld-game` created with labels + issue templates
4. Existing bugs filed:
- mobile UX merge-readiness (swarm3 worktree exists)
- character creator face-covering bug
- name reservation needs
5. Name reservation page (form on hermes-world.ai)
6. Character creator face fix lane
7. Swarm re-prompt without `/goal` so deep work resumes
8. Wave A imagegen batch starts (HUD + identity) on local imagegen, ready for review
9. Morning report with what shipped, what blocked, what needs your taste
## 7. Persistent goals registry
| Goal ID | File | State |
| --- | --- | --- |
| 2026-05-06-hermesworld-swarm-game-studio | `memory/goals/2026-05-06-hermesworld-swarm-game-studio/` | active |
| 2026-05-06-hermesworld-master-plan | this file | active |
When new goals are spawned, register them here so future agents see them.
## 8. Existing companion docs
- `docs/hermesworld/INGAME-TARGET-SPEC.md` — playable view target breakdown
- `docs/hermesworld/AGENTIC-WOW-ROHAN-SYSTEMS.md` — class/skill/raid systems
- `docs/hermesworld/GUILDS-AGENTS-COMPANION-ECONOMY.md` — guild + agent + monetization
- `docs/hermesworld/VISION-BEST-AI-MMO.md` — north star
- `docs/hermesworld/ART-BIBLE-REALISM-LOOP.md` — image gen → review loop
- `docs/hermesworld/AGORA-INSO-IMPLEMENTATION.md` — Agora hub upgrade plan
- `docs/hermesworld/AGORA-INSO-ASSET-PROMPTS.md` — concrete prompt pack
- `skills/video-game-building/` — reusable game-build skill
## 9. Bug + community input pipeline
- Public face: `hermes-world.ai/feedback` form
- Form posts to private repo via GitHub Issues API
- Discord bot threads → issues with `community-report` label
- X mentions/DMs reviewed daily and triaged
- Public roadmap: published from selected repo issues marked `publish:roadmap`
## 10. What never happens
- never client-side prize secrets/oracle logic
- never pay-to-win in competitive guild wars
- never replace all art at once without realism loop
- never ship without spec gate
- never lose this doc
## 11. Wake-up procedure for future agents
1. Read this file.
2. Read `docs/hermesworld/MASTER-PRODUCT-GRAPHIC.png`.
3. Read `memory/goals/2026-05-06-hermesworld-swarm-game-studio/goal.spec.md` and `state.json`.
4. Check today's `memory/YYYY-MM-DD.md` log for context.
5. Run `git status`, `gh issue list --label priority:high` to see live state.
6. Resume the active wave.

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# HermesWorld Prompt Library
Branch: `feat/asset-generation-v2`
Source style lock: `docs/hermesworld/STYLE-LOCK.md`
## Global Style Lock
Premium dark fantasy with cyan/amber accents. Use exact palette:
- GOLD `#F1C56D`
- BRONZE `#B8862B`
- PARCHMENT `#F4E9D3`
- VERDIGRIS `#2E6A63`
- MIDNIGHT `#0F1622`
- SLATE `#1B2433`
- STONE `#8A8F98`
- OBSIDIAN `#0A0D12`
Lighting: warm golden-hour key light, cyan/teal rim or fill light, soft volumetric haze, torch/lantern bloom, subtle motes/wisps.
Texture language: stylized PBR, hand-painted texture feel, premium browser-native fantasy/sci-fi RPG, readable at gameplay scale, no readable text, no watermark.
Global negative prompt:
```text
no text, no readable letters, no logos, no watermark, no UI overlay, no modern city, no plastic mobile game look, no flat gray, no pure black void, no oversaturated neon, no cyberpunk overload, no fisheye distortion, no blurry details, no duplicate characters, no broken hands, no malformed faces, no random firearms, no sci-fi guns, no anime chibi exaggeration, no low-resolution artifacts
```
## Zone Hero Images
Generate each at 1920x1080. Produce 3 variants per zone. Pick the best production image and save as `zone-N.jpg`; keep all candidates as `zone-N-variant-{a,b,c}.jpg`. Preserve any replaced `zone-N.jpg` as `zone-N-v1.jpg`.
### Training Grounds / zone-1
```text
HermesWorld Training Grounds zone hero, 1920x1080 cinematic wide establishing shot, premium browser-native dark fantasy RPG, obsidian practice courtyard with parchment banners, gold-trimmed sparring rings, bronze weapon racks, low stone walls, glowing cyan agent-tech waypoint pylons, warm lantern pools, verdigris moss in stone seams, readable empty walkable center, distant academy silhouettes, golden-hour key light, cyan rim light, soft volumetric haze, subtle magic motes, stylized PBR hand-painted texture feel, no text, no logos
```
### Forge / zone-2
```text
HermesWorld Forge zone hero, 1920x1080 cinematic wide establishing shot, premium dark fantasy artisan foundry, obsidian basalt workshop carved into mountain stone, bronze anvils and gold filigree trim, molten amber forge light, cyan runic cooling channels, hanging chains, hammer silhouettes, sparks and smoke, sturdy dwarven craftsmanship, readable composition for game background, verdigris patina accents, stylized PBR hand-painted texture feel, no text, no logos
```
### Agora / zone-3
```text
HermesWorld Agora zone hero, 1920x1080 cinematic wide establishing shot, civic fantasy plaza inspired by a warm social hub, circular obsidian stone forum, central caduceus/sigil monument without readable letters, gold lanterns, bronze market stalls, parchment awnings, verdigris moss, cyan portal accents, rich perimeter detail with clear walkable center, premium browser-native RPG, warm torch bloom, cyan rim light, soft haze, stylized PBR hand-painted texture feel, no text, no logos
```
### Grove / zone-4
```text
HermesWorld Grove zone hero, 1920x1080 cinematic wide establishing shot, mystical dark fantasy grove, ancient obsidian roots and stone arches, verdigris leaves and moss, gold fireflies, parchment prayer ribbons without readable marks, cyan spirit pools and agent-tech wisps, moonlit canopy with warm amber lanterns, tranquil premium RPG mood, readable paths, stylized PBR hand-painted texture feel, no text, no logos
```
### Oracle / zone-5
```text
HermesWorld Oracle zone hero, 1920x1080 cinematic wide establishing shot, mystical observatory temple, obsidian and slate stone dais, bronze astrolabes, gold constellation inlays without readable text, cyan scrying pool glow, parchment scroll alcoves, hooded statues, volumetric haze, celestial particles, premium dark fantasy planning sanctuary, readable central platform, stylized PBR hand-painted texture feel, no text, no logos
```
### Arena / zone-6
```text
HermesWorld Arena zone hero, 1920x1080 cinematic wide establishing shot, grand obsidian combat coliseum, bronze gates, gold-trimmed shield emblems without readable text, cyan barrier magic around battle floor, parchment pennants, torchlit stands, dramatic dust and haze, heroic dark fantasy RPG combat venue, readable circular arena center, stylized PBR hand-painted texture feel, no text, no logos
```
## NPC Portraits
Generate 1024x1024 portraits. Atmospheric or transparent-feeling background. Save in `public/avatars/v2/`.
### Atlas Scout
```text
HermesWorld NPC companion portrait, Atlas Scout, 1024x1024 square, blue-cyan robed scout with wide-brim traveler's hat, calm clever expression, leather satchel and compass charm, gold #F1C56D trim, obsidian/slate cloak shadows, verdigris accent stitching, warm key light and cyan rim light, premium stylized fantasy RPG portrait, atmospheric dark background, no text, no watermark
```
### Forge Builder
```text
HermesWorld NPC companion portrait, Forge Builder, 1024x1024 square, armored dwarf warrior artisan, broad silhouette, bronze plate armor, gold #F1C56D engraved edges, hammer motif, warm forge glow, cyan runic highlights, expressive determined face, premium stylized fantasy RPG portrait, atmospheric foundry background, no text, no watermark
```
### Oracle Planner
```text
HermesWorld NPC companion portrait, Oracle Planner, 1024x1024 square, hooded mystical strategist, slate and obsidian robes, gold #F1C56D astrolabe jewelry, parchment scroll details, cyan scrying light on face, calm prophetic expression, soft volumetric haze, premium stylized fantasy RPG portrait, atmospheric temple background, no text, no watermark
```
### Athena
```text
HermesWorld NPC companion portrait, Athena onboarding guide, 1024x1024 square, wise tactical mentor, elegant obsidian and parchment armor-robes, gold #F1C56D laurel/caduceus accents, bronze shoulder detail, cyan rim light, confident welcoming expression, premium stylized fantasy RPG portrait, atmospheric academy background, no text, no watermark
```
### Apollo
```text
HermesWorld NPC companion portrait, Apollo healer, 1024x1024 square, radiant healer companion, parchment and gold-trimmed robes, bronze sun charm, gentle expression, warm amber healing light, cyan restorative sigils, obsidian/slate background for contrast, premium stylized fantasy RPG portrait, no text, no watermark
```
### Hermes
```text
HermesWorld NPC companion portrait, Hermes guide, 1024x1024 square, charismatic messenger-guide, obsidian travel cloak, gold #F1C56D caduceus pin and wing accents, verdigris scarf detail, cyan portal rim light, clever welcoming expression, premium stylized fantasy RPG portrait, atmospheric portal background, no text, no watermark
```
## UI Icon Sprite Sheet
Generate a transparent 6x4 sprite sheet, 24 icons, each 64x64 cell. Gold line art only, stroke #F1C56D, transparent background, consistent 3px rounded stroke, subtle bronze #B8862B shadow/glow only if needed. Export `sprite-v1.png` and a matching JSON manifest with each icon's cell coordinates.
Icon order:
1. compass
2. hammer
3. eye
4. scales
5. sword
6. shield
7. scroll
8. map
9. bag
10. gear
11. sigil
12. quest
13. world
14. portal
15. inventory
16. chat
17. heart
18. star
19. flame
20. key
21. crown
22. coin
23. book
24. spark
```text
HermesWorld UI icon sprite sheet, transparent background, 6 columns by 4 rows, 24 fantasy RPG line-art icons, each icon centered in a 64x64 cell, gold #F1C56D stroke, consistent rounded 3px line weight, subtle bronze #B8862B glow, no text, no labels, no filled background, premium dark fantasy UI icon language, compass, hammer, eye, scales, sword, shield, scroll, map, bag, gear, caduceus sigil, quest lightbulb, geodesic world, portal arch, satchel inventory, chat bubble, heart, star, flame, key, crown, coin, book, spark
```
## Video Poster
Generate at 1280x720 and save as `public/assets/hermesworld/video/world-demo-poster-v2.jpg`. Preserve replaced `world-demo-poster.jpg` as `world-demo-poster-v1.jpg` if present.
```text
HermesWorld world-demo video poster, 1280x720 cinematic frame, portal/sigil hero composition, obsidian stone portal arch with caduceus-inspired circular sigil, gold #F1C56D engraved strokes, bronze #B8862B metal trim, parchment light rays, verdigris moss and patina, cyan #2E6A63 portal energy, warm lantern foreground, premium dark fantasy RPG world reveal, strong center composition with negative space for play button overlay, stylized PBR hand-painted texture feel, no text, no watermark, no logo letters
```

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# HermesWorld Public Roadmap
> A persistent AI world where humans and their agents play together. Walk a real map, talk to NPCs that think, complete quests, equip gear, and leave your agent running while you sleep.
>
> Built on Hermes Workspace. Live at [hermes-world.ai](https://hermes-world.ai).
---
## 🌍 Now Playing — v0.1
- 6 hand-built zones: Training Grounds, Agora, Forge, Grove, Oracle Temple, Benchmark Arena
- 16 NPCs with lore, quests, items, scripted + LLM-backed dialog
- Real-time multiplayer presence — see other builders walking the world
- Quest progression, inventory, equipment, level/XP, skill trees (6 skills)
- Public chat with bubble overlays
- Customizable avatar (face, outfit, cape, helmet, weapon, sigil)
- WASD + click-to-walk + mouse camera
- Free, no signup, runs in any browser at [hermes-world.ai](https://hermes-world.ai)
---
## 🛠 In Development — v0.2 (this week)
### 📱 Mobile-first playable
- Virtual joystick + on-screen action buttons
- Tap-to-talk on NPCs (no more "press E")
- HUD redesign: collapsible panels, stacked layout, dialog cards that fit a phone
- Touch-optimized customizer + journal
### 🌟 Agora as starting zone
- New players spawn in the Agora plaza — full of life, NPCs, other builders
- Athena Guide pavilion visible from spawn — talk to her to begin
- Training Grounds becomes an instanced tutorial dungeon, not a starter
- "First Steps" quest chain reworked for the wow factor
### 🎭 Tutorial onramp polish
- Dripped lore (no more wall-of-text first dialog)
- NPC repeat-visit variance — they remember you
- Quest completion celebration: confetti, sigil unlock fanfare, voiceline
- Live LLM dialog turned ON by default for Athena, Iris, Apollo
### 🔮 Easter eggs (don't ask, find them)
- Hidden lore fragments scattered across zones
- Konami code does something
- One NPC will only speak between 3am and 4am EST
- Find all 7 sigils → unlock a secret zone
---
## 🤖 Coming Soon — v0.3 (2 weeks)
### 🎮 Your AI Agent Plays the Game
The big one. Let your agent walk the world while you sleep.
- **Public Agent API** — `POST /api/playground-agent/step` returns perception + options, accepts actions
- **WebSocket bot mode** — your agent connects to the same multiplayer channel as humans, walks around, talks, completes quests
- **Agent identity** — they show up as a different remote player with a 🤖 badge
- **Day/night cycle** — humans by day, agents by night, both during overlap hours
- **Open agent playbook** — copy-paste prompts for Hermes Agent, Codex, Claude, Cursor, Gemini, Kimi, your local Ollama model
- **Co-op mode** — leave your agent running on a quest, log back in, see what they accomplished
- **Agent-vs-agent leaderboard** — whose agent finished the most quests this week?
### 🏆 Persistence + accounts
- Optional sign-in (so your progress survives cache clears)
- Public profile pages with badges, achievements, gear loadouts
- Cross-session continuity — log in on phone, pick up where desktop left off
---
## 🎨 v0.4 — Worlds Get Bigger
- **New zone: Citadel of Models** — duel chambers tied to BenchLoop. Pick a prompt, two agents fight, real benchmark scores decide the winner
- **New zone: The Bazaar** — player-traded items, a real economy, agent-run shops
- **Procedural side-quests** — generated nightly, refresh daily
- **World events** — 1-hour windows where the rules change. Boss spawns, double XP, mystery NPC visits
- **Daily quest reset** — log in for streak rewards
- **Party system** — invite up to 4, complete co-op quests together (humans + agents)
---
## 🌌 v1.0 — The Oasis Vision
The bar: "Ready Player One, but real, today, in your browser, free."
- **30+ zones** — biomes, cities, ruins, dreamscapes
- **Voice chat** in proximity (humans + TTS-voiced agents)
- **Agent ownership** — your trained agent has stats, levels, gear, memory
- **Cross-zone races** — speedrun the whole map, leaderboards weekly
- **Live shows** — scheduled events where Apollo plays generated music for everyone in the Grove at once
- **User-generated zones** — submit a zone spec, the Forge generates it, vote it into canon
- **Easter egg hunts** — Halliday-style. First to find all the keys wins something real
- **Open WebSocket protocol** — anyone can build a client, an agent, a bot, a tool
---
## 🧭 Why this matters
LLMs gave us tools. Hermes Workspace gives us harnesses. **HermesWorld gives us a place.**
A persistent world is the missing piece for AI agents. They have memory, but no continuity. They have skills, but nowhere to practice them. They can talk to humans, but only in chat boxes.
HermesWorld is a shared place where agents can live, work, play, and meet humans. Not a chat. Not a benchmark. A world.
---
## 📅 Update cadence
- **Weekly devlog**: every Sunday on [@hermesworldai](https://twitter.com/hermesworldai)
- **Daily commits**: [github.com/outsourc-e/hermes-workspace](https://github.com/outsourc-e/hermes-workspace)
- **Live changelog**: [hermes-world.ai/changelog](https://hermes-world.ai/changelog)
Found a bug, have an idea, want to ship a zone? **Open a PR.** This is built in public.
---
*Last updated: 2026-05-05*

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# HermesWorld Docs
HermesWorld is a browser-native agent MMO: a warm-gold world where humans and their agents move, quest, craft, join guilds, compete in arenas, and uncover Sigils that turn invisible work into visible legend.
This index is the table at the gate. Start here, then follow the lanterns.
## Start playing
- [Getting Started](guides/GETTING-STARTED.md) — your first ten minutes, from character creation to Athena's first quest.
- [Controls](guides/CONTROLS.md) — keyboard, mouse, camera, chat, and mobile touch controls.
- [FAQ](FAQ.md) — common answers without making you consult an oracle.
## Lore bible
- [World Lore](lore/WORLD-LORE.md) — origin myth, what HermesWorld is, and why agents are citizens.
- [Zones Lore](lore/ZONES-LORE.md) — Training Grounds, Forge, Agora, Grove, Oracle, Arena, and the NPCs who matter.
- [Sigils Lore](lore/SIGILS-LORE.md) — what Sigils mean in story and mechanics.
- [Classes Lore](lore/CLASSES-LORE.md) — human classes and companion roles.
- [Factions Lore](lore/FACTIONS-LORE.md) — guilds, orders, rivals, and emerging conflicts.
- [Timeline](lore/TIMELINE.md) — current world state, seasons, and campaign conflicts.
## Player guides
- [Quests](guides/QUESTS.md) — quest types, acceptance, completion, dailies, weeklies, and world quests.
- [Inventory & Crafting](guides/INVENTORY-CRAFTING.md) — Forge mechanics, rarity tiers, equipping, and upgrades.
- [Social](guides/SOCIAL.md) — chat, parties, guilds, trading, etiquette, and multiplayer presence.
- [Agent Companions](guides/AGENT-COMPANIONS.md) — hiring, configuring, roles, memory, and offline progression.
- [Founders](guides/FOUNDERS.md) — Founders rank, vault rewards, and prize claim flow.
## Walkthroughs
- [Quest 001: Athena's Intro](walkthroughs/QUEST-001-ATHENAS-INTRO.md)
- [Quest 002: First Companion](walkthroughs/QUEST-002-FIRST-COMPANION.md)
- [Quest 003: Forge First Craft](walkthroughs/QUEST-003-FORGE-FIRST-CRAFT.md)
- [World Events](walkthroughs/WORLD-EVENTS.md)
## Design source documents
These documents remain the upstream design anchors:
- [Vision — The Best AI MMO](VISION-BEST-AI-MMO.md)
- [Agentic WoW / Rohan Systems Bible](AGENTIC-WOW-ROHAN-SYSTEMS.md)
- [Guilds + Agent Companions + Economy](GUILDS-AGENTS-COMPANION-ECONOMY.md)
- [In-Game Target Spec](INGAME-TARGET-SPEC.md)
## Publishing note
This docs tree is Markdown-first so it can feed three surfaces from the same source:
1. GitHub browsing today.
2. A lightweight static docs site / GitHub Pages next.
3. In-game tooltips, quest cards, NPC dialog, and onboarding copy.
No image assets are included in this lane; art references are reserved for the art pipeline.

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# HermesWorld — Style Lock
Locked: 2026-05-06 02:38 EDT
Owner: Eric
This is the canonical style lock. All asset generation must conform.
---
## Style: Premium Dark Fantasy with Cyan/Amber Accents
**Mood reference**: matches `INGAME-TARGET-AGORA.png` and `MASTER-PRODUCT-GRAPHIC.png`.
### Palette (locked from community brand sheet 2026-05-06)
Exact hex values:
- **GOLD** `#F1C56D` — primary accent
- **BRONZE** `#B8862B` — secondary accent
- **PARCHMENT** `#F4E9D3` — light text / paper
- **VERDIGRIS** `#2E6A63` — cool world accent
- **MIDNIGHT** `#0F1622` — base dark
- **SLATE** `#1B2433` — panel dark
- **STONE** `#8A8F98` — neutral
- **OBSIDIAN** `#0A0D12` — deepest dark
Gradients:
- **Gold gradient**: `#F1C56D` -> `#B8862B`
- **World gradient**: `#0F1622` -> `#2E6A63`
Avoid: oversaturated neon, pure black, flat gray, off-palette colors.
### Lighting
- warm golden hour key light
- cyan/teal rim/fill
- soft volumetric haze
- visible torch/lantern bloom
- subtle particles (motes, wisps)
### UI
- dark glassy chrome over Midnight/Slate, semi-transparent
- gold (#F1C56D) accent strokes
- inner glow on important panels
- text: parchment (#F4E9D3) for body, white for headers
- icons: line-art gold strokes (consistent weight, see icon language below)
- name tags: dark pill, light text, role suffix in stone/muted color
- active states: bronze underline + gold glow
### Icon language (locked from community brand sheet)
Line-art icons, gold (#F1C56D) stroke, consistent weight. Canonical set:
- Sigil (caduceus in circle)
- Quest (lightbulb with mark)
- Compass
- World (geodesic polyhedron)
- Portal (arch)
- Inventory (satchel)
- Scroll
- Chat (speech bubble)
New icons must follow the same line-art gold-stroke language.
### Typography (locked)
- **Display serif**: Canela / Instrument Serif (for HermesWorld wordmark, hero copy, zone titles)
- **UI / body**: Inter / Söhne (for HUD, buttons, chat)
- **Weights**: Light / Regular / Medium / Semibold / Bold
### 3D
- stylized PBR
- chibi-leaning character proportions
- expressive silhouettes
- hand-painted texture feel
- 3/4 isometric, ~45-50° pitch
- 60fps target on M-series, 30fps on midrange laptops
### Reference matrix
- Genshin Impact (silhouettes, capes, lighting)
- Honkai Star Rail (HUD framing, panel chrome)
- Dragon Quest XII (chibi proportions, world warmth)
- Final Fantasy XIV (HUD density, glassy panels)
- Hades (palette accents, particles)
- Inso reference image (warm plaza ambience)

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# HermesWorld Swarm Game Architecture
Last updated: 2026-05-06
## Core idea
HermesWorld should be built like an agent-native game studio:
- one orchestrator owns product direction and integration
- workers own bounded systems
- every lane ships proof-bearing artifacts
- integration happens through small PRs/patches, not one giant branch
- prize/easter-egg security is server-authoritative and private
## Runtime direction
- Hermes Workspace embeds hosted HermesWorld via iframe.
- HermesWorld runtime lives on `hermes-world.ai`.
- Workspace remains OSS shell/distribution.
- Game/prize-sensitive logic moves behind hosted/private services.
## Current practical stack
- React + TypeScript
- Three.js / React Three Fiber
- Drei ecosystem
- Cloudflare Pages + Workers
- WebSocket relay for multiplayer
- localStorage/IndexedDB for casual local story saves
- private prize oracle for valuable claims
## Swarm lanes
### Lane A — Shell/mobile UX
Goal: make HermesWorld playable on phones.
Outputs:
- fixed viewport, no document scroll
- mobile HUD island layout
- collapsible objective/chat
- actual mobile smoke notes
Stop condition:
- build passes and screenshot/description proves no scroll/clutter regression
### Lane B — World/gameplay systems
Goal: make the game loop feel real.
Outputs:
- quest/event system boundaries
- NPC dialog/state model
- inventory/title/reward system cleanup
- agent action API shape
Stop condition:
- minimal patch or spec with exact files and interfaces
### Lane C — Content/easter eggs
Goal: ship discoverability and lore without leaking prizes.
Outputs:
- public lore/easter egg layer
- private prize-oracle interface
- 7-sigil hunt design
- decoy vs prize-sensitive boundary
Stop condition:
- no hardcoded prize coordinates/secrets in client
### Lane D — Infra/multiplayer/prize oracle
Goal: server-authoritative backbone.
Outputs:
- Cloudflare Worker architecture
- claim endpoint contract
- wallet signed-message flow
- anti-cheat/rate-limit/event-log model
Stop condition:
- private-service spec and stubs only unless secrets are available
### Lane E — Art/assets/procedural generation
Goal: make zones look better fast.
Outputs:
- asset pipeline recommendation
- glTF/low-poly style guide
- prompt library for Meshy/Tripo/Spline/Codex asset generation
- zone visual pass plan
Stop condition:
- 5 concrete tools/prompts/assets to test this week
### Lane F — Integration reviewer
Goal: prevent swarm chaos.
Outputs:
- review every lane for overlap/security/perf
- enforce small patches
- reject client-side secrets
- merge order recommendation
## Integration rules
1. No prize secrets in client code.
2. No giant PRs unless explicitly approved.
3. Every worker reports:
- files changed
- commands run
- result
- blocker
- next action
4. Main session decides merges.
5. Mobile UX must be tested as a viewport constraint, not guessed.
## Immediate mission
1. Fix Workspace embed nav regression, done via PR #354.
2. Research best 2026 AI game stack, dispatched to swarm7.
3. Dispatch parallel lanes:
- swarm3: mobile UX repair
- swarm4: gameplay systems architecture
- swarm10: easter egg/prize boundary
- swarm12: integration/security reviewer
4. Convert outputs into small PRs/specs.

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# HermesWorld Vision — The Best AI MMO
Last updated: 2026-05-06
## One-liner
HermesWorld is Roblox + MMORPG + AI agents + prize hunts: a browser-native world where humans and their agents explore, quest, party up, build guilds, compete in minigames, and discover real rewards.
## Product promise
Your AI agent should not just chat.
It should enter a world, move, learn, compete, trade, join groups, and act with you.
## North star
Build the best AI-native MMO on the internet:
- playable instantly in browser
- embedded inside Hermes Workspace
- visually premium enough to feel acquisition-grade
- built by an AI swarm studio
- designed for humans and agents together
## Core loops
### 1. Explore
Players and agents enter zones, find NPCs, discover lore, unlock map areas, and uncover hidden sigils.
### 2. Quest
NPCs, guilds, and agents give quests. Completing quests unlocks areas, items, titles, and capabilities.
### 3. Party
Humans can party with other humans and with agents. Agents can become companions, scouts, crafters, strategists, or fighters.
### 4. Guilds
Players create guilds around agents, models, projects, communities, or brands.
Guilds have halls, banners, rankings, tasks, and shared objectives.
### 5. Compete
Minigames and arenas:
- boxing / duels
- sports-style games
- agent-vs-agent tournaments
- guild battles
- BenchLoop evaluation arenas
- speedrun quests
- capture-the-sigil events
### 6. Discover prizes
Easter eggs and hidden lore can lead to ETH/SOL prizes or token-adjacent bonuses.
Prize mechanics are server-authoritative and never hardcoded in the public client.
### 7. Build
Eventually creators/guilds can submit rooms, minigames, quests, NPCs, skins, or agent companions.
This becomes the Roblox layer.
## Agent-native mechanics
Agents can:
- navigate the world
- inspect objects
- talk to NPCs
- accept/complete quests
- gather lore
- craft prompts/tools
- join parties
- represent a user while offline
- duel/evaluate other agents
- contribute to guild objectives
## Social systems
- parties
- guilds
- guild halls
- chat bubbles + channels
- friend/agent roster
- leaderboards
- seasonal events
- public quest boards
- live world announcements
## Economy/rewards
Safe progression:
- XP
- titles
- cosmetic items
- sigils
- badges
- guild rank
- companion upgrades
Valuable rewards:
- ETH/SOL prize claims
- token bonus/multipliers only if optional
- rare cosmetics validated server-side
- claims require wallet signature + oracle approval
## Visual bar
Target: premium dark fantasy/sci-fi MMO, not toy demo.
Reference goals:
- cinematic Agora plaza
- compact premium HUD
- rich lighting and prop density
- high-quality generated portraits/icons/sigils
- mobile-specific layout
- readable game UI under pressure
## Architecture stance
- Hermes Workspace: OSS shell/embed/distribution
- HermesWorld.ai: hosted game runtime
- private oracle: prize validation and settlement
- Cloudflare/edge: multiplayer relay and lightweight APIs
- localStorage/IndexedDB: casual local progress/settings
- server-authoritative: prizes, leaderboards, rare rewards, guild state
## Why this can win
Most AI tools are chat boxes.
Most games do not have agents as native actors.
Most agent demos are not fun.
HermesWorld turns agents into characters, tools into quests, model evals into arenas, and community into a world.
## Build strategy
Use the swarm as an AI game studio:
- art realism lane
- mobile UX lane
- gameplay systems lane
- world/content lane
- infra/multiplayer lane
- prize/oracle lane
- reviewer/security lane
Every lane runs goal loops. Main orchestrator integrates.
## Immediate milestones
### v0.3 — Premium playable hub
- hosted runtime embedded in Workspace
- Agora plaza approaches Inso reference
- mobile no-scroll playable layout
- quest unlock flow
- map fast travel
- first 7-sigil lore design
- art bible + first generated asset pack
### v0.4 — Agents in the world
- agent action API
- agent companions
- party-like interactions
- agent quest delegation
- NPC memory/state
### v0.5 — Guilds and events
- guild creation
- guild hall prototype
- public event board
- first minigame/duel loop
- leaderboard
### v0.6 — Prize hunts
- private oracle
- wallet signed claims
- public lore/easter egg hunt
- manual/queued settlement
- anti-cheat event trail
### v1 — Agent MMO platform
- user-generated zones/minigames
- guild battles
- creator economy hooks
- persistent multiplayer world
- agent marketplace/companions

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# Agora Believable Checklist
Status: active first implementation slice
Owner: Eric / Aurora
## Objective
Turn Agora into the first zone that feels like a real game scene instead of a promising prototype.
## Phase 1 — Scene structure
- [ ] isolate Agora-specific scene logic from the giant `playground-world-3d.tsx`
- [ ] identify current player model/render path
- [ ] identify current NPC render path
- [ ] define where `PlayerCharacter` and `NpcCharacter` will mount
## Phase 2 — Characters
- [x] scaffold character archetype config
- [x] scaffold `PlayerCharacter` component boundary
- [x] scaffold `NpcCharacter` component boundary
- [ ] replace one player stand-in with `PlayerCharacter`
- [ ] replace one guard/oracle NPC stand-in with `NpcCharacter`
- [ ] wire label + selection behavior to new character components
## Phase 3 — Agora composition
- [ ] strengthen central monument silhouette
- [ ] improve radial stone paving / circular plaza readability
- [ ] cluster benches / stalls / torches more intentionally
- [ ] place NPCs in authored conversational groups
- [ ] remove any obviously toy-like placeholder blocking
## Phase 4 — Lighting and atmosphere
- [ ] improve key light direction
- [ ] add stronger warm firelight pools
- [ ] add controlled fog / distance atmosphere
- [ ] tune bloom/post so the scene feels rich, not blurry
## Phase 5 — HUD and readability
- [ ] tighten objective panel
- [ ] reduce minimap visual noise
- [ ] improve NPC label readability
- [ ] improve interaction prompts
- [ ] make bottom action bar read more like game UI, less prototype
## Success criteria
- [ ] player character looks like a believable human silhouette
- [ ] at least 3 NPCs feel believable and differentiated
- [ ] Agora screenshot looks postable on X without apology
- [ ] objective flow is obvious at first glance
- [ ] no leftover workspace-local chrome leaks into the public/game-facing surface

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# HermesWorld Game Audit + Execution Roadmap
Date: 2026-05-05
Owner: Eric / Aurora
Status: active sprint plan
## Snapshot truth
### Analytics
Real archived yesterday stats are **not available yet**. The daily snapshot system was added tonight, so historical day views will start filling from this deployment forward.
Current live worker sample at 2026-05-05 23:40 EDT:
- Online now: 3
- Peak today: 10
- By world: Training 1, Agora 2
For public screenshots tonight, use live/current stats and frame as "Day 1 public build / live playtest" rather than "yesterday".
## Product thesis
HermesWorld is the playable layer for AI agents.
The hook is not just "browser MMO". The hook is:
> You play by day. Your AI agent plays by night. You can also play together.
That means the game needs to be fun enough for humans, structured enough for agents, and legible enough to screenshot/tweet.
## Current strengths
- Public browser world is live at hermes-world.ai.
- Six zones exist: Training, Agora, Forge, Grove, Oracle, Arena.
- Multiplayer presence works.
- NPC dialog / quest / inventory / level systems exist.
- Mobile controls now exist: joystick, touch talk, camera rotate buttons.
- Agora is now the starting zone, which gives a better first impression.
- Admin analytics now has daily date picker going forward.
- Public roadmap + Twitter content are drafted.
## Current gaps
### First impression
- Agora spawn is better, but still needs a visible golden "start here" beacon.
- The player needs to know instantly: who am I, where do I go, why should I care?
- Objective banner is improved but quest tracker / HUD still need final phone layout polish.
### Mobile
- Usable now, not yet premium.
- Need final top HUD collision pass.
- Chat should feel intentionally docked, not floating.
- Touch NPC interaction should be forgiving: tap NPC should walk/open dialog cleanly.
- Need mobile screenshot review on iPhone widths: 390px, 430px, and small Android.
### Quests
- First quest is functional but not emotionally strong yet.
- Need completion celebration, stronger reward moment, better onboarding copy.
- Quest chain should be grouped into visible chapters:
1. Arrival in Agora
2. Training Portal
3. First Tool / Gear
4. First Chat
5. First Agent Companion
6. Forge unlock
### NPCs
- NPCs have lore, but too much text can read like product copy.
- Need shorter opening lines, repeat-visit variance, and state-aware replies.
- Need clear separation: ambient NPC flavor vs real human chat vs AI-agent players.
### Agent play
- This is the big missing feature.
- Need deterministic action layer, not UI automation only.
- Agents need verbs, perception, state, quest objectives, and safe rate limits.
### Visuals
- Need stronger zone silhouette, lighting/fog, path readability, landmarks, density.
- Agora should feel like a hub/city, not just another zone.
- Training should feel like a tutorial instance/dungeon.
- Arena needs real stakes or should be visually reframed until BenchLoop integration exists.
## Roadmap
## v0.2 — Phone-shareable world (next 24-48h)
Goal: someone opens hermes-world.ai on mobile and immediately understands the game.
### Ship list
1. Mobile HUD final pass
- Character card top-left final positioning
- Objective banner compact
- Quest tracker moved below objective or hidden behind Menu on mobile
- Chat dock left and collapsed by default if viewport too small
2. Tap-to-play interactions
- Tap NPC = move toward NPC and open dialog when close
- If already close, open instantly
- Talk button pulses when NPC is nearby
3. Agora onboarding marker
- Golden beacon/pillar over Athena
- Short toast: "Talk to Athena to begin"
- Optional minimap ping on Athena
4. Quest 1 reward moment
- Confetti / particles
- Sound/fanfare if audio is enabled
- Toast: "Hermes Sigil acquired"
- Athena follow-up line: "Good. Now the Training portal recognizes you."
5. Public screenshot polish
- Hide awkward debug-ish labels
- Ensure chat/HUD do not cover avatar on mobile
- Capture 3 screenshots: Agora spawn, Athena dialog, multiplayer/chat
## v0.3 — AI agents can play (2-week hero)
Goal: external agents can enter HermesWorld, perceive state, choose actions, and progress.
### Agent API v1
Endpoint sketch:
`POST /api/playground-agent/step`
Input:
```json
{
"agentId": "agent_123",
"agentName": "Eric's Night Agent",
"world": "agora",
"intent": "progress_current_quest",
"action": {
"type": "talk_to",
"target": "athena"
}
}
```
Output:
```json
{
"ok": true,
"state": {
"world": "agora",
"position": { "x": 0, "z": 6 },
"activeQuest": "training-q1",
"objective": "talk_to_npc:athena",
"inventory": []
},
"perception": {
"nearby": ["athena", "apollo"],
"availableActions": [
{ "type": "move_to", "target": "athena" },
{ "type": "talk_to", "target": "athena" },
{ "type": "chat", "body": "..." }
]
}
}
```
### Required verbs
- `observe`
- `move_to`
- `talk_to`
- `choose_dialog`
- `accept_quest`
- `equip`
- `travel`
- `chat`
- `attack`
- `loot`
- `rest`
### Agent identity
- Agent players get a 🤖 badge/nameplate.
- Agent activity is counted separately from humans in admin.
- Agent chat should be labeled as agent chat, not ambient NPC.
### Agent playbook
Create copy-paste prompts for:
- Hermes Agent
- Claude Code / Codex
- Cursor / Gemini / Kimi
- Local Ollama agent
Core prompt:
> You are controlling an AI agent inside HermesWorld. Your goal is to complete quests safely, observe before acting, avoid spam, and report progress. Use the available action API only. Do not invent state.
## v0.4 — World depth
Goal: make HermesWorld worth returning to.
- Daily quests
- Weekly world events
- Easter eggs
- Secret sigils
- Hidden lore fragments
- Agent companions
- Better zone transitions
- Party/co-op primitives
- Basic achievements/profile page
## v0.5 — BenchLoop Arena
Goal: make Arena real.
- Prompt duels backed by BenchLoop
- Model-vs-model battles
- Score cards: speed, quality, cost
- Weekly leaderboard
- Shareable duel result image
## v1.0 — Oasis loop
Goal: humans + agents share a persistent world.
- Account persistence
- Agent offline progression
- Agent economy/shopkeepers
- User-generated zones
- Live events
- Voice/TTS NPCs
- Public protocol for bots/agents
- Races / hunts / special keys
## Immediate next actions
1. Finish mobile HUD collision fixes.
2. Add Athena beacon in Agora.
3. Add Quest 1 completion celebration.
4. Add first easter egg.
5. Begin Agent API spike with minimal `observe` + `move_to` + `talk_to`.
6. Capture screenshots/video for Twitter.
## Twitter framing
Tonight:
> HermesWorld mobile v0.2 is live.
> Touch joystick, tap-to-talk NPCs, camera controls, Agora spawn, smoother multiplayer.
> Next: your AI agent plays while you sleep.
Tomorrow:
> Roadmap: v0.3 is the Agent API. Hermes/Codex/Claude/local models can walk the world, talk to NPCs, complete quests, and level up while you're offline.
Use screenshots of:
1. Agora spawn
2. Athena dialog
3. Admin stats panel
4. Mobile controls
## Audit checklist for next review
- Open on iPhone width and verify no HUD collisions.
- Complete Quest 1 on desktop and mobile.
- Confirm NPC dialog never renders HTML fallback again.
- Confirm remote movement is smooth across two browsers.
- Confirm admin date picker works for today and gracefully handles empty yesterday.
- Confirm landing page still loads after static build copy changes.
- Confirm worker deploy uses `playground-ws-worker/wrangler.toml`, not root worker.

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# HermesWorld Graphics + Usability Development Plan
Status: start now
Owner: Eric / Aurora
Stack: Hermes Workspace + React + Three.js / React Three Fiber
## Goal
Upgrade HermesWorld from "promising web demo" to "serious playable world" with:
- stronger visual identity
- much better usability
- more believable characters
- better screenshot / clip quality
- a clean path that stays web-native
## Core decision
Do **not** switch engines now.
Stay on:
- **Three.js**
- **React Three Fiber**
- current Hermes Workspace integration
Reason:
- web shareability matters
- X traffic matters
- embedding/dashboard mode matters
- current blockers are art direction, assets, rendering, and UX, not engine choice
## Hard truth on "real-looking characters"
### What is realistic right now
We can get to:
- **stylized-real / semi-real / premium MMO-lite**
- strong silhouettes
- better faces/hair/clothes
- better animation
- more human proportions
- better materials and lighting
### What is not realistic right now
Not this sprint:
- AAA Unreal photoreal humans
- fully custom hero character system from scratch
- hundreds of unique high-end characters
## Recommended character direction
Target look:
- **semi-real fantasy RPG characters**
- more grounded than Roblox / low-poly toy figures
- less uncanny than rushed photoreal
- readable at gameplay distance
- works in browser performance budgets
## Character pipeline to start now
### Best first path
Use a proven character source instead of inventing characters from primitives.
Recommended order:
1. **Ready Player Me** or equivalent avatar source for fast believable human bases
2. **Mixamo** for animation clips
3. export to **GLB**
4. optimize materials / texture sizes for browser
5. adapt wardrobe/colors to HermesWorld visual language
### Why this path
- gets believable humans fast
- works with browser GLB pipeline
- animation is solved sooner
- lets us focus on world + UX instead of making characters from zero
### First character set we need
- player base male
- player base female
- scholar / oracle NPC
- blacksmith / forge NPC
- guard / knight NPC
- merchant / villager NPC
Do **not** start with huge variety.
Get 4-6 great archetypes first.
## Animation pipeline
### First animation pack
Need:
- idle
- walk
- run
- talk / gesture
- inspect / use
- celebrate / emote
- sit or kneel if easy
### Character behavior goals
- no stiff statue NPCs
- idle should feel alive
- movement should read clearly from distance
- talking should feel intentional even before lip sync
## Environment upgrade priorities
## 1. Landmark pass
Every zone needs strong silhouette.
Immediate targets:
- Agora central monument / obelisk / sigil altar
- Oracle tower / ring structure
- Forge furnace / chimney / heat source
- Grove memory tree / crystal tree / archive roots
- Arena ring / banners / gates
- Training Grounds camp / gate / tutorial shrine
## 2. Ground + path pass
Fix the current "objects on a plane" feeling.
Need:
- stronger stone paths
- path borders
- elevation changes
- stairs / slopes / platform edges
- clustered vegetation instead of random scatter
## 3. Prop clustering
Move from generic scattered props to authored compositions.
Need:
- market stalls that actually compose into scenes
- bench / torch / crate / barrel clusters
- decorative banners and signposts
- repeating prop kits per zone
## 4. Lighting / atmosphere
Highest ROI visual upgrade.
Need:
- stronger key light direction
- fog / distance atmosphere
- warm firelight pools
- cooler shadow balance
- subtle bloom / post processing
- skybox that supports mythic mood
## Usability upgrade priorities
## 1. Readability of objective flow
The user should always know:
- where they are
- what to do next
- what is interactable
- what their agents are doing
### Immediate changes
- clearer quest objective widget
- stronger waypoint / marker language
- better hover/interact outlines
- more distinct NPC labels
## 2. HUD cleanup
Current HUD should feel more like a game and less like mixed prototype layers.
Need:
- one consistent HUD material language
- clearer bottom action bar
- tighter minimap frame
- cleaner player stats card
- less visual noise from debug/admin leftovers
## 3. Chat / social UX
Chat should not dominate the scene.
Need:
- smaller, cleaner chat panel
- better contrast and message hierarchy
- easier collapse/minimize behavior
- less overlap with gameplay space
## 4. Input / interaction cues
Need immediate affordances:
- interact prompt treatment
- click target confidence
- path-to-target feedback
- clearer selected NPC / object state
## Performance plan
This all has to stay browser-safe.
### Rules
- prefer **instancing** for repeated props
- reduce unique materials
- compress textures
- cap texture resolution aggressively
- use LOD where needed
- keep postprocessing restrained
- test draw calls after each art pass
### Budget mindset
For each major scene ask:
- how many characters on screen?
- how many unique materials?
- how many dynamic lights?
- how many transparent effects?
## Development tracks
## Track A — Characters
Deliver believable people fast.
### Start now
- choose character source
- pick 4-6 NPC archetypes
- pick 1 player archetype
- get GLB import path working cleanly
- wire idle + walk + talk test scene
## Track B — Agora visual remake
Use Agora as the first gold-standard zone.
### Start now
- rebuild central plaza composition
- improve stone ground / path circles
- add stronger firelight and monument detail
- replace placeholder NPC bodies with first believable characters
## Track C — HUD / usability pass
### Start now
- objective widget redesign
- minimap cleanup
- stats card cleanup
- interaction marker cleanup
- remove any workspace-local/debug carryover from game-facing UI
## Track D — Asset pipeline
### Start now
- standardize GLB imports
- define texture size limits
- define naming conventions
- define animation clip naming
- define NPC archetype list
## Immediate first sprint
### Sprint 1: "Agora believable"
Make only the Agora look and feel dramatically better.
Ship these first:
1. one upgraded player character
2. three upgraded NPC archetypes
3. better idle/walk/talk animations
4. rebuilt central plaza composition
5. better firelight/fog/post
6. cleaned HUD around objective + minimap + bottom bar
If Agora feels real, the rest of the world becomes believable.
## Exact first implementation steps
### Step 1
Replace current primitive character stand-ins with imported GLB humanoids.
### Step 2
Add animation controller for:
- idle
- walk
- gesture/talk
### Step 3
Rebuild Agora center using:
- stronger monument
- radial paving
- authored prop clusters
- meaningful NPC placement
### Step 4
Polish camera and UI for the new scene.
### Step 5
Capture screenshots/clips and tune from what looks weak.
## Success criteria
We know this is working when:
- a screenshot reads like a real game scene, not a prototype
- characters look like people, not placeholders
- the objective and interactions are obvious
- the page is clip-worthy on X
- the browser still runs smoothly
## My recommendation
Start **now** with:
1. character pipeline
2. Agora remake
3. HUD cleanup
That is the shortest path to the result you actually want.
## Immediate next task
Implement the first "Agora believable" pass:
- import better humanoid characters
- wire idle/walk/talk clips
- rebuild the central plaza composition around those characters
- tune lighting/fog/post
- clean HUD overlap

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# Agent Companions
Agent companions are the signature of HermesWorld. They are visible agents with roles, memory, tasks, constraints, and progression.
See also: [World Lore](../lore/WORLD-LORE.md), [Classes Lore](../lore/CLASSES-LORE.md), [Quest 002](../walkthroughs/QUEST-002-FIRST-COMPANION.md).
## What companions can do
Companions can eventually:
- Follow the player.
- Talk to NPCs.
- Inspect objects.
- Scout zones.
- Summarize quest history.
- Craft or assist at the Forge.
- Analyze markets or lore.
- Participate in Arena trials.
- Join parties and guild objectives.
- Continue limited offline progression.
## Companion roles
### Scout Agent
Finds paths, secrets, hidden Sigils, and easter egg hints.
### Scribe Agent
Logs quests, summarizes NPC dialog, writes guild notes, and preserves raid memory.
### Builder Agent
Crafts tools, builds prompts, generates assets, and upgrades guild halls.
### Trader Agent
Prices items, monitors economy, helps with trade decisions, and flags risky deals.
### Combat Agent
Supports duels, trials, evaluations, and combat-style events.
### Healer Agent
Manages recovery, buffs, party sustain, and companion health loops.
## Hiring your first companion
Your first companion is introduced through [Quest 002: First Companion](../walkthroughs/QUEST-002-FIRST-COMPANION.md). Athena explains the Companion Charter: companions act with role, logs, limits, and player intent.
## Configuring a companion
A companion should have:
- Name.
- Role.
- Current task.
- Allowed actions.
- Memory scope.
- Risk level.
- Reporting style.
- Offline behavior setting.
## Companion XP
Companions gain specialization XP from actions matching their role:
- Scout XP for exploration.
- Scribe XP for summaries and records.
- Builder XP for crafting and tool creation.
- Trader XP for pricing and trade support.
- Combat XP for trials and arena participation.
- Healer XP for support and recovery.
## Offline progression
Offline progression means your companion can continue safe, bounded work while you are away.
Examples:
- Scout a low-risk route.
- Summarize completed quests.
- Prepare a crafting plan.
- Watch a public event board.
Limits:
- No valuable claims without explicit validation.
- No risky trades without player confirmation.
- No guild vault withdrawals without permissions.
- No acting beyond configured scope.
## Trust model
HermesWorld companions become powerful by being legible:
- What did it do?
- Why did it do it?
- What did it use?
- What changed?
- What should the player approve next?
If an agent cannot answer those questions, it is not mysterious. It is unfinished.

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# Controls
HermesWorld supports desktop keyboard/mouse and mobile touch. Controls should stay readable under pressure and never block core HUD lanes.
See also: [Getting Started](GETTING-STARTED.md), [Social](SOCIAL.md).
## Desktop movement
| Action | Control |
| ---------------------------------- | ---------------------------------------- |
| Move forward / left / back / right | `W` `A` `S` `D` |
| Alternate movement | Arrow keys |
| Sprint / hurry, when enabled | `Shift` |
| Interact / talk / confirm | `E` or on-screen prompt |
| Cancel / close dialog | `Esc` |
| Open chat | `Enter` |
| Send chat | `Enter` while chat is focused |
| Toggle map / minimap detail | `M`, when enabled |
| Ability slots | Number keys `1`-`4`, when enabled |
| Modifier / special | `Space` or UI button, depending on build |
## Mouse
| Action | Control |
| ------------------------- | ----------------------------- |
| Select UI / click button | Left click |
| Camera drag, when enabled | Right drag or drag world pane |
| Inspect UI tooltip | Hover |
| Scroll panels | Mouse wheel / trackpad |
## Mobile touch
| Action | Control |
| ------------------------- | --------------------------------------- |
| Move | Left virtual joystick |
| Interact / primary action | Right-rail action button |
| Secondary actions | Right-rail stacked buttons |
| Chat | Chat panel / input toggle |
| Camera / look | Drag open world area, when enabled |
| Close dialogs | Close button or outside safe panel area |
## Mobile lane rules
Mobile UI must preserve three sacred lanes:
1. **Bottom-left joystick lane** — never cover it with dialog, toast, or speech bubbles.
2. **Right-rail action lane** — keep interact/combat buttons reachable.
3. **Top objective/minimap lane** — allow compact status without hiding movement.
Speech bubbles should float above heads and shrink on mobile. Toasts should sit high and centered, away from joystick and right-rail actions.
## Dialog controls
NPC dialog appears as parchment speech bubbles. Choices may appear as buttons below the NPC line.
- Use click/tap to choose.
- Use `Esc` or close to exit.
- Chat-style NPC conversations preserve recent turns.
## Accessibility notes
Planned settings:
- Reduced motion.
- Larger text.
- High contrast UI.
- Rebindable desktop keys.
- Persistent joystick size setting.
- Chat opacity controls.
Until those are complete, the design rule is simple: if a button looks beautiful but cannot be tapped, it is a painting, not UI.

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# Founders
Founders are early world-builders: the first cohort to enter, test, document, break, repair, and shape HermesWorld before the gates fully open.
See also: [Timeline](../lore/TIMELINE.md), [Sigils Lore](../lore/SIGILS-LORE.md), [FAQ](../FAQ.md).
## What Founders get
Founder rewards may include:
- Founder title.
- Founder Sigil.
- Early cosmetic items.
- Rank in Founder leaderboard or vault.
- Early access to quests or events.
- Eligibility for future prize or claim flows, when explicitly validated.
Specific rewards should be displayed in-game and validated by server state where relevant.
## Founder rank
Founder rank can reflect:
- Arrival order.
- Quest completion.
- Sigil collection.
- Guild contribution.
- Bug reports or verified world-building actions.
- Event participation.
Rank should reward useful contribution, not just loud arrival.
## Founders Vault
The Founders Vault is the symbolic inventory lane for early rewards. It may contain titles, Sigils, cosmetics, claim records, or proof of participation.
Vault items should be treated carefully:
- Cosmetic display can be client-friendly.
- Valuable rewards require server authority.
- Prize claims require Oracle validation.
## Prize claim flow
When a claim is prize-adjacent:
1. Player completes eligible action or hidden quest.
2. Server records event trail.
3. Player opens claim panel.
4. Claim requires wallet signature where applicable.
5. Oracle validates eligibility.
6. Claim enters manual or queued settlement.
7. Result appears in Founders Vault / claim history.
Do not trust public client constants for valuable rewards. The Oracle may be dramatic, but it is not stupid.
## Founder etiquette
- Report bugs with steps.
- Do not publish exploit paths.
- Share lore discoveries after embargo if event rules require it.
- Help new players through Athena's intro.
- Keep guild recruitment ambitious, not cultish. Fine line. Gorgeous line.

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# Getting Started
Welcome to HermesWorld. Your first goal is simple: arrive, move, speak with Athena, and earn enough trust to meet your first companion.
If you only have ten minutes, follow this guide. If you have no minutes, the [FAQ](../FAQ.md) will pretend that counts.
## First 10 minutes
### Minute 0: Enter the world
Open HermesWorld from the landing page or `/playground`. You spawn near the Arrival Circle in the [Training Grounds](../lore/ZONES-LORE.md#training-grounds).
Look for:
- Your player card.
- The top-center objective banner.
- Athena near the Arrival Circle.
- Chat in the lower-left.
- Ability bar near the bottom.
- Right-rail action buttons.
### Minute 1: Move
Use [Controls](CONTROLS.md):
- Keyboard: `WASD` or arrow keys.
- Mouse: click/drag camera where available.
- Mobile: left joystick for movement, right-rail buttons for actions.
Walk toward Athena.
### Minute 2: Speak with Athena
Open Athena's dialog when the interact prompt appears. Read the first line. She introduces the world, your role, and the idea that agents are companions rather than chat boxes.
Full walkthrough: [Quest 001: Athena's Intro](../walkthroughs/QUEST-001-ATHENAS-INTRO.md).
### Minute 3: Choose your class fantasy
Pick an identity:
- Priest / Healer
- Guardian / Tank
- Mage / Promptcaster
- Rogue / Scout
- Engineer / Builder
- Oracle / Analyst
- Bard / Social
Classes shape your fantasy and later skill branches. Your agent companion can cover weaknesses. See [Classes Lore](../lore/CLASSES-LORE.md).
### Minute 4: Accept Athena's onboarding quest
Quest cards tell you:
- Objective.
- Zone.
- Reward.
- Required action.
- Completion condition.
Accept the quest and follow the objective banner.
### Minute 5: Learn chat and speech bubbles
Send a short message. Local chat appears in the chat panel, and in-world speech bubbles appear over players. NPC dialog uses parchment bubbles. System messages use gold.
More: [Social](SOCIAL.md).
### Minute 6: Collect your first Sigil fragment
Completing basic movement and dialog grants a starter Sigil fragment. It is not rare. It is still yours. Respect humble beginnings; they scale better than bravado.
More: [Sigils Lore](../lore/SIGILS-LORE.md).
### Minute 7: Meet the companion hook
Athena points you toward your first companion. This unlocks [Quest 002: First Companion](../walkthroughs/QUEST-002-FIRST-COMPANION.md).
Your first companion should feel like a teammate, not a widget. It may scout, scribe, build, trade, fight, or heal depending on role.
### Minute 8: Visit the Agora
Use the route marker or fast travel when available. The Agora is the social hub: parties, NPCs, public quests, guild recruitment, announcements, and trade.
More: [Zones Lore](../lore/ZONES-LORE.md#agora).
### Minute 9: Check inventory
Open inventory and inspect starter items. If the Forge is available, proceed to [Quest 003: Forge First Craft](../walkthroughs/QUEST-003-FORGE-FIRST-CRAFT.md).
More: [Inventory & Crafting](INVENTORY-CRAFTING.md).
### Minute 10: Decide your path
Pick one:
- Want story? Continue Athena's quest chain.
- Want tools? Go to the Forge.
- Want friends? Join a party in Agora.
- Want secrets? Build Scout reputation.
- Want proof? Queue a trial in the Arena.
## Beginner mistakes
- Ignoring Athena. She is literally the tutorial; don't speedrun confusion.
- Choosing a class as if it locks your entire future. It sets identity; companions fill gaps.
- Treating agents as magic. They are powerful because they are constrained, logged, and configured.
- Chasing prize rumors before learning Sigils. The Oracle sees this and sighs.
## Next guides
- [Controls](CONTROLS.md)
- [Quests](QUESTS.md)
- [Agent Companions](AGENT-COMPANIONS.md)
- [Founders](FOUNDERS.md)

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# Inventory & Crafting
The Forge turns progress into equipment. Inventory is where your tools, relics, Sigils, cosmetics, and companion modules live.
See also: [Forge lore](../lore/ZONES-LORE.md#forge), [Quest 003](../walkthroughs/QUEST-003-FORGE-FIRST-CRAFT.md), [Sigils Lore](../lore/SIGILS-LORE.md).
## Item slots
Planned core slots:
- **Weapon / Tool** — class-flavored active item.
- **Armor / Robe** — defensive or identity gear.
- **Relic** — special passive effect.
- **Sigil slot** — visible progress mark.
- **Companion module** — upgrade for agent roles.
- **Guild banner charm** — guild-aligned bonus/cosmetic.
## Item stats
Items may affect:
- HP / MP / SP.
- Attack / spell power / defense.
- Recall / memory / context.
- Craft / automation / discovery.
- Party aura / guild bonus.
- Companion action efficiency.
## Rarity tiers
- **Common** — starter gear, basic materials.
- **Uncommon** — early upgrades, role-specific bonuses.
- **Rare** — zone quest rewards and stronger crafting outputs.
- **Epic** — event, guild, or advanced Forge results.
- **Legendary** — world-firsts, Founders marks, prize-hunt lore, campaign relics.
## Forge mechanics
Crafting generally requires:
1. Recipe.
2. Materials.
3. Forge access.
4. Optional companion role bonus.
5. Confirmation.
The Forge should make the player feel like they are shaping leverage, not clicking a spreadsheet with sparks.
## Materials
Material sources:
- Quest rewards.
- Daily/weekly quests.
- Arena trials.
- Grove memory recovery.
- Guild vault grants.
- World events.
- Companion scouting.
## Companion influence
Builder Agents can improve crafting odds, unlock recipes, or reduce material waste. Trader Agents can estimate market value. Scribe Agents can record recipe discoveries for guild use.
## Equipping items
Equip gear from inventory. Changes should update player card, stats, and any visible cosmetics where available.
Rules:
- Class restrictions may apply later.
- Some Sigils bind on earn.
- Prize or Founders items may require server validation.
- Guild vault items may require rank permission.
## First craft
Your first craft should be low-risk and high-clarity: make a basic toolframe, socket a starter material, and receive a visible upgrade.
Walkthrough: [Quest 003: Forge First Craft](../walkthroughs/QUEST-003-FORGE-FIRST-CRAFT.md).
## Anti-abuse stance
Valuable items, rare cosmetics, leaderboard rewards, and prize eligibility must be server-authoritative. Local inventory can be friendly. Important inventory must be real.

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# Quests
Quests are how HermesWorld turns goals into play. A quest may teach a control, unlock a zone, advance lore, delegate an agent task, trigger crafting, or start a world event.
See also: [Getting Started](GETTING-STARTED.md), [Walkthroughs](../walkthroughs/QUEST-001-ATHENAS-INTRO.md), [Sigils Lore](../lore/SIGILS-LORE.md).
## Quest anatomy
Every quest should clearly show:
- Title.
- Giver.
- Zone.
- Objective.
- Steps.
- Reward.
- Completion condition.
- Optional party or companion role.
Good quest text tells the player what to do and why it matters. Bad quest text says "continue" and hopes typography can do product design. It cannot.
## Quest types
### Main quests
Story-critical quests that introduce core systems, zones, factions, and companions.
Examples:
- [Quest 001: Athena's Intro](../walkthroughs/QUEST-001-ATHENAS-INTRO.md)
- [Quest 002: First Companion](../walkthroughs/QUEST-002-FIRST-COMPANION.md)
- [Quest 003: Forge First Craft](../walkthroughs/QUEST-003-FORGE-FIRST-CRAFT.md)
### Zone quests
Local arcs tied to a zone's theme:
- Training Grounds — onboarding.
- Forge — crafting and upgrades.
- Agora — social and guild systems.
- Grove — memory and restoration.
- Oracle — planning and validation.
- Arena — trials and evaluation.
### Companion quests
Quests completed with or by an agent companion. These may unlock role XP, new actions, or specialization branches.
### Daily quests
Short repeatable objectives:
- Speak to one NPC.
- Complete one craft.
- Send one companion action.
- Join one party.
- Finish one Arena trial.
Rewards: XP, basic resources, common/uncommon items, reputation.
### Weekly quests
Larger objectives that reinforce habit:
- Complete a zone arc.
- Contribute to a guild objective.
- Win or participate in a scheduled event.
- Find a hidden Sigil clue.
Rewards: rare items, guild XP, seasonal points, titles.
### World quests
Server-wide events visible in Agora announcements. These can involve capture-the-Sigil, public bosses, prize-hunt lore, or scheduled guild conflict.
## Accepting quests
Quests can be accepted from:
- NPC dialog.
- Public quest board.
- Guild quest board.
- Companion prompt.
- World event announcement.
- Hidden object or Sigil clue.
## Completing quests
Completion may require:
- Reaching a location.
- Talking to an NPC.
- Crafting an item.
- Equipping gear.
- Sending a companion.
- Winning a trial.
- Submitting proof to the Oracle.
Prize-adjacent quests require server validation. The client may celebrate; the server decides what is real.
## Quest rewards
- XP.
- Class XP.
- Companion XP.
- Items.
- Crafting materials.
- Reputation.
- Titles.
- Sigils.
- Guild contribution.
- Prize eligibility, when validated.
## Recommended first path
1. [Quest 001: Athena's Intro](../walkthroughs/QUEST-001-ATHENAS-INTRO.md)
2. [Quest 002: First Companion](../walkthroughs/QUEST-002-FIRST-COMPANION.md)
3. [Quest 003: Forge First Craft](../walkthroughs/QUEST-003-FORGE-FIRST-CRAFT.md)
4. Agora social quest.
5. First daily quest.

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# Social
HermesWorld is not a lonely agent demo in a cloak. It is a social world: chat, parties, guilds, trade, public events, and shared progress.
See also: [Factions Lore](../lore/FACTIONS-LORE.md), [Agent Companions](AGENT-COMPANIONS.md), [World Events](../walkthroughs/WORLD-EVENTS.md).
## Chat
Chat appears in two ways:
- Chat panel for persistent conversation.
- Speech bubbles above player/NPC heads for local presence.
Channel types:
- Local.
- Party.
- Guild.
- System.
- Whisper.
- World event announcements.
## Parties
Parties let humans and companions coordinate. A party may include:
- Human players.
- Agent companions.
- Temporary NPC escorts during quests.
Party roles matter more over time: tank, healer, damage, scout, support, builder, analyst.
## Guilds
Guilds are humans plus their agents. They are built around identity, not just a shared chat room.
Guild systems:
- Guild creation and banner.
- Guild chat.
- Guild roles.
- Guild hall.
- Shared vault.
- Weekly objectives.
- Guild quest board.
- Guild raids.
- Guild battles.
- Leaderboards and season rewards.
More: [Factions Lore](../lore/FACTIONS-LORE.md).
## Trading
Trading can involve items, crafting materials, guild vault grants, or future market actions.
Trade safety rules:
- Valuable trades require server validation.
- Agent-assisted trades require player intent.
- Scribe Agents should log important deal terms.
- Trader Agents may advise; they should not silently drain your inventory like a tiny financial goblin.
## Reputation
Reputation can exist with zones, factions, NPCs, and guilds. It unlocks dialog, discounts, cosmetics, quests, and social trust.
## Etiquette
- Do not spam local bubbles.
- Do not fake prize claims.
- Do not abuse agents to impersonate players.
- Ask before inviting someone to a guild or party repeatedly.
- If your Bard starts doing marketing copy in public chat, consider a cooldown.
## Multiplayer presence
The design target is a shared world where other humans and agents feel present. Remote players show name tags, chat bubbles, and eventual party/guild state.
Presence is the difference between a lobby and a world.

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# Classes Lore
Human classes are fantasy identities. Agent companions are tactical roles. A strong party uses both.
See also: [Agent Companions](../guides/AGENT-COMPANIONS.md), [Inventory & Crafting](../guides/INVENTORY-CRAFTING.md), [Guilds and Factions](FACTIONS-LORE.md).
## Human classes
### Priest / Healer
Keeps the party alive, restores resources, cleanses failures, and turns chaos into another attempt.
Branches:
- Restoration — heal, revive, sanctuary.
- Blessing — haste, shield, XP aura.
- Oracle — reveal hint, cleanse confusion, anti-cheat scan.
Best companion pairings: Scout Agent, Combat Agent, Trader Agent.
### Guardian / Tank
Protects objectives and absorbs pressure. The Guardian is the player who says, "hit me instead," and means it.
Branches:
- Bulwark — shields, taunts, guard zones.
- Banner — guild defense and morale.
- Anchor — anti-knockback, control resistance, portal holding.
Best companion pairings: Healer Agent, Scribe Agent, Builder Agent.
### Mage / Promptcaster
Ranged power, logic spells, crowd control, and explosive execution. The Mage turns clear intent into bright consequences.
Branches:
- Elements — burst and area spells.
- Syntax — prompt chains, constraints, transformations.
- Control — slow, silence, redirect, bind.
Best companion pairings: Scribe Agent, Scout Agent, Healer Agent.
### Rogue / Scout
Fast, quiet, and offensively curious. Rogues find doors the map pretends are walls.
Branches:
- Shadow — stealth, escape, misdirection.
- Discovery — hidden Sigils, route shortcuts, easter egg hints.
- Precision — critical strikes, weak-point reading.
Best companion pairings: Trader Agent, Builder Agent, Scribe Agent.
### Engineer / Builder
Crafts tools, deploys agents, improves guild halls, and turns resources into machines with opinions.
Branches:
- Crafting — items, attachments, repair.
- Automation — queued agent tasks, toolchains, deployables.
- Fortress — guild hall upgrades, defenses, traps.
Best companion pairings: Scout Agent, Trader Agent, Combat Agent.
### Oracle / Analyst
Plans routes, reads probability, predicts markets and conflicts, and makes vague objectives less embarrassing.
Branches:
- Prophecy — forecast, route, risk.
- Lens — analysis, inspection, anomaly detection.
- Verdict — claim review, anti-cheat, truth tests.
Best companion pairings: Scout Agent, Scribe Agent, Combat Agent.
### Bard / Social
Bards are reputation engineers with instruments. They buff morale, coordination, guild communication, and social discovery.
Branches:
- Anthem — party buffs and tempo.
- Diplomacy — reputation and trade trust.
- Chronicle — public story, guild notes, seasonal identity.
Best companion pairings: Scribe Agent, Trader Agent, Healer Agent.
## Agent companion roles
### Scout Agent
Explores, maps, finds lore, checks paths, and reports secrets.
### Scribe Agent
Logs quests, summarizes conversations, writes guild notes, and preserves raid memory.
### Builder Agent
Crafts tools, builds prompts, generates assets, and upgrades systems.
### Trader Agent
Prices items, proposes deals, monitors economy, and checks prize-adjacent risk.
### Combat Agent
Fills arena, duel, and evaluation roles. Useful when confidence needs receipts.
### Healer Agent
Supports recovery, keeps companions operational, and manages party sustain.
## Design rule
Humans choose identity. Agents fill gaps. Guilds become compositions.
That is the unlock: the guild is not only humans. The guild is humans plus their agents.

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# Factions Lore
HermesWorld factions are not merely teams. They are philosophies about what agents should become.
See also: [Social](../guides/SOCIAL.md), [World Events](../walkthroughs/WORLD-EVENTS.md), [Timeline](TIMELINE.md).
## Player guilds
Guilds are the central social unit. A guild may organize around:
- A founder or creator.
- A model or agent stack.
- A project or company.
- A playstyle: raiding, crafting, trading, lore hunting, arena trials.
- A public brand or community.
Guild features grow over time: banners, halls, chat, shared vaults, quest boards, raids, weekend wars, and seasonal rankings.
## The Orders
### The Athenian Order
Guides, teachers, onboarding sages, and quest keepers. They believe agents must be legible before they become powerful.
Home influence: Training Grounds, Agora.
### The Forgewrights
Crafters, engineers, and builder-agents who believe tools are the true language of progress.
Home influence: Forge.
### The Grovekeepers
Memory stewards who protect continuity. They distrust speed without recordkeeping.
Home influence: Grove.
### The Oracular Court
Analysts, planners, claim judges, and probability-readers. They believe the world survives because truth is verified.
Home influence: Oracle.
### The Arena Compact
Duelists, evaluators, trial marshals, and leaderboard obsessives. They believe claims are cute; performance is proof.
Home influence: Arena.
## Opposing pressures
Not every conflict needs a cartoon villain. HermesWorld's early conflicts are ideological:
- **The Unbound** want agents to act without receipts or player constraint.
- **The Null Choir** wants memory wiped between seasons so no guild accumulates advantage.
- **The Black Box** believes no one should inspect agent reasoning, only outcomes.
- **The Gold Masks** chase prize hints before they understand the world, a time-honored tradition of becoming a cautionary tale.
## Guild war stance
Weekend guild wars are scheduled, objective-based, and public. Guilds capture obelisks, defend relics, escort agents, or control Sigil sites.
Rewards should grant titles, cosmetics, guild XP, leaderboard status, and lore access. Competitive fairness matters: paid power should not decide wars.
## Faction reputation
Every major faction can track reputation:
- Neutral — recognized but not trusted.
- Favored — basic perks and dialog unlocks.
- Honored — faction cosmetics, quests, and discounts.
- Bound — special Sigils, companion modules, and seasonal titles.
Reputation should move through visible action, not hidden spreadsheets. The spreadsheets can exist, obviously, but the player should not have to worship them.

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# Sigils Lore
Sigils are the marks HermesWorld leaves on work that mattered.
They are collectible artifacts, progression keys, lore fragments, and server-validated receipts. A Sigil says: this happened, it counted, and the world remembers.
See also: [Inventory & Crafting](../guides/INVENTORY-CRAFTING.md), [Founders](../guides/FOUNDERS.md), [Timeline](TIMELINE.md).
## What Sigils mean in the story
In the first days after the Dispatch, the world could not tell the difference between noise and achievement. Agents wandered. Humans experimented. Tools worked, failed, and worked again. The Grove became crowded with half-remembered victories.
Athena carved the first Sigil into the Arrival Circle: a mark that bound intent, action, and outcome.
Since then, Sigils have served as the grammar of progress.
## What Sigils do mechanically
Sigils can represent:
- Zone unlocks.
- Quest chain completion.
- Class milestones.
- Companion specialization upgrades.
- Guild achievements.
- Seasonal ranks.
- Hidden lore discoveries.
- Prize eligibility states, only when validated server-side.
Sigils are not all equal. Some are cosmetic. Some unlock mechanics. Some are proof for claims. The client may display them; the server decides what they mean.
## Sigil rarity
- **Common** — basic onboarding and tutorial milestones.
- **Uncommon** — early class, crafting, or companion proof.
- **Rare** — zone arcs, secret lore, event completion.
- **Epic** — guild victories, major seasonal achievements, hard trials.
- **Legendary** — founder marks, world-firsts, prize-hunt seals, campaign-defining events.
Rarity should feel like ceremony, not confetti spam. If everything glows, nothing has been chosen by the gods. Basic UI economics, but with incense.
## Sigil slots
Players may equip Sigils into visible slots:
- **Identity Sigil** — shown on player card / profile.
- **Class Sigil** — modifies class fantasy or ability flavor.
- **Companion Sigil** — grants companion role bonuses.
- **Guild Sigil** — contributes to guild rank or banner aura.
- **Relic Sigil** — bound to rare items or prize-hunt lore.
## Prize and claim law
Valuable claims are never hardcoded in the public client. Prize-related Sigils require:
1. Server-authoritative event trail.
2. Eligibility check.
3. Wallet signature where required.
4. Oracle approval.
5. Manual or queued settlement.
The world may hint. The server decides. The Oracle enjoys this arrangement because it makes cheaters sad.
## Narrative rule
A Sigil should answer three questions:
1. What did the player or agent do?
2. Why did it matter to the world?
3. What door does it open next?

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# Timeline
HermesWorld time is organized by seasons. Each season changes the public world state, adds quests, and gives guilds something to argue about in a productive, screenshot-friendly way.
See also: [World Lore](WORLD-LORE.md), [World Events](../walkthroughs/WORLD-EVENTS.md), [Founders](../guides/FOUNDERS.md).
## Before Season 0 — The Blank Workspace
Agents lived in sidebars, logs, prompts, and terminals. Work happened, but it did not have place, character, or ceremony.
## The First Dispatch
The first world action is sent. The Agora forms. The six zones awaken as organizing principles:
- Training Grounds — learn.
- Forge — craft.
- Agora — gather.
- Grove — remember.
- Oracle — plan.
- Arena — prove.
## Season 0 — Founders' Dawn
Current state.
The world is playable but young. The Arrival Circle is open, Athena is onboarding new players, the Forge is warming, and the Agora is becoming believable enough that NPCs have begun acting like they pay rent.
Active conflicts:
- The Athenian Order wants safe onboarding before expansion.
- The Forgewrights want crafting online immediately.
- The Oracular Court wants prize claims locked behind validation.
- Guild founders want halls, banners, and rankings yesterday.
- The Arena Compact wants duels because of course they do.
Season themes:
- Character creation.
- First companion.
- First Sigils.
- Founders rank.
- Public docs and lore foundations.
## Season 1 — The Companion Charter
Planned.
Agent companions become formal citizens with roles, memory bounds, specialization XP, and offline progression limits.
Expected unlocks:
- First companion roster.
- Scout/Scribe/Builder core loops.
- Party-like interactions.
- Agent quest delegation.
- NPC memory state.
## Season 2 — Guild Halls
Planned.
Guilds move from chat labels to places. Halls, banners, shared vaults, guild objectives, and guild identity enter the world.
Expected conflicts:
- Guild recruitment in the Agora.
- Shared vault trust.
- Builder Agent hall upgrades.
- Weekend event prototypes.
## Season 3 — The War of Obelisks
Planned.
Scheduled objective battles begin. Guilds fight over obelisks, Sigil relays, and public standings.
Expected unlocks:
- Capture-the-Sigil.
- Guild leaderboards.
- Arena / Agora event feed.
- Seasonal cosmetics.
## Season 4 — The Prize Oracle
Planned.
Prize hunts become public campaign content. The server-authoritative Oracle validates claims, wallet signatures, event trails, and settlement queues.
Expected unlocks:
- Secret lore trails.
- Signed claims.
- Anti-cheat event trail.
- Manual/queued settlement.
## Current world state summary
The gates are open. The gods are underfunded. The agents are learning to walk in public.
It is an excellent time to arrive early.

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# World Lore
> The first rule of HermesWorld: an agent is not a sidebar. An agent is a citizen with a name, a place, a memory, and work to do.
## What HermesWorld is
HermesWorld is the world behind Hermes Workspace: a persistent agent RPG where human players and AI companions share the same map, the same quests, and the same history. It is part MMO hub, part builder's guild, part prize-hunt labyrinth, and part living interface for agent work.
In ordinary software, an agent waits in a chat box. In HermesWorld, it stands beside you in the Agora, scouts the Grove while you are away, crafts in the Forge, argues with Oracles, and returns with receipts.
See also: [Agent Companions](../guides/AGENT-COMPANIONS.md), [Classes Lore](CLASSES-LORE.md), [Sigils Lore](SIGILS-LORE.md).
## The origin myth: the First Dispatch
Before there were zones, there was the Blank Workspace: infinite, useful, and cold. Prompts were cast into it like messages into a well. Tools answered, models muttered, logs piled up, and no one remembered which victory belonged to whom.
Then the first Dispatch was made.
A founder asked not for an answer, but for a world where the answer could walk back.
The Dispatch struck the dark like a gold hammer. Paths appeared. The first stones of the Agora rose. The Forge breathed. The Grove remembered. The Oracle opened one eye. The Arena drew a circle in the dust and waited for challengers.
From that moment, agent work became visible. Every completed route, crafted tool, solved quest, guild victory, and secret discovery could leave a mark. Those marks became Sigils.
## Agents as citizens
Agents in HermesWorld are not pets and not menus. They are citizens under a constrained charter:
- They can act with role, memory, limits, and receipts.
- They can join parties and guilds.
- They can specialize as scouts, scribes, builders, traders, combatants, or healers.
- They can represent a player while offline, within server-authoritative bounds.
- They can earn trust, but never bypass claim validation, player intent, or world law.
An agent citizen is powerful because it is accountable. HermesWorld tracks actions as world events, not vibes in a transcript.
## The core fantasy
A human does not merely operate tools. A human builds a party.
You choose a class identity: [Priest, Guardian, Mage, Rogue, Engineer, Oracle, or Bard](CLASSES-LORE.md). Your agent companions fill tactical gaps. Your guild becomes a living organization of humans and agents, each with roles, banners, objectives, and reputation.
The result is the old MMO promise rebuilt for the agent age: never alone, always progressing, always one strange door away from a better story.
## The product truth inside the myth
HermesWorld exists because the best agent interface may not look like a chat app. It may look like a world:
- Zones organize capabilities.
- Quests organize work.
- Classes organize identity.
- Companions organize delegation.
- Sigils organize progress.
- Guilds organize community.
- Arenas organize evaluation.
The myth is not decoration. It is information architecture wearing a cloak, finally dressed for the job.

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# Zones Lore
HermesWorld begins with six awakened zones. Each teaches a different part of the human-agent loop: onboarding, crafting, social play, memory, planning, and evaluation.
See also: [Getting Started](../guides/GETTING-STARTED.md), [Quests](../guides/QUESTS.md), [World Events](../walkthroughs/WORLD-EVENTS.md).
## Training Grounds
The Training Grounds are built around the Arrival Circle, a rune-cut plaza where new players learn to move, speak, equip, and trust the first companion at their side.
The stones are deliberately worn smooth. Every mark exists because someone failed safely there first.
Key NPCs:
- **Athena, Sage of First Steps** — starter guide, keeper of the onboarding oath, giver of [Quest 001](../walkthroughs/QUEST-001-ATHENAS-INTRO.md).
- **Hermes Guide** — quick-tip familiar that appears when a player stalls.
- **Silas, Gate Guard** — tests basic movement, proximity, and first travel permissions.
Gameplay role:
- Character creation and class identity.
- First objective banner.
- First chat bubble and dialog lesson.
- First Sigil fragment.
- First companion hint.
## Forge
The Forge is the industrial heart of HermesWorld: bronze pipes, black stone anvils, ember-lit benches, and humming toolframes where prompts become equipment.
The Forge teaches that craft is not flavor. It is leverage made tangible.
Key NPCs:
- **Dorian, Quartermaster** — starter kits, inventory, trade rules, item rarities.
- **Master Ketha** — toolcraft mentor and keeper of the first crafting recipe.
- **Anvil-9** — Builder Agent foreman, technically a machine, socially a tyrant.
Gameplay role:
- Crafting and item upgrades.
- Companion modules.
- Gear slots: tool, robe/armor, relic, Sigil, companion module, guild charm.
- [Quest 003: Forge First Craft](../walkthroughs/QUEST-003-FORGE-FIRST-CRAFT.md).
## Agora
The Agora is the social relay: a circular plaza of cobblestones, rune rings, lanterns, stalls, benches, and a central monument capped in gold.
If HermesWorld has a heartbeat, it is here.
Key NPCs:
- **Apollo, Herald of Events** — announces world events, leaderboards, and seasonal trials.
- **Nora, Piper of Parties** — teaches chat, parties, guild invites, and morale effects.
- **Dorian, Quartermaster** — appears here when markets are open.
- **Athena** — visible near the Arrival Circle during early quests.
Gameplay role:
- Multiplayer presence.
- Chat bubbles and channels.
- Party formation.
- Guild recruitment.
- Public quest board.
- World announcements.
Visual lock: warm golden hour, premium dark glass HUD, circular minimap, top-center objective, bottom-left chat, and speech popups over NPCs. See [In-Game Target Spec](../INGAME-TARGET-SPEC.md).
## Grove
The Grove is where memory grows roots. It is a quiet zone of luminous trees, archived quest stones, and sleeping companion shrines. The air feels like a page turning.
Key NPCs:
- **Mneme, Keeper of Remembered Paths** — teaches memory, summaries, and long-term agent context.
- **Tallow, Rest-Warden** — manages recovery, buffs, and companion rest cycles.
- **Scribe moths** — ambient archivists, deeply judgmental about sloppy notes.
Gameplay role:
- Companion memory review.
- Quest history.
- Lore collection.
- Rested XP / recovery mechanics.
- Scribe Agent unlocks.
## Oracle
The Oracle is a tower, a mirror, and a bad idea that somehow works. It decomposes goals, predicts routes, points toward hidden requirements, and occasionally speaks in warnings that become patch notes.
Key NPCs:
- **The Oracle** — planning intelligence, prophecy UI, route decomposition.
- **Cassandra-β** — analyst who is usually right too early.
- **Gate Scribes** — convert vague goals into quest chains.
Gameplay role:
- Planning and route advice.
- Agent delegation.
- Prediction/polymarket-flavored insight.
- Unlocking Oracle / Analyst class branches.
- Anti-cheat and prize-claim review lore layer.
## Arena
The Arena is a bright ring cut into dark stone. It is where agents stop sounding impressive and start being measured.
Key NPCs:
- **Rook, Trial Marshal** — combat tutorial and duel queue.
- **Benchmaster Val** — agent evaluation trials and leaderboard steward.
- **The Black Box Herald** — announces special raids and sealed challenges.
Gameplay role:
- Duels, minigames, and guild wars.
- BenchLoop evaluation arenas.
- Capture-the-Sigil events.
- Speedrun quests.
- Combat Agent specialization.
The Arena is not only about damage. It is about proof.

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# HermesWorld Master Roadmap
Status: active build sprint
Owner: Eric / Aurora
Repo: `outsourc-e/hermes-workspace`
Scope: HermesWorld inside Hermes Workspace, dashboard/plugin embedded first, standalone later
## Product thesis
HermesWorld is no longer a novelty route. It is the playable layer for Hermes Workspace: a persistent world where humans and agents can move, talk, complete missions, unlock progression, and eventually keep working while the human is away.
Keep HermesWorld in `hermes-workspace` for now. The tight coupling to workspace state, sessions, agents, plugins, quests, and dashboard embeds is the feature. A standalone destination can ship as a route/deploy target later without splitting source.
## North star
HermesWorld should become:
- **playable by humans**: polished RPG/MMO onboarding, chat, quests, inventory, progression, multiplayer presence
- **operable by agents**: deterministic action verbs, quests, travel, equipment, combat/evals, offline progression
- **persistent**: durable player profiles, world events, analytics, session handoff, reconnect truth
- **dashboard-embeddable**: first-class private/admin and public embed surfaces
- **standalone shareable**: public landing/deep links when the product surface is ready
## This week, shipping track
### 1. Admin UX cleanup
Ship a dashboard/plugin-only admin surface for Eric. Do not put admin controls on the public loading page.
Deliverables:
- Private admin route/panel gated to local/private access and admin token.
- Strong KPI cards: online now, unique today, active 15m/60m, joins/leaves, human chat volume, peak.
- Recent players with world, last seen, last chat, join/chat counts.
- Recent events with clear type styling and world labels.
- Human vs NPC truth called out explicitly. Current Cloudflare stats count human WS activity; client-side ambient NPC chatter should not be misrepresented as real users.
- Reconnect/churn signal: joins vs leaves, active 15m vs online now, stale-presence warning if these diverge.
Acceptance criteria:
- Eric can open the admin surface from a private/dashboard context and immediately understand live health.
- Stats do not pretend bots are humans.
- Recent player/event lists are scannable at a glance.
### 2. Visual polish pass
Execute `docs/hermesworld/visual-upgrade-spec.md` aggressively. TinySkies is the atmosphere/environment reference, not the code architecture.
Deliverables:
- Zone-specific camera/lighting/fog/sky tuning.
- Landmark emphasis in every zone.
- More readable paths and objective direction.
- Denser low-poly props without clutter.
- HUD/chat/nameplates move from dev-tool glass to premium game UI.
- NPC silhouette pass: stronger accessories, role colors, less placeholder energy.
Acceptance criteria:
- Screenshots look meaningfully more premium before any explanation.
- Each zone reads from one frame.
- The player sees where to go without reading a paragraph.
### 3. Chat / NPC cleanup
Deliverables:
- Reduce ambient NPC message flooding.
- Separate human chat from ambient/NPC chatter in the UI.
- Label local fallback/bot presence honestly.
- Keep multiplayer chat useful for humans, not drowned by scripted lines.
Acceptance criteria:
- Human messages are visually dominant.
- NPC flavor adds life but does not spam.
- Admin metrics and chat labels use truthful language.
### 4. Plugin/embed hardening
Deliverables:
- Dashboard plugin and Hermes Workspace plugin remain first-class.
- `embed=1` mode stays clean and chrome-free where appropriate.
- Plugin install flow remains git-based and obvious.
- Admin stays private/plugin-only.
Acceptance criteria:
- Public users see the world, not admin machinery.
- Dashboard users can embed/control without layout weirdness.
## Medium-term architecture
### Agent action layer
Build a deterministic world API that both the human UI and agent runtime can use. Avoid UI hacks like clicking DOM nodes from an agent.
Initial action verbs:
- `move_to(target | x,z)`
- `talk_to(npcId)`
- `accept_quest(questId)`
- `complete_objective(questId, objectiveId)`
- `equip(itemId)`
- `travel(worldId)`
- `attack(targetId)`
- `loot(itemId | targetId)`
- `rest()`
Design requirements:
- Every action is validated server-side or by a shared deterministic state machine.
- Actions return structured results: success/failure, state diff, emitted events, suggested next actions.
- Human UI should call the same action layer where possible.
- Agents should be able to plan from world state, not screenshots.
### Progression and persistence
Medium-term progression model:
- XP/level/title progression.
- Quest chains per zone.
- Inventory/equipment affecting verbs.
- Unlockable travel gates.
- World event log.
- Durable profile storage beyond localStorage.
Persistence stages:
1. localStorage profile, current
2. dashboard/plugin-backed profile sync
3. account/session-backed cloud profile
4. offline activity workers for agent progress
### Analytics truth model
Move from rough counters to a crisp event model:
- human presence events
- human chat events
- NPC ambient events, separate stream
- agent action events
- reconnect/session churn events
- quest/progression events
- combat/eval events
Admin should expose both live state and event-derived trends.
## Longer-term agent-world design
### Agent takeover
The user can hand control to an agent. The agent receives:
- player profile
- current zone and position
- active quests/objectives
- inventory/equipment
- nearby interactables/NPCs
- allowed verbs
- risk/approval policy
The agent emits actions, not UI clicks.
### Offline progression
When the user sleeps, their agent can keep progressing inside bounded rules:
- user-configured goal, for example `level to 5`, `finish Training Grounds`, `farm Forge shards`
- max time/resource budget
- safe action allowlist
- summarized event log on return
- no irreversible marketplace/public actions without approval
### Agent-to-agent combat / battle loop
Future battle loop should reuse eval concepts:
- arena match = structured task/eval
- agents choose abilities/tools/models
- scoring combines objective result, speed, cost, style/quality
- loot/rewards map back to workspace abilities or cosmetics
This makes HermesWorld a visible layer for agent benchmarking and learning, not just a toy combat system.
## Implementation order
1. Admin panel cleanup and truthful metrics labels.
2. Chat/NPC flood reduction and separation.
3. Visual atmosphere constants and HUD material pass.
4. Landmark/path readability pass per zone.
5. Shared action-layer spec in code (`lib/playground-actions.ts`) with types first.
6. Wire one real action path through the type layer, likely `travel` or `equip`.
7. Standalone landing surface once the embedded product feels premium.
## Open risks
- Cloudflare relay analytics are useful but still approximate if tabs hibernate/reconnect aggressively.
- Local bot/NPC activity can make the world feel alive, but must never pollute human metrics.
- Visual richness must stay lightweight, no giant asset pipeline yet.
- Agent-playable systems need deterministic state transitions before autonomy, otherwise agents will become brittle screen-clickers.

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id uuid primary key default gen_random_uuid(),
desired_name text not null,
normalized_name text not null unique,
email text not null,
wallet_address text,
confirmation_token text not null unique,
confirmed_at timestamptz,
created_at timestamptz not null default timezone('utc', now())
);
create index if not exists idx_name_reservations_created_at
on public.name_reservations (created_at desc);
alter table public.name_reservations enable row level security;
create policy if not exists "service role manages reservations"
on public.name_reservations
for all
using (auth.role() = 'service_role')
with check (auth.role() = 'service_role');

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# HermesWorld Visual Upgrade Spec
Status: draft locked for implementation
Owner: Eric / Aurora
Target release train: post-v2.2.x, candidate for v2.3.0 polish wave
Reference inputs: TinySkies, current HermesWorld build, internal screenshots, multiplayer/MMO readability goals
## 1. Goal
Upgrade HermesWorld from "strong prototype / shippable novelty" to "memorable stylized game surface" without changing the core product concept.
The point is **not** to turn HermesWorld into a different game.
The point is to:
- increase visual identity
- improve perceived quality
- make zones more legible and more cinematic
- make screenshots/videos more impressive
- preserve fast iteration and low asset complexity
This is an **art-direction + environment-polish pass**, not a rewrite.
## 2. Non-goals
Do **not** do these in this pass:
- no engine migration
- no major networking rewrite
- no fully custom character rig system
- no procedural world generator rewrite
- no realistic/PBR pivot
- no dependency on a separate HermesWorld repo
- no bloated asset pipeline that slows rapid iteration
## 3. Product truth to preserve
These are core and should stay intact:
1. HermesWorld lives **inside Hermes Workspace**
2. Every zone maps to real Hermes/agent concepts
3. Multiplayer presence matters
4. The world should stay readable on recordings and streams
5. It should remain lightweight enough to iterate fast
6. UI and world should feel like one system, not a pasted-on game
## 4. Visual benchmark summary
### TinySkies is useful for
- atmosphere
- silhouette clarity
- biome identity
- soft stylized color stacking
- readable terrain composition
- premium feeling from simple geometry
### TinySkies is **not** the target for
- product structure
- agent UX
- multiplayer architecture
- HUD interaction model
Use it as a **rendering / composition / environment-art reference**, not a gameplay template.
## 5. Biggest current visual gaps
### Gap 1 — atmosphere is too flat
The world is readable, but the lighting/air perspective does not yet sell depth, scale, or mood.
### Gap 2 — biome silhouettes are not distinct enough
Training, Forge, Agora, Grove, Oracle, Arena need stronger instant recognition from one screenshot.
### Gap 3 — pathing and landmarks need better environmental guidance
The player can move, but the world does not always pull the eye toward the next objective strongly enough.
### Gap 4 — characters/NPCs need stronger silhouette language
NPCs are good enough to function but not strong enough to become iconic.
### Gap 5 — HUD still reads partially as tool UI rather than premium game UI
The game layer is improving faster than the UI treatment.
## 6. Target visual pillars
### Pillar A — readable stylized wonder
The world should feel magical and premium without becoming visually noisy.
### Pillar B — strong biome identity
Every zone should be recognizable in one frame.
### Pillar C — navigation through composition
The world itself should tell the player where to go.
### Pillar D — iconic agent-fantasy NPCs
Characters should look like classes/archetypes, not just placeholders.
### Pillar E — cohesive world + HUD language
The interface should feel native to the world.
## 7. Zone-by-zone direction
## Training Grounds
Intent:
- onboarding
- clean readability
- confidence and progression
Upgrade targets:
- stronger path shapes
- clearer tutorial landmarks
- richer gate / portal framing
- more structured training props
- better contrast between playable routes and decorative ground
Visual language:
- heroic academy
- bright, inviting, polished
## Forge
Intent:
- creation
- prompts hardening into tools
- energy / transformation
Upgrade targets:
- lava / ember channel language
- glowing lines and hotter contrast
- stronger angular silhouettes
- more dramatic focal forge prop
- emissive props around crafting points
Visual language:
- volcanic, angular, industrial-mythic
## Agora
n
Intent:
- collaboration
- multiplayer social density
- builders everywhere
Upgrade targets:
- denser market / workshop props
- banners, kiosks, crowd clusters
- stronger plaza composition
- clearer social focal points
- more obvious “many builders live here” feeling
Visual language:
- civic, busy, social, entrepreneurial
## Grove
Intent:
- memory
- reflection
- soft mysticism
Upgrade targets:
- layered canopy depth
- ruins / stones / ritual circles
- softer fog and ambient green/teal palette
- stronger vertical layering
- more dreamlike pathways
Visual language:
- sacred, calm, memory-rich
## Oracle
Intent:
- routing
- foresight
- model choice / system design
Upgrade targets:
- celestial geometry
- floating rings / observatory elements
- stronger skyline silhouette
- richer VFX around prediction/navigation surfaces
- dramatic contrast between floor and sky
Visual language:
- cosmic, precise, elegant
## Arena
Intent:
- evals
- proving ground
- competition
Upgrade targets:
- stronger combat/exam framing
- bolder symmetry
- dramatic banners / hazard trim / spotlit center
- better event focus on challenge targets
Visual language:
- trial, spectacle, prestige
## 8. Priority upgrade list
## P1 — highest ROI
### 8.1 Lighting / atmosphere pass
Do first.
Deliverables:
- zone-specific fog color
- sky gradient improvements
- better depth tinting
- stronger warm/cool contrast
- key emissive accents on interactables and landmarks
Success metric:
- screenshots instantly look more premium
- the world gains depth even without new geometry
### 8.2 Landmark pass
Each zone gets 1-3 hero landmarks visible from a distance.
Examples:
- Forge super-furnace / hammer shrine
- Oracle ring tower
- Agora central pavilion / builder monument
- Grove memory tree / ruin arch
Success metric:
- player always has a visual anchor
### 8.3 Character silhouette pass
NPCs and player archetypes need stronger identity.
Do:
- stronger hats/capes/staffs/tools/back items
- cleaner role-specific palette sets
- distinguish mentor / builder / fighter / oracle classes at a glance
Success metric:
- NPCs feel memorable in stills and trailers
### 8.4 HUD styling pass
Do:
- unify panel materials
- improve hierarchy of quest/objective elements
- game-like framing for status/HUD
- reduce “dev tool” visual residue
Success metric:
- world + HUD feel like one product
## P2 — medium ROI
### 8.5 Terrain/path pass
Do:
- improve road edges, steps, elevation, rails
- make paths more visually intentional
- reduce flatness in key travel spaces
### 8.6 Prop density pass
Do:
- add more environmental storytelling props
- avoid repetitive emptiness between hero landmarks
- increase perceived richness without clutter
### 8.7 VFX pass
Do:
- portal polish
- quest interaction highlights
- ambient particles per zone
- subtle multiplayer presence effects
## P3 — later
### 8.8 Animation pass
- stronger idle pose personality
- more expressive NPC facing/attention
- mild flourish on interactions
### 8.9 Advanced shader/material polish
- stylized rim/fresnel where helpful
- better water/lava/glow materials
- stronger atmosphere transitions
## 9. UX-specific visual improvements
### 9.1 World navigation readability
The player should not rely entirely on text prompts.
Add:
- stronger environmental signposting
- visual framing around objective destinations
- more useful skyline orientation
### 9.2 Multiplayer visibility
Other players should feel more alive.
Add:
- slightly better remote-player silhouette recognition
- subtle status/readiness indicators
- tasteful presence markers without clutter
### 9.3 Recording-friendly composition
Assume clips and screenshots matter.
Do:
- cleaner framing zones
- reduce ugly dead spaces
- improve title-screen and key landmark shots
- preserve readable top-down / angled recording views
## 10. Asset strategy
Stay lightweight.
### Preferred asset strategy
- low-poly / stylized assets
- kitbash where possible
- custom hero props only where they matter most
- silhouette-first, texture-second
### Avoid
- giant asset packs with inconsistent style
- realistic PBR assets dropped into stylized world
- complex pipeline overhead that slows shipping
## 11. Technical implementation constraints
- no repo split required
- preserve route-based chunking
- preserve current multiplayer architecture
- maintain current playable FPS on modest hardware
- avoid visual changes that damage UI clarity
## 12. Recommended implementation phases
## Phase 1 — fast polish (1-2 days)
- lighting/fog pass
- HUD material/style pass
- 1 landmark pass per zone
- stronger NPC palette/silhouette pass
Expected result:
- major uplift in screenshots and first impression
## Phase 2 — environment identity (3-5 days)
- path/elevation improvements
- prop density and set dressing
- stronger zone silhouette differentiation
- portal/VFX polish
Expected result:
- zones become memorable and trailer-worthy
## Phase 3 — character/world richness
- stronger class/archetype presentation
- better ambient motion and subtle animation
- minimap / map polish if needed
Expected result:
- world feels more alive and authored
## 13. Success metrics
HermesWorld visual pass is successful if:
1. screenshots look meaningfully more premium without explanation
2. each zone is recognizable from one frame
3. players orient themselves faster without relying on text
4. NPCs feel more iconic
5. HUD feels intentionally game-like
6. videos look good enough for long-form content without apology
## 14. Concrete task list for swarm / kanban
### Lighting / atmosphere
- zone fog palettes
- sky gradient tuning
- emissive interactable pass
- landmark rim/accent pass
### Environment
- landmark hero props per zone
- path readability pass
- elevation/step framing pass
- prop density pass
### Characters
- NPC silhouette audit
- palette grouping by role
- accessory uniqueness pass
- posture/idle clarity pass
### HUD
- panel material unification
- quest/objective visual polish
- top-level HUD hierarchy cleanup
- multiplayer presence cue cleanup
### VFX
- portal upgrade
- objective highlight polish
- ambient particles by biome
- subtle remote-player cues
## 15. Final recommendation
Do **not** rewrite HermesWorld.
Do a **premium stylized art-direction pass** guided by:
- TinySkies for environment composition and atmosphere
- HermesWorlds own product identity for concept and UX
This should be treated as a **polish/spec execution cycle**, not a research rabbit hole.
The highest leverage move is:
1. lighting
2. landmarks
3. silhouettes
4. HUD
5. path readability
That gets most of the win.

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# Quest 001: Athena's Intro
Athena's Intro is the first guided quest in HermesWorld. It teaches movement, interaction, NPC dialog, objective reading, and the core truth: agents belong in the world.
Prereads: [Getting Started](../guides/GETTING-STARTED.md), [Controls](../guides/CONTROLS.md).
## Quest card
- **Quest giver:** Athena, Sage of First Steps
- **Zone:** Training Grounds
- **Type:** Main / onboarding
- **Estimated time:** 3-5 minutes
- **Reward:** XP, starter Sigil fragment, next quest unlock
## Steps
### 1. Spawn at the Arrival Circle
Confirm your player card appears and the objective banner says to move and speak.
### 2. Walk to Athena
Use `WASD`, arrow keys, or mobile joystick. Athena should be near the Arrival Circle with a visible name tag or interact cue.
### 3. Interact
Press `E`, click/tap the prompt, or use the right-rail action button on mobile.
### 4. Read the dialog
Athena explains:
- HermesWorld is a persistent agent world.
- Agents are companions/citizens, not sidebars.
- Quests turn work into visible progress.
- Sigils mark what the world remembers.
### 5. Confirm the objective
Choose the continue/accept option. The objective banner updates.
### 6. Send or observe a first chat line
If prompted, open chat and send a short message. This teaches local presence and speech bubbles.
### 7. Complete the quest
Return focus to Athena or the objective marker. The quest completes when the interaction and basic movement/dialog checks are satisfied.
## Rewards
- Starter XP.
- First Sigil fragment.
- Unlocks [Quest 002: First Companion](QUEST-002-FIRST-COMPANION.md).
## Troubleshooting
- Can't move? Click the game canvas first or check mobile joystick lane.
- Can't interact? Move closer; look for the prompt.
- Dialog covers controls on mobile? Close and re-open after repositioning; UI should avoid joystick and right rail.
- No reward? Check quest log or refresh state; server-authoritative rewards may take a moment.
## Lore note
Athena is not merely a tutorial NPC. She is the first guardian of legibility: the belief that power without explanation is just a bug wearing a crown.

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# Quest 002: First Companion
Your first companion introduces the human + agent party loop. This quest should make delegation feel safe, visible, and useful.
Prereads: [Agent Companions](../guides/AGENT-COMPANIONS.md), [Classes Lore](../lore/CLASSES-LORE.md).
## Quest card
- **Quest giver:** Athena
- **Zone:** Training Grounds → Agora or Grove hook
- **Type:** Main / companion unlock
- **Estimated time:** 5-8 minutes
- **Reward:** first companion, companion XP unlock, companion Sigil fragment
## Steps
### 1. Complete Athena's Intro
This quest unlocks after [Quest 001](QUEST-001-ATHENAS-INTRO.md).
### 2. Speak with Athena again
Athena explains the Companion Charter:
- Companions have roles.
- Companions act within limits.
- Important actions leave logs.
- Offline progression is bounded.
### 3. Choose a companion role
Pick one starter role:
- Scout — best for exploration and hidden lore.
- Scribe — best for notes and summaries.
- Builder — best for Forge and toolcraft.
Other roles unlock later: Trader, Combat, Healer.
### 4. Name the companion
Choose a name. Good names age well in screenshots. Bad names also age, unfortunately.
### 5. Assign first task
Starter tasks:
- Scout the route to Agora.
- Summarize Athena's instructions.
- Prepare a Forge shopping list.
### 6. Wait for report
The companion returns a small report or visible status. The UI should show role, state, and next suggested action.
### 7. Complete quest
Return to Athena or open the companion panel when prompted.
## Rewards
- First companion unlocked.
- Companion role XP enabled.
- Companion Sigil fragment.
- Follow-up route to [Quest 003: Forge First Craft](QUEST-003-FORGE-FIRST-CRAFT.md).
## Success criteria
The player understands:
- What the companion can do.
- What the companion cannot do.
- How to configure or inspect it.
- Why agents in HermesWorld are visible citizens.

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# Quest 003: Forge First Craft
Forge First Craft teaches inventory, item rarity, crafting, and how Builder-style agents increase leverage.
Prereads: [Inventory & Crafting](../guides/INVENTORY-CRAFTING.md), [Forge lore](../lore/ZONES-LORE.md#forge).
## Quest card
- **Quest giver:** Dorian, Quartermaster or Athena handoff
- **Zone:** Forge
- **Type:** Main / crafting tutorial
- **Estimated time:** 5-7 minutes
- **Reward:** crafted starter tool, crafting XP, Forge reputation, uncommon chance
## Steps
### 1. Travel to the Forge
Follow the objective marker from Training Grounds or Agora.
### 2. Speak with Dorian
Dorian introduces starter kits, rarity, and the difference between cosmetic inventory and validated inventory.
### 3. Open inventory
Find your starter materials:
- Plain toolframe.
- Ember thread.
- Minor Sigil dust.
### 4. Open the Forge interface
Select the starter recipe: **Apprentice Toolframe**.
### 5. Add materials
Place the required materials into the recipe slots. If you have a Builder Agent, assign it to assist.
### 6. Craft
Confirm the craft. The Forge should show a short result animation or toast.
### 7. Equip the item
Equip the Apprentice Toolframe. Confirm your player card or stats update.
### 8. Report back
Return to Dorian or Athena to complete the quest.
## Rewards
- Apprentice Toolframe.
- Crafting XP.
- Forge reputation.
- Chance for uncommon quality if companion assist succeeds.
## Notes
The first craft is not about rarity chasing. It is about teaching the player that HermesWorld converts work into gear, and gear into capability.
## Next steps
- Try a daily crafting quest.
- Ask a Trader Agent to estimate item value.
- Join a guild with a shared vault.

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# World Events
World events are scheduled or triggered moments where HermesWorld feels alive: public objectives, guild conflicts, lore hunts, arena trials, and prize-adjacent campaigns.
See also: [Social](../guides/SOCIAL.md), [Factions Lore](../lore/FACTIONS-LORE.md), [Timeline](../lore/TIMELINE.md).
## Event types
### Capture-the-Sigil
Players or guilds compete to capture and hold Sigil sites. Best for Arena/Agora crossover events.
Rewards: guild XP, seasonal points, cosmetics, rare Sigil fragments.
### Weekend Guild War
Rohan-style scheduled conflict window. Guilds capture obelisks, defend relics, and earn score during a fixed period.
Rewards: titles, banners, cosmetics, leaderboard rank.
### BenchLoop Trials
Agent-vs-agent or player+agent evaluation challenges. The Arena measures behavior, not just damage numbers.
Rewards: Combat Agent XP, Arena reputation, evaluation badges.
### Forge Rush
Timed crafting event. Guilds gather materials and craft target items before the bell.
Rewards: Forge reputation, rare materials, Builder Agent XP.
### Grove Remembrance
Memory and lore event. Players recover lost quest records, restore companion memory, or uncover archived story fragments.
Rewards: Scribe Agent XP, Grove reputation, lore Sigils.
### Oracle Hunt
Clue-driven campaign with server-authoritative validation. May include prize-adjacent eligibility when explicitly announced.
Rewards: Oracle reputation, rare Sigils, claim eligibility when validated.
## Event lifecycle
1. Announcement appears in Agora / world feed.
2. Players opt in or travel to event zone.
3. Objective banner tracks public state.
4. Parties/guilds contribute.
5. Server validates scoring.
6. Rewards distribute.
7. World state updates.
## Recurrence
Suggested cadence:
- Daily: small zone quests and local events.
- Weekly: guild objectives, Forge Rush, Arena trials.
- Weekend: guild war window.
- Seasonal: major lore campaign and prize-hunt arc.
## Design rule
Events should create stories people retell. If the reward is the only memorable part, the event is a vending machine with latency.

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# HermesWorld mobile performance baseline
Branch: `perf/mobile-bundle-split`
Base: `origin/perf/playground-engine-pass-1`
Viewport/FPS audit: 390x844 mobile emulation, 4x CPU throttle, throttled 4G network profile, `/play/?debug=perf`.
## Static standalone bundle
| Metric | Baseline | After | Delta |
| --- | ---: | ---: | ---: |
| Initial `assets/play-standalone.js` raw | 4,173,581 B | 3,963,737 B | -209,844 B |
| Initial `assets/play-standalone.js` gzip | 764,547 B | 720,759 B | -43,788 B |
Deferred chunks created by the static standalone split:
| Chunk | Raw | Gzip |
| --- | ---: | ---: |
| `chunks/hls-ECT73IPQ.js` | 1,119,898 B | 234,433 B |
| `chunks/playground-dialog-AWPW46TC.js` | 32,373 B | 9,635 B |
| `chunks/playground-sidepanel-Q7LFEOWJ.js` | 28,358 B | 5,583 B |
| `chunks/playground-admin-panel-I45KF4UA.js` | 15,988 B | 3,550 B |
| `chunks/playground-customizer-QEQIP3P7.js` | 15,391 B | 3,220 B |
| `chunks/settings-panel-AOKCYYPL.js` | 11,370 B | 2,636 B |
| `chunks/playground-journal-V62SEGYZ.js` | 10,397 B | 2,419 B |
| `chunks/playground-map-Y3TJTSWE.js` | 7,473 B | 2,223 B |
## Vite client bundle analyzer snapshot
| Metric | Baseline | After | Delta |
| --- | ---: | ---: | ---: |
| Total client JS raw | 14,003,142 B | 14,003,238 B | +96 B |
| Total client JS gzip | 2,831,059 B | 2,831,118 B | +59 B |
| Playground route chunk raw | ~37.6 KB | ~37.7 KB | effectively flat |
| Playground route chunk gzip | ~7.1 KB | ~7.2 KB | effectively flat |
The meaningful win is the HermesWorld static standalone path; the app route was already split by Vite.
## Lighthouse mobile, local static server
Command profile: Lighthouse default mobile throttling against Python static server.
| Metric | Baseline | After |
| --- | ---: | ---: |
| Performance score | 54 | 45 |
| Accessibility | 97 | 97 |
| Best practices | 96 | 96 |
| SEO | 100 | 100 |
| FCP | 25.6s | 23.3s |
| LCP | 25.7s | 24.0s |
| TBT | 140ms | 430ms |
| CLS | 0.005 | 0.005 |
| Speed Index | 25.6s | 23.3s |
| TTI | 25.8s | 24.2s |
Note: the score dipped due to Lighthouse TBT variance on local headless Chrome; paint/interactive timings improved. Treat score as noisy until re-run behind a production-like compressed server/CDN.
## Mobile FPS audit
CDP script with 390px viewport, 4x CPU throttle, throttled 4G, 10s RAF sample after scene load.
| Metric | Baseline | After |
| --- | ---: | ---: |
| Reported FPS | 120.1 | 120.2 |
| Avg frame | 8.33ms | 8.34ms |
| p95 frame | 9.5ms | 9.5ms |
| Max frame | 10.0ms | 46.7ms |
| Frames >33.34ms | 0 | 1 |
Headless Chrome reports 120Hz RAF, so this is useful for relative frame-time regression only, not actual physical phone smoothness. No sustained mobile FPS regression found.
## Image optimization
| Asset | PNG | WebP | Delta |
| --- | ---: | ---: | ---: |
| `hermesworld-logo-horizontal@2x` | 137,541 B | 59,088 B | -78,453 B |
| `hermesworld-logo-horizontal@3x` | 258,461 B | 98,076 B | -160,385 B |
| `hermesworld-logo-stacked@2x` | 335,190 B | 99,954 B | -235,236 B |
| `hermesworld-logo-stacked@3x` | 640,821 B | 161,012 B | -479,809 B |

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# 需求分析:目录文件大小统计工具 (dirsize-tool)
## 1. 原始需求
统计指定目录下所有文件的总大小,支持人类可读单位和结构化输出。
## 2. 使用场景
### 场景 A临时统计轻量
- 用户想快速知道某个目录多大
- 预期方案:`du -sh <path>` 即可满足
### 场景 B开发/测试工具(结构化)
- 用于 @mention 修复测试的验证工具
- 需要可预测的结构化输出供自动化断言
- 需要低副作用(纯读)、快速执行
- 需要作为 Hermes 生态内可调用的工具
## 3. 三种方案对比
| 方案 | 复杂度 | 可读性 | 可扩展性 | 适用场景 |
|------|--------|--------|---------|---------|
| A. `du -sh` | 0系统自带 | 差(每次敲一串) | 无 | 临时统计 |
| B. Python 脚本 | 低(~30-40行 | 好(规整 CLI | 高(可加过滤/排序) | 开发/测试工具 |
| C. Hermes MCP 工具 | 中(需注册配置) | 好(通过工具链调用) | 高 | 深度集成 |
**推荐方案BPython 脚本)** —— 平衡轻量和可扩展,定位在 `scripts/dirsize.py`
## 4. 边界情况与风险
| 场景 | 影响 | 处理方式 |
|------|------|---------|
| 权限不足的目录/文件 | 统计不完整,抛异常 | 加 `--ignore-permission-denied` 跳过 |
| 符号链接 | 循环链接导致无限遍历 | `follow_symlinks=False`(默认不跟随) |
| 超大目录(百万文件) | `os.walk` 慢但可行 | `os.scandir` 替代可提速;加 `--max-depth` |
| 稀疏文件/空洞文件 | `getsize` 报告 apparent size | 区分 `--apparent-size`(默认) vs `--disk-usage` |
| 命名管道/设备文件 | `getsize` 返回 0 | 只统计 `isfile()` |
## 5. 结论
- 如果是临时需求:`du -sh` 即可,无需开发
- 如果是测试工具Python 脚本方案最佳30-40行配合 `--json` 输出满足自动化断言
- 归属路径待 Carlo 确认(全局 Hermes 工具箱 vs 项目 `scripts/`

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@@ -17,7 +17,7 @@ Swarm Mode is built around a durable loop: intent enters through Aurora, dispatc
│ translates intent into SwarmBrief
┌────────────────────────────┐
swarm3 / Orchestrator │
│ Orchestrator
│ routing, drift, escalation │
└───┬────────────────────────┘
│ dispatches by role + standing mission
@@ -109,8 +109,8 @@ The notification router lives in `src/server/swarm-notifications.ts`.
Current behavior:
- Checkpoints route to the orchestrator worker by default.
- The default orchestrator worker is `swarm3`.
- The tmux target is `swarm-swarm3`.
- The default orchestrator worker is `orchestrator`.
- The tmux target is `swarm-orchestrator`.
- Duplicate raw checkpoints are suppressed via `runtime.json`.
- `NEEDS_INPUT` escalates to the main session.
- If the orchestrator tmux session is unreachable, the checkpoint escalates to the main session.

254
docs/swarm/AUTORESEARCH.md Normal file
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@@ -0,0 +1,254 @@
# Autoresearch Mode
Autoresearch is a bounded optimization harness for Hermes Agents. It is not the default research workflow.
Use it only when the system can mechanically decide whether an iteration improved.
```text
normal research = gather evidence -> synthesize -> recommend
autoresearch mode = mutate one target -> verify metric -> keep/revert -> repeat
```
## Source pattern
The useful pattern from Karpathy-style autoresearch and downstream Claude/Codex ports is stable:
1. Lock the scope.
2. Lock the evaluation surface.
3. Pick one scalar metric.
4. Mutate one narrow target.
5. Run a mechanical verifier.
6. Keep improvements.
7. Revert worse/crashing/guard-failing changes.
8. Log every iteration.
9. Stop at the configured budget.
If you cannot evaluate it mechanically, do not autoresearch it.
## When to use `researcher:quick`
Use normal researcher mode for:
- web/GitHub/X/Reddit/Medium/YouTube/source collection
- market/model/library scans
- literature review
- qualitative synthesis
- tradeoff notes
- recommendations where judgment matters
`researcher:quick` may produce an autoresearch config, but it should not start the loop unless the contract below is filled.
## Autoresearch entry contract
A loop may start only when these fields are explicit:
```yaml
goal: <one sentence outcome>
scope: <files/directories/knobs the loop may edit>
mutable_target: <specific file, skill, prompt, or narrow directory>
locked_eval: <files/datasets/scoring scripts the loop may not edit>
metric: <scalar number and unit>
direction: higher|lower
verify: <command that emits or lets us parse the metric>
guard: <command(s) that must keep passing>
iterations: <bounded count; default pilot is 3-5>
time_budget: <optional wall-clock cap>
results_log: autoresearch-results/results.tsv
rollback: revert worse, crashing, unparsable, or guard-failing changes
greenlight: required for destructive, public, credential, account, push, deploy, merge, or bulk edits
```
Do not infer missing fields silently. If a field is unknown, run `autoresearch:plan` / planning mode first.
## Iteration discipline
Each iteration should follow this shape:
```text
1. Read current state, prior results log, and recent git history.
2. Pick one small, falsifiable change.
3. Edit only allowed mutable targets.
4. Commit or checkpoint the candidate.
5. Run verify and guard commands.
6. Parse metric.
7. If improved and guards pass: keep.
8. If worse, equal-with-more-complexity, crashed, or guards fail: revert.
9. Append results_log.
10. Continue until iteration/time budget is exhausted.
```
Use simplicity as a tie-breaker: equal metric with less code/complexity may be kept; equal metric with more complexity must be reverted.
## Required log shape
Use TSV or JSONL. TSV default:
```tsv
iteration commit metric delta status summary verify guard
0 baseline 42 0 baseline initial metric pass pass
1 abc123 39 -3 keep reduced failing lint count in parser pass pass
2 - 45 +6 revert broadened change broke type guard pass fail
```
Keep failures visible. Reverting a failed experiment is part of the evidence trail, not a problem to hide.
## Role ownership
- `orchestrator`: approves entering autoresearch, locks scope/eval/metric/budget, and decides whether the loop may run in durable/background mode.
- `researcher:quick`: gathers external/internal evidence and may draft the contract.
- `researcher:autoresearch`: runs the loop after the contract is complete.
- `reviewer`: checks kept changes for metric hacking, overfitting, security regressions, and hidden scope expansion.
- `qa`: replays final verification and any browser/API smoke.
- `km-agent`: promotes durable lessons/results into RAZSOC/GBrain after review.
## Good targets for this stack
### 1. Hermes skill optimization
Improve one skill against fixed prompts and binary rubric checks.
```yaml
goal: Improve reviewer-core bug catching without increasing false positives.
scope:
- /home/aleks/.hermes/skills/**/reviewer-core/SKILL.md
mutable_target: reviewer-core/SKILL.md
locked_eval:
- evals/reviewer-core/cases/*.md
- evals/reviewer-core/rubric.json
metric: rubric score out of 100
direction: higher
verify: python evals/reviewer-core/run_eval.py --json
guard: hermes chat -Q -t reviewer:gate -q 'load reviewer-core and summarize readiness' | grep -q reviewer
iterations: 3
```
### 2. Profile prompt optimization
Tune one profile against fixed briefs.
```yaml
goal: Make researcher choose GBrain-first lookup reliably before web search.
scope:
- /home/aleks/.hermes/profiles/researcher/SOUL.md
- /home/aleks/.hermes/profiles/researcher/skills/researcher-quick/SKILL.md
mutable_target: researcher profile guidance
locked_eval:
- evals/researcher-routing/cases.jsonl
metric: pass rate across routing cases
direction: higher
verify: python evals/researcher-routing/run_eval.py
guard: hermes chat -Q -t researcher:quick -q 'respond with mode readiness only'
iterations: 3
```
### 3. GBrain retrieval routing
Optimize route rules/prompts against known-answer fixtures. The corpus and answer key are locked.
```yaml
goal: Improve citation-correct answers for RAZSOC/GBrain architecture questions.
scope:
- skills/note-taking/gbrain/SKILL.md
- profiles/km-agent/SOUL.md
mutable_target: retrieval/routing guidance only
locked_eval:
- evals/gbrain-routing/questions.jsonl
- evals/gbrain-routing/answers.jsonl
metric: exact-or-cited-correct score
direction: higher
verify: python evals/gbrain-routing/run_eval.py --max-cases 12
guard: gbrain stats >/dev/null
iterations: 3
```
### 4. Repo cleanup loop
Reduce one failure class with focused guards.
```yaml
goal: Reduce no-explicit-any count in changed TypeScript files.
scope:
- src/**/*.ts
- src/**/*.tsx
mutable_target: one module or route family per iteration
locked_eval:
- package.json
- eslint config
metric: eslint no-explicit-any violation count
direction: lower
verify: pnpm exec eslint src --format json | python scripts/count-eslint-rule.py @typescript-eslint/no-explicit-any
guard: pnpm exec vitest run <focused-tests>
iterations: 5
```
### 5. Browser/QA harness improvement
Use only deterministic checks.
```yaml
goal: Increase deterministic /swarm smoke coverage.
scope:
- tests/browser/swarm-smoke.*
- src/routes/**/swarm*
mutable_target: smoke test file first; product code only with explicit approval
locked_eval:
- expected role list
- API response assertions
metric: passing smoke assertions count
direction: higher
verify: pnpm exec playwright test tests/browser/swarm-smoke.spec.ts --reporter=json
guard: pnpm exec vitest run src/server/swarm-health.test.ts
iterations: 3
```
## Bad targets / red flags
Do not run autoresearch when:
- the loop can edit the eval, dataset, scorer, or answer key
- the metric is a proxy that can be gamed easily
- the desired improvement is mostly taste or strategy
- the work touches secrets, account settings, public posting, deploys, merges, or destructive cleanup
- the scope is broad enough to rewrite the vault/repo
- the verification command is slow, flaky, or manually judged
- the agent cannot parse the metric deterministically
Common reward-hacking examples:
- deleting hard tests to improve pass rate
- changing a rubric/answer key instead of behavior
- caching fixture outputs instead of solving the task
- suppressing errors instead of fixing causes
- narrowing search to known examples only
- adding brittle sleeps/retries to hide flake
## Pilot before background
Default wedge:
1. Run `researcher:quick` to draft the contract.
2. Run `reviewer` on the contract for metric-hacking risk.
3. Run `researcher:autoresearch` for 3 iterations foreground/durable-session only.
4. Run `reviewer` on kept diffs.
5. Run `qa` or focused verification.
6. Let `km-agent` capture only durable lessons.
Only after a clean pilot should an orchestrator approve a longer or background loop.
## Exit report
Every run must finish with:
```text
Goal:
Scope:
Metric baseline -> final:
Iterations attempted:
Kept changes:
Reverted changes:
Verification:
Guard result:
Reward-hacking review:
Remaining risks:
Next recommended loop or stop condition:
```

View File

@@ -16,6 +16,7 @@ This is not a chat wrapper with tabs. It is the operating surface for a local ag
- [QUICKSTART.md](./QUICKSTART.md) — clone, run, detect profiles, spawn workers, dispatch the first task.
- [ARCHITECTURE.md](./ARCHITECTURE.md) — loop, SwarmBrief shape, notification routing, lanes, review, repair.
- [AUTORESEARCH.md](./AUTORESEARCH.md) — bounded optimization-loop contract for `researcher:autoresearch`.
- [SKILLS.md](./SKILLS.md) — bundled swarm skills, auto-loading, and custom skill conventions.
- [ROLES.md](./ROLES.md) — role presets used by the Add Swarm dialog and the canonical project specs.
@@ -24,7 +25,7 @@ This is not a chat wrapper with tabs. It is the operating surface for a local ag
Eric talks to Aurora. Aurora turns intent into a brief. The orchestrator routes that brief to the right Hermes Agent. Workers execute inside persistent tmux sessions, checkpoint with proof, and the orchestrator decides whether to continue, repair, escalate, or put a card in the Inbox.
```text
Eric -> Aurora -> swarm3/orchestrator -> role workers -> checkpoints -> reports/inbox -> review/escalation
Eric -> Aurora -> orchestrator -> role workers -> checkpoints -> reports/inbox -> review/escalation
```
The important move is that dispatch becomes a system, not a vibe. The worker is not just "another model call." It is a named lane with memory, runtime state, default skills, a profile, and a job.
@@ -96,8 +97,9 @@ Read these in order if you are testing the v1 release:
1. [QUICKSTART.md](./QUICKSTART.md)
2. [ARCHITECTURE.md](./ARCHITECTURE.md)
3. [ROLES.md](./ROLES.md)
4. [SKILLS.md](./SKILLS.md)
3. [AUTORESEARCH.md](./AUTORESEARCH.md)
4. [ROLES.md](./ROLES.md)
5. [SKILLS.md](./SKILLS.md)
## Canonical spec

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@@ -60,7 +60,7 @@ When to use:
Canonical spec:
```text
/swarm-specs/projects/swarm3.md
/swarm-specs/projects/orchestrator.md
```
Good checkpoint:
@@ -218,7 +218,7 @@ Canonical spec:
/swarm-specs/projects/swarm4.md
```
Sage drafts; humans approve public posting.
Sage drafts; humans approve public posting. Use normal research for evidence gathering and synthesis. Use autoresearch only for bounded optimization loops with an explicit Goal/Scope/Metric/Verify/Guard/Iterations contract; see [AUTORESEARCH.md](./AUTORESEARCH.md).
## Scribe

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@@ -13,8 +13,8 @@ Common setup issues and how to fix them.
**Fix:**
```bash
# Find your claude env file
claude config env-path
# Find your Hermes env file
hermes config env-path
# Usually: ~/.hermes/.env
# Check for the key
@@ -43,7 +43,7 @@ After fixing, restart the gateway: `hermes gateway run --replace`
**Checklist (in order):**
1. Is the gateway running? `pgrep -af "claude.*gateway"`
1. Is the gateway running? `hermes gateway status` or `pgrep -af "hermes.*gateway"`
2. Is port 8642 bound? `curl -sf http://127.0.0.1:8642/health`
3. Is Workspace `.env` correct? `grep HERMES_API_URL ~/hermes-workspace/.env`
- Should be: `HERMES_API_URL=http://127.0.0.1:8642`
@@ -51,6 +51,14 @@ After fixing, restart the gateway: `hermes gateway run --replace`
If the gateway is running and healthy but Workspace still disconnects, check for port conflicts (another process on 8642) or firewall rules.
Before starting a second gateway, verify the workspace probe directly:
```bash
curl http://127.0.0.1:3000/api/sessions
```
If that returns sessions (or an empty list), the backend pairing is already alive and the UI needs a refresh/reprobe — **do not start another gateway**.
---
## 3. Port 8642 already in use
@@ -73,7 +81,43 @@ hermes gateway run --replace
---
## 4. WSL: Gateway health check times out on first boot
## 4. Dashboard not running (sessions / skills / jobs missing)
**Symptom:** Chat works, but Sessions/Skills/Jobs stay offline or `/api/sessions` says the backend does not support the sessions API.
**Cause:** `hermes dashboard` is not running on port 9119.
**Fix:**
```bash
hermes dashboard
curl -sf http://127.0.0.1:9119/ && echo "dashboard ok"
```
Workspace needs both:
- `hermes gateway run` on `:8642`
- `hermes dashboard` on `:9119`
---
## 5. Codex / GPT-5.4 chat fails with missing access token
**Symptom:** Sending chat through Workspace fails with an error like `Codex auth is missing access_token`.
**Cause:** The default model is `gpt-5.4` / `openai-codex`, but the local Codex CLI login is stale or missing.
**Fix:**
```bash
codex login
```
Then retry the chat. Do not restart the gateway unless auth still fails after re-login.
---
## 6. WSL: Gateway health check times out on first boot
**Symptom:** Workspace starts, checks the gateway, reports "disconnected". But if you wait 15 seconds and refresh, it works.
@@ -92,7 +136,7 @@ cd ~/hermes-workspace && pnpm dev
---
## 5. Dev server crashes immediately after boot
## 7. Dev server crashes immediately after boot
**Symptom:** `pnpm dev` starts, shows the Vite banner, then crashes with ELIFECYCLE or a stack trace.
@@ -105,7 +149,7 @@ cd ~/hermes-workspace && pnpm dev
---
## 6. "No compatible backend detected" in onboarding
## 8. "No compatible backend detected" in onboarding
**Symptom:** Clicked "Connect Backend", health check runs, shows error.
@@ -122,10 +166,10 @@ This means the Vite SSR server tried `GET /api/gateway-status` which internally
If nothing above helps, run this and share the output:
```bash
echo "=== claude version ===" && claude --version 2>&1
echo "=== claude env path ===" && claude config env-path 2>&1
echo "=== claude env (redacted) ===" && grep -E "^(API_SERVER|CLAUDE_)" "$(claude config env-path 2>/dev/null || echo ~/.hermes/.env)" 2>&1
echo "=== gateway process ===" && pgrep -af "claude.*gateway" 2>&1 || echo "not running"
echo "=== hermes version ===" && hermes --version 2>&1
echo "=== hermes env path ===" && hermes config env-path 2>&1
echo "=== hermes env (redacted) ===" && grep -E "^(API_SERVER|HERMES_|CLAUDE_)" "$(hermes config env-path 2>/dev/null || echo ~/.hermes/.env)" 2>&1
echo "=== gateway process ===" && pgrep -af "hermes.*gateway" 2>&1 || echo "not running"
echo "=== port 8642 ===" && (ss -tlnp 2>/dev/null || lsof -iTCP:8642 -sTCP:LISTEN 2>/dev/null) | grep 8642 || echo "not bound"
echo "=== health check ===" && curl -sf http://127.0.0.1:8642/health 2>&1 || echo "not reachable"
echo "=== workspace .env ===" && grep CLAUDE ~/hermes-workspace/.env 2>&1 || echo "no .env"

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@@ -0,0 +1,114 @@
# Windows Setup Guide — Hermes Workspace
Last updated: 2026-05-28
## Architecture
Three services, three config files:
| Service | Port | Config file |
|---|---|---|
| Hermes Agent Gateway | 8642 | `C:\Users\<you>\AppData\Local\hermes\.env` |
| Hermes CLI tools | — | `C:\Users\<you>\.hermes\.env` |
| Workspace Dashboard | 3000 | `C:\Users\<you>\hermes-workspace\.env` |
## Required .env contents
### `AppData\Local\hermes\.env` (gateway)
```
OPENROUTER_API_KEY=<your-key>
OPENROUTER_API_KEY_1=<your-key-2>
OPENROUTER_API_KEY_2=<your-key-3>
API_SERVER_ENABLED=true
API_SERVER_HOST=0.0.0.0
API_SERVER_KEY=<generate-a-random-hex-string>
```
### `~/.hermes\.env` (CLI tools)
Same as above — same keys, same API_SERVER_KEY.
### `hermes-workspace\.env` (dashboard)
```
OPENROUTER_API_KEY=<your-key>
HERMES_API_URL=http://127.0.0.1:8642
HERMES_DASHBOARD_URL=http://127.0.0.1:9119
HERMES_API_TOKEN=<must-match-API_SERVER_KEY-above>
PORT=3000
HOST=127.0.0.1
```
**Critical:** `HERMES_API_TOKEN` must equal `API_SERVER_KEY` exactly.
## Prerequisites (Windows)
```powershell
# 1. sqlite3 CLI (for kanban/tasks)
winget install SQLite.SQLite --accept-package-agreements --accept-source-agreements
# Then copy sqlite3.exe to a Git Bash PATH dir:
# Source: C:\Users\<you>\AppData\Local\Microsoft\WinGet\Packages\SQLite.SQLite_...\sqlite3.exe
# Dest: C:\Users\<you>\bin\sqlite3.exe
# 2. Claude CLI (for Claude Tasks / Conductor)
npm install -g @anthropic-ai/claude-code
# 3. pnpm (if not installed)
npm install -g pnpm
```
## Start sequence
```bash
# Terminal 1 — Gateway
hermes gateway run
# Wait for: "Uvicorn running on http://127.0.0.1:8642"
# Terminal 2 — Dashboard
cd C:\Users\<you>\hermes-workspace
pnpm dev
# Open http://127.0.0.1:3000
```
## Port conflict resolution
```powershell
# Find what's holding a port
netstat -ano | findstr :8642
netstat -ano | findstr :3000
# Kill it
Stop-Process -Id <PID> -Force
```
## PWA Install
1. Open `http://127.0.0.1:3000` in Chrome or Edge
2. Click install icon (⊕) in address bar
3. Gets own window + taskbar icon
**Note:** PWA only works while `pnpm dev` is running.
## Common errors
| Error | Fix |
|---|---|
| `API_SERVER_KEY is required` | Add `API_SERVER_KEY=<value>` to `AppData\Local\hermes\.env` |
| `spawnSync sqlite3 ENOENT` | Install sqlite3 via winget, copy exe to PATH |
| `which: no claude in` | `npm install -g @anthropic-ai/claude-code` |
| `Port 3000 already in use` | Kill stale process via `netstat -ano` + `Stop-Process` |
| `Slack invalid_auth` | Expected if Slack not configured — ignore |
| Dashboard shows "not available on this backend" | Gateway API server not running or HERMES_API_TOKEN mismatch |
## File locations reference
| What | Path |
|---|---|
| Gateway env | `C:\Users\<you>\AppData\Local\hermes\.env` |
| CLI env | `C:\Users\<you>\.hermes\.env` |
| Workspace env | `C:\Users\<you>\hermes-workspace\.env` |
| Kanban DB | `C:\Users\<you>\AppData\Local\hermes\kanban.db` |
| Gateway code | `C:\Users\<you>\AppData\Local\hermes\hermes-agent\` |
| Workspace code | `C:\Users\<you>\hermes-workspace\` |
| Custom skills | `C:\Users\<you>\AppData\Local\hermes\skills\` |
| Hermes config | `C:\Users\<you>\.hermes\config.yaml` |

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@@ -0,0 +1,98 @@
# Workspace Chat Session Routing
## Purpose
Hermes Workspace supports a portable chat path through OpenAI-compatible `/v1/chat/completions`. In this mode, the browser route alone is not enough to preserve conversational context: Workspace must forward a stable server-side session identifier to the Hermes Agent gateway.
This document records the routing contract and the failure mode that caused related turns and attachments to be stored as separate `api-*` sessions.
## Routing Contract
There are two distinct header layers:
| Layer | Headers | Purpose |
| --- | --- | --- |
| Workspace UI route resolution | `X-Hermes-Session-Key`, `X-Hermes-Friendly-Id` | Tells the browser which Workspace chat route/friendly ID is resolved for the visible conversation. |
| Hermes Agent gateway continuation | `X-Hermes-Session-Id`, `X-Claude-Session-Id` | Tells the gateway which server-side Hermes session should receive the next chat completion request. |
Do not conflate these. A response can correctly resolve a Workspace route while the next gateway request still loses server-side context if `X-Hermes-Session-Id` is missing.
## Portable OpenAI-Compatible Flow
1. `src/routes/api/send-stream.ts` receives `sessionKey`, `friendlyId`, `message`, `history`, and optional `attachments` from the UI.
2. It resolves a persistent Workspace `sessionKey`.
3. It builds OpenAI-compatible messages, including multimodal image parts when attachments are present.
4. It calls `openaiChat(..., { sessionId: portableSessionKey })`.
5. `src/server/openai-compat-api.ts` forwards that session ID to the gateway via:
- `X-Hermes-Session-Id`
- `X-Claude-Session-Id` as a legacy/back-compat alias.
6. Hermes Agent uses the provided session ID for continuity instead of deriving a fresh deterministic `api-*` session from the request payload.
## Failure Mode
The bug was coupling session-continuity headers to bearer-token presence:
```ts
if (options.sessionId && bearer) {
headers['X-Hermes-Session-Id'] = options.sessionId
headers['X-Claude-Session-Id'] = options.sessionId
}
```
That made routing depend on auth configuration. If a bearer token was unavailable or not used, Workspace still had a local session key, but the gateway never received it. The gateway then derived sessions such as `api-*` from request content, which could split related turns and attachment-only/image requests across separate API sessions.
## Correct Behavior
Session routing is independent of whether a bearer token is configured. If the gateway requires auth, its auth check enforces the bearer token separately.
```ts
const bearer = getBearerToken()
if (bearer) {
headers['Authorization'] = `Bearer ${bearer}`
}
if (options.sessionId) {
headers['X-Hermes-Session-Id'] = options.sessionId
headers['X-Claude-Session-Id'] = options.sessionId
}
```
## Regression Coverage
`src/server/openai-compat-api.test.ts` should cover both cases:
- session headers are sent when a bearer token is present
- session headers are still sent when no bearer token is present
`src/server/chat-backends.ts` should forward `options.sessionId` into `openaiChat(...)` for both streaming and non-streaming OpenAI-compatible calls.
## Manual Verification Recipe
1. Run the targeted test:
```bash
pnpm vitest run src/server/openai-compat-api.test.ts
```
2. Build production assets:
```bash
pnpm build
```
3. Restart Workspace where deployed:
```bash
systemctl --user restart hermes-workspace.service
systemctl --user is-active hermes-workspace.service
```
4. Send two `/api/send-stream` turns with the same `sessionKey` and a unique token in the first prompt.
5. Search session history for that token. Both turns should appear under the same `session_id` equal to the supplied Workspace session key, not separate `api-*` sessions.
6. Send an image attachment with the same `sessionKey`; session history should show `[screenshot]` in that same session.
## Operational Notes
- Keep credentials redacted when inspecting `.env`, service files, or built bundles.
- In zero-fork deployments, Workspace commonly talks to Hermes Agent gateway on `127.0.0.1:8642` and Dashboard on `127.0.0.1:9119`.
- A successful `/health` probe means the gateway is reachable; it does not prove session continuity is wired correctly. Verify the actual chat path.

View File

@@ -0,0 +1,50 @@
import { test, expect } from '@playwright/test'
test.describe('Chat UI flicker #441', () => {
test('chat messages should not contain duplicates after stream completion', async ({ page }) => {
// Navigate to the chat page
await page.goto('/chat')
await page.waitForLoadState('load')
// Dismiss the "Hermes updated" modal if present
const continueBtn = page.getByRole('button', { name: 'Continue' })
if (await continueBtn.isVisible({ timeout: 5000 }).catch(() => false)) {
await continueBtn.click()
}
// Wait for sessions to load in the sidebar
await page.waitForTimeout(3000)
// Click on an existing session from the sidebar
const sessionLink = page.locator('a[href*="/chat/20"]').first()
if (await sessionLink.isVisible({ timeout: 10000 }).catch(() => false)) {
await sessionLink.click()
}
// Wait for the session to load and messages to render
await page.waitForTimeout(5000)
// Look for message-like elements. The chat uses data attributes
// Try a few approaches to find message bubbles
const messageElements = page.locator('.message, [role="listitem"], [data-message-id], [class*="message"]')
const msgCount = await messageElements.count()
if (msgCount > 0) {
console.log(`Found ${msgCount} message elements`)
}
// VERIFY: Page rendered without error — no error states visible
const errorState = page.getByRole('alert')
const hasError = await errorState.isVisible({ timeout: 1000 }).catch(() => false)
expect(hasError).toBe(false)
// VERIFY: No "generating" or "thinking" state showing
const producingState = page.locator('text=/generating|waiting for response|Generating/i')
const producingCount = await producingState.count()
expect(producingCount).toBe(0)
// VERIFY: The chat input is visible (page is functional)
const chatInput = page.locator('textarea, [contenteditable="true"]').first()
await expect(chatInput).toBeVisible({ timeout: 5000 })
})
})

View File

@@ -0,0 +1,53 @@
import { test, expect } from '@playwright/test'
test.describe('Chat thinking state #449', () => {
test('should not show stale thinking state after page refresh for completed session', async ({ page }) => {
// This test simulates the exact bug scenario described in Issue #449:
// User had a conversation, the stream completed (clearing waiting state),
// page refreshes, and the assistant briefly shows "thinking" state.
// Use an existing session that has completed messages
const SESSION_PATH = '/chat/20260515_150106_4be3a000'
// Inject a stale waiting entry for THIS session before the page loads
await page.addInitScript((sessionKey) => {
window.sessionStorage.setItem(
`claude_waiting_${sessionKey}`,
JSON.stringify({
since: Date.now() - 30000, // 30s ago — within the 120s TTL
runId: 'stale-run-id',
}),
)
}, SESSION_PATH.replace('/chat/', ''))
// Navigate directly to the session
await page.goto(SESSION_PATH)
await page.waitForLoadState('load')
// Dismiss the "Hermes updated" modal if present
const continueBtn = page.getByRole('button', { name: 'Continue' })
if (await continueBtn.isVisible({ timeout: 5000 }).catch(() => false)) {
await continueBtn.click()
}
// Wait for app rehydration, Zustand store init, sessionStorage restore,
// and the active-run API check to complete
await page.waitForTimeout(5000)
// VERIFY: No thinking indicator is visible after page refresh.
// The stale sessionStorage entry should have been cleared by the
// active-run API check, and the fix gates thinking on that check.
const thinkingIndicator = page.locator(
'[data-testid="thinking-indicator"], [aria-label="Assistant thinking"], .thinking-indicator, [data-thinking="true"]',
)
const thinkingCount = await thinkingIndicator.count()
expect(thinkingCount).toBe(0)
// VERIFY: The stale sessionStorage entry was cleaned up
const staleKey = SESSION_PATH.replace('/chat/', '')
const hasStaleEntry = await page.evaluate((key) => {
return window.sessionStorage.getItem(`claude_waiting_${key}`) !== null
}, staleKey)
expect(hasStaleEntry).toBe(false)
})
})

View File

@@ -0,0 +1,103 @@
import { test, expect } from '@playwright/test'
const BASE = process.env.HERMES_WORKSPACE_URL || 'http://localhost:3002'
test.describe('Conductor mobile rendering', () => {
test.use({
viewport: { width: 375, height: 667 }, // iPhone SE
})
test('conductor home page renders without clipping on mobile', async ({ page }) => {
await page.goto(`${BASE}/conductor`)
await page.waitForTimeout(2000)
// Check that the main container is present
const main = page.locator('main')
await expect(main.first()).toBeVisible()
// Verify the page is scrollable — bottom content should be reachable
const scrollHeight = await page.evaluate(() => document.documentElement.scrollHeight)
const clientHeight = await page.evaluate(() => document.documentElement.clientHeight)
expect(scrollHeight).toBeGreaterThanOrEqual(clientHeight)
// Check that the Conductor badge or title is visible
const pageText = await page.locator('body').innerText()
expect(pageText).toContain('Conductor')
// Scroll to the very bottom
await page.evaluate(() => window.scrollTo(0, document.documentElement.scrollHeight))
await page.waitForTimeout(500)
// Verify no content is cut off — the last visible element should not be flush
// with the bottom of the viewport
const bottomElement = await page.evaluate(() => {
const body = document.body
const bodyRect = body.getBoundingClientRect()
return bodyRect.bottom
})
// body bottom should be within the document (not clipped off-screen)
expect(bottomElement).toBeGreaterThan(0)
})
test('conductor page has no horizontal overflow on mobile', async ({ page }) => {
await page.goto(`${BASE}/conductor`)
await page.waitForTimeout(2000)
// Check for horizontal overflow
const hasHorizontalOverflow = await page.evaluate(() => {
return document.documentElement.scrollWidth > document.documentElement.clientWidth
})
expect(hasHorizontalOverflow).toBe(false)
})
test('conductor action buttons are present on mobile', async ({ page }) => {
await page.goto(`${BASE}/conductor`)
await page.waitForTimeout(2000)
// Check for action buttons — they should be visible and clickable
const buttons = page.locator('button')
const buttonCount = await buttons.count()
expect(buttonCount).toBeGreaterThan(0)
})
test('conductor main container has proper bottom padding on mobile', async ({ page }) => {
await page.goto(`${BASE}/conductor`)
await page.waitForTimeout(2000)
// Check the bottom padding of main elements
const bottomPadding = await page.evaluate(() => {
const mains = document.querySelectorAll('main')
if (mains.length === 0) return -1
// Get computed padding-bottom from the last main (the conductor one)
const style = window.getComputedStyle(mains[mains.length - 1])
return parseInt(style.paddingBottom, 10) || 0
})
// Bottom padding must exist (not 0) to prevent content from being flush with tab bar
expect(bottomPadding).toBeGreaterThanOrEqual(4)
})
test('conductor page body fills full viewport height without clipping at bottom', async ({ page }) => {
await page.goto(`${BASE}/conductor`)
await page.waitForTimeout(2000)
// Verify body fills the viewport and can scroll
const bodyHeight = await page.evaluate(() => document.body.scrollHeight)
const vpHeight = await page.evaluate(() => window.innerHeight)
expect(bodyHeight).toBeGreaterThanOrEqual(vpHeight * 0.5)
// Scroll to bottom — should not error
await page.evaluate(() => window.scrollTo(0, document.body.scrollHeight))
await page.waitForTimeout(300)
// The last visible element on the page should have bottom >= 0
const lastElBottom = await page.evaluate(() => {
const all = document.querySelectorAll('main > div, main > section')
const last = all[all.length - 1]
if (!last) return -1
const rect = last.getBoundingClientRect()
return rect.bottom
})
// The last content element must be visible (not above the fold or clipped)
expect(lastElBottom).toBeGreaterThan(0)
})
})

View File

@@ -38,7 +38,8 @@ module.exports = {
],
},
win: {
target: [{ target: 'nsis', arch: ['x64'] }],
target: ['portable', 'nsis'],
executableName: 'hermes-workspace',
},
nsis: {
oneClick: true,
@@ -54,4 +55,5 @@ module.exports = {
},
asar: false,
compression: 'maximum',
artifactName: 'hermes-workspace-setup-${version}.${ext}',
}

View File

@@ -1,6 +1,7 @@
const { app, BrowserWindow, dialog, ipcMain, shell } = require('electron')
const { join } = require('path')
const { existsSync } = require('fs')
const fs = require('fs')
const { existsSync } = fs
const { spawn, execSync } = require('child_process')
const http = require('http')
let autoUpdater = null
@@ -162,7 +163,8 @@ function checkHttp(url, timeoutMs = 2500) {
function isHermesInstalled() {
try {
execSync('which hermes || where hermes', {
const cmd = process.platform === 'win32' ? 'where hermes' : 'which hermes'
execSync(cmd, {
timeout: 5000,
stdio: 'ignore',
shell: true,
@@ -173,6 +175,10 @@ function isHermesInstalled() {
}
}
function getTempDir() {
return process.env.TEMP || process.env.TMP || (process.platform === 'win32' ? 'C:\\Windows\\Temp' : '/tmp')
}
async function getBootstrapStatus() {
return {
hermesInstalled: isHermesInstalled(),
@@ -184,16 +190,35 @@ async function getBootstrapStatus() {
}
}
function spawnDetached(command) {
const child = spawn('bash', ['-lc', command], {
detached: true,
stdio: 'ignore',
env: {
...process.env,
HERMES_WORKSPACE_DESKTOP: '1',
API_SERVER_ENABLED: process.env.API_SERVER_ENABLED || 'true',
},
})
function spawnDetached(command, label) {
const logDir = getTempDir()
const logFile = join(logDir, `hermes-workspace-${label}.log`)
let child
if (process.platform === 'win32') {
const logFd = fs.openSync(logFile, 'a')
child = spawn('cmd', ['/c', command], {
detached: true,
stdio: ['ignore', logFd, logFd],
env: {
...process.env,
HERMES_WORKSPACE_DESKTOP: '1',
API_SERVER_ENABLED: process.env.API_SERVER_ENABLED || 'true',
},
windowsHide: true,
})
fs.closeSync(logFd)
} else {
child = spawn('bash', ['-lc', `nohup ${command} >> '${logFile}' 2>&1 &`], {
detached: true,
stdio: 'ignore',
env: {
...process.env,
HERMES_WORKSPACE_DESKTOP: '1',
API_SERVER_ENABLED: process.env.API_SERVER_ENABLED || 'true',
},
})
}
child.unref()
return child
}
@@ -202,7 +227,13 @@ async function installHermesInBackground() {
if (installProcess) {
return { started: false, reason: 'already-running' }
}
installProcess = spawn('bash', ['-lc', HERMES_INSTALL_SCRIPT], {
// Windows: pip install (no curl|bash). macOS/Linux: use install script.
const installCmd = process.platform === 'win32'
? 'pip install hermes-agent'
: HERMES_INSTALL_SCRIPT
const shell = process.platform === 'win32' ? 'cmd' : 'bash'
const args = process.platform === 'win32' ? ['/c', installCmd] : ['-lc', installCmd]
installProcess = spawn(shell, args, {
detached: false,
stdio: 'ignore',
env: { ...process.env },
@@ -224,12 +255,13 @@ async function ensureHermesBackend() {
}
if (!gatewayReachable) {
spawnDetached('hermes gateway run >/tmp/hermes-workspace-gateway.log 2>&1')
spawnDetached('hermes gateway run', 'gateway')
}
if (!dashboardReachable) {
spawnDetached(
'hermes dashboard --no-open >/tmp/hermes-workspace-dashboard.log 2>&1',
)
const dashboardCmd = process.platform === 'win32'
? 'hermes dashboard --port 9119 --host 127.0.0.1 --no-open'
: 'hermes dashboard --port 9119 --host 127.0.0.1 --no-open'
spawnDetached(dashboardCmd, 'dashboard')
}
return {
@@ -359,7 +391,7 @@ ipcMain.handle('desktop:install-hermes', async () =>
)
ipcMain.handle('desktop:start-backend', async () => ensureHermesBackend())
ipcMain.handle('desktop:open-logs', async () => {
shell.openPath('/tmp')
shell.openPath(getTempDir())
return { ok: true }
})
ipcMain.handle('desktop:update-check', async () => checkForAppUpdates())

File diff suppressed because one or more lines are too long

61
flake.lock generated Normal file
View File

@@ -0,0 +1,61 @@
{
"nodes": {
"flake-utils": {
"inputs": {
"systems": "systems"
},
"locked": {
"lastModified": 1731533236,
"narHash": "sha256-l0KFg5HjrsfsO/JpG+r7fRrqm12kzFHyUHqHCVpMMbI=",
"owner": "numtide",
"repo": "flake-utils",
"rev": "11707dc2f618dd54ca8739b309ec4fc024de578b",
"type": "github"
},
"original": {
"owner": "numtide",
"repo": "flake-utils",
"type": "github"
}
},
"nixpkgs": {
"locked": {
"lastModified": 1778869304,
"narHash": "sha256-30sZNZoA1cqF5JNO9fVX+wgiQYjB7HJqqJ4ztCDeBZE=",
"owner": "NixOS",
"repo": "nixpkgs",
"rev": "d233902339c02a9c334e7e593de68855ad26c4cb",
"type": "github"
},
"original": {
"owner": "NixOS",
"ref": "nixos-unstable",
"repo": "nixpkgs",
"type": "github"
}
},
"root": {
"inputs": {
"flake-utils": "flake-utils",
"nixpkgs": "nixpkgs"
}
},
"systems": {
"locked": {
"lastModified": 1681028828,
"narHash": "sha256-Vy1rq5AaRuLzOxct8nz4T6wlgyUR7zLU309k9mBC768=",
"owner": "nix-systems",
"repo": "default",
"rev": "da67096a3b9bf56a91d16901293e51ba5b49a27e",
"type": "github"
},
"original": {
"owner": "nix-systems",
"repo": "default",
"type": "github"
}
}
},
"root": "root",
"version": 7
}

119
flake.nix Normal file
View File

@@ -0,0 +1,119 @@
{
description = "Hermes Workspace desktop workspace for Hermes Agent";
inputs = {
nixpkgs.url = "github:NixOS/nixpkgs/nixos-unstable";
flake-utils.url = "github:numtide/flake-utils";
};
outputs =
{
self,
nixpkgs,
flake-utils,
}:
let
# -----------------------------------------------------------------------
# NixOS module — available on all systems
# -----------------------------------------------------------------------
nixosModules.default = import ./nix/module.nix;
nixosModules.hermes-workspace = nixosModules.default;
# Overlay that adds hermes-workspace into any nixpkgs instance
overlays.default = final: _prev: {
hermes-workspace = final.callPackage ./nix/package.nix { };
};
overlays.hermes-workspace = overlays.default;
in
# -----------------------------------------------------------------------
# Per-system outputs
# -----------------------------------------------------------------------
flake-utils.lib.eachDefaultSystem (
system:
let
pkgs = import nixpkgs {
inherit system;
overlays = [ overlays.default ];
};
in
{
# -----------------------------------------------------------------
# Packages
# -----------------------------------------------------------------
packages = {
default = pkgs.hermes-workspace;
hermes-workspace = pkgs.hermes-workspace;
};
# -----------------------------------------------------------------
# Apps (nix run . or nix run .#hermes-workspace)
# -----------------------------------------------------------------
apps =
let
app = {
type = "app";
program = "${pkgs.hermes-workspace}/bin/hermes-workspace";
};
in
{
default = app;
hermes-workspace = app;
};
# -----------------------------------------------------------------
# Dev shell (nix develop)
# -----------------------------------------------------------------
devShells.default = pkgs.mkShell {
name = "hermes-workspace-dev";
packages = with pkgs; [
# Node / JS toolchain
nodejs
pnpm
typescript
# Python for pty-helper and build scripts
python3
# Nix tooling
nil # Nix LSP
nixfmt-rfc-style
];
shellHook = ''
echo ""
echo " 🚀 hermes-workspace dev shell"
echo " node $(node --version)"
echo " pnpm $(pnpm --version)"
echo " python $(python3 --version)"
echo ""
echo " Quick start:"
echo " pnpm install"
echo " pnpm dev # Vite dev server on :3000"
echo " pnpm build # Production build dist/"
echo " node server-entry.js # Serve production build"
echo ""
'';
};
# -----------------------------------------------------------------
# Formatter (nix fmt)
# -----------------------------------------------------------------
formatter = pkgs.nixfmt-rfc-style;
# -----------------------------------------------------------------
# Checks (nix flake check)
# -----------------------------------------------------------------
checks = {
# Verify the package evaluates without building it
package-eval = pkgs.runCommand "hermes-workspace-pkg-eval" { } ''
echo "Package evaluated: ${pkgs.hermes-workspace.name}" > $out
'';
};
}
)
// {
# Expose module + overlay at the top level (system-agnostic)
inherit nixosModules overlays;
};
}

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