Known Issues & Open Work
What is left as of 2026-11-10, from CURRENT.md ("Known limitations", "Open work") and the handbook's backlog chapter.
The fidelity audit's waves are done and every ledger row is settled; the completion plan's milestones and the owner's later requests (main-menu demos, recordings, editing the shipped worlds, each player's own galaxy, sharing them) are done too. What remains is mostly verification that needs hardware or a person, and small cosmetic items.
Platform status
| Target | Status |
|---|---|
| Linux desktop (OpenGL) | Verified the maintained, playable target: ctest, golden frames and trace, scripted playthroughs, live checks under Xvfb |
| Web (WebGL 2) | Verified manually builds and plays in headless Chrome (2026-11-09); not part of CI |
| Android | Partly verified builds a debug APK that starts and draws the 3D models in an emulator; not played on a device |
Windows (SDLGPU) | Packaged a MinGW cross-build zip in every release since 0.1.0, played under wine; not yet tested on Windows itself |
Linux runtime bundle (package target) | produces the versioned archive of every release (0.4.0 on 2026-11-12). It needs glibc 2.38 or newer |
See Platform Support for details.
Waiting on the owner
- An archive for older Linux systems (glibc 2.35, for example Ubuntu 22.04): it needs a build on such a system; until then glibc 2.38 is the minimum.
- A native speaker's reading of the French and German (the owner reads the Czech;
Q-023inplans/audit/owner_questions.md). - A human play pass (optional).
MR-0004lists what to try; the owner judged the automated playthroughs plus the reachability audit sufficient (MR-0007), so it holds nothing up.
Needs hardware that was not available
- Android on a device (
Q-009): no device or KVM-capable emulator was available to play it. CNA's fix UB-007 made the 3D models draw on the emulator, and on 2026-11-09 a release APK reached the title screen on a phone. The maintainer reported from that phone that the accelerometer did not react and that the game sometimes froze until restarted; neither has been reproduced yet (the next step is anadb logcatcapture). - A physical gamepad, touch screen and accelerometer: the controls were verified with an SDL virtual gamepad and simulated input only.
- Windows: the
SDLGPUrenderer path needs a fresh cross-build and a live 3D run.
In progress
- Release packages:
tools/release/make_release.sh,make_windows_zip.shandmake_web_zip.shmake the four packages of every release (0.4.0 on 2026-11-12); a glibc 2.35 archive is still missing (above). The 2x texture sheets and the goodbye screen on quitting, listed here earlier, are in too.
Decided and kept as they are
- The 56
.max(3D Studio MAX) sources are not converted (MR-0001, closed asMR-0010): the shield and the charge stay the original's sprites, as do explosions, splashes and sparks. - Procedural textures (bark, metal noise, wood grain) stay flat colours on the models without the 3D effects: a bake measured worse. The wind tiles stay 2D effects (no 3D scene exists).
- The fish's head (
BB3D-032): cosmetic, every lead tested. - Blupi does not walk up one-block steps; he jumps, as the original's
Decor::TestPathrequires.
Known limitations
- First person still uses an invisible collision point for Blupi. Without
avatars3d/blupi/the game falls back to a fox placeholder model. - 3D effects: Ultra's first frame builds the finer atlas and its maps (about two seconds). The effects need GLSL shaders and render targets: checked on desktop OpenGL 3.3 and WebGL 2; on Android (OpenGL ES 3) they were not run, and Ultra was not run on Android or the web. Where a shader does not compile, that effect is left out by itself and fog, soft shadows and particles remain. The sun's shadow reaches 160 blocks ahead of the camera; the Ray Dream materials are approximations over a value noise; a skinned model above 56 bones (none today) would fall back to the stock effect.
- Editor text is deliberately limited to functional readouts (coordinates, background ids, notices); the tool palette is icon-driven.
- Intermittent window-focus or input loss has been seen under Xvfb during automated runs; it has not been reproduced as a defect in the game's code.
Smaller backlog items
From docs/handbook/08-backlog.md (2026-11-07) and checked in the code on 2026-11-10. None blocks
a release.
- Object type 31 (the charge pickup) shows the electrode model and has no pose for icon 243; it is never placed in a shipped world.
- No separate turn clips for vehicles, swimming or the air: the model yaws over the original's own turn time, by design.
- The lightning: every bolt cell shows the same frame at a time, where the original draws each cell's own random frame.
- The
zoomcheat is limited by walls: the chase camera stops at them, so caves keep a short view. A see-through cut-away of walls between camera and Blupi is not built. - The saws' switch machine (tiles 384/385) keeps its open side as its front and can stand edge-on to the player; a version that turned it towards Blupi was reverted because it swung as he walked past.
- Switch reach:
WorldRuntime::TryActivateSwitchaccepts a machine withinkReach = 0.55of Blupi; the original needs him in its tile. - The parked skateboard's height above the floor (
kSkateLift = 0.45f,GalaxyEggbertGameScene.cpp) was tuned by eye on a probe world. - The house's window recess is dark in the sprite (a cast shadow) and lit in the game, which casts no shadows on models without the 3D effects.
- A report of odd-looking grass seen from above on the title scene turned out, in the last screenshot, to show plant models; which model was never identified.
Stale statements in the repository's documents
Worth knowing when you read the sources; fix them when you touch the file.
CURRENT.md's "Verification baseline" table still shows 93 tests and a quarantined easy-gl test, and one bullet says CI excludes a failing test; today every registered test runs, in CI too.- The header comment of
Autoplay.hppomits thevehiclecondition field that the parser accepts. README.mdandANDROID.mdmentiongit submodule update; the repository has no submodules.- The handbook (2026-11-07) says the player's files are written to the build directory; since 2026-11-10
they go to the per-user data folder (or
--user/GALAXY_USER_DIR).
Older roadmaps Earlier versions of this page listed the July 2026 migration
tasks (
E3D-MIG-*). That work is finished; the ids survive only in old code comments and
plan.md.