Changelog
Track the evolution of Git Quest — your GitHub history is your character.
Git Warriors, follow @gitquest_dev for patch notes and updates →Season Note
Season 0 runs for 3 months. After that, the seasonal leaderboard will reset so more players have a fair chance to climb the ranks and earn recognition, while Git Quest keeps building toward deeper seasonal play.
From the Founder
The story behind Git Quest
My name is Fabricio Souza, and I created this project over a weekend. It started as a short project for an application to Y Combinator Startup School 2026, but what began as a small project evolved into what you see now.
This is a game made by a solo developer, for developers. You'll find plenty of easter eggs in the items, skills and monsters. Little inside jokes and references that only we understand. We're in Season 0 right now, learning how things work and gauging your acceptance. The first step is complete, and we're here together.
What we have today is listed below in the Season 0 feature list — 8 character classes, procedural dungeons, auto-battle, loot, leaderboards, and a complete RPG game loop powered by your real GitHub activity. What we're building next starts with audio in v0.1, followed by multiplayer features, guilds, and eventually full monetization with cosmetics (never pay-to-win).
This wouldn't have been possible without https://github.com/fcsouza/agent-skills — I created a complete library of skills that helped me deliver this MVP so quickly. This is my first game, but after today, I believe it won't be my last.
If you want to experiment or test new ideas, I recommend visiting the repository and exploring all the skills — even if just to copy them. If they help you like they helped me, you're already ahead of many people in building what you want.
Follow @gitquest_dev on X for patch notes, upcoming features, and everything happening in the GitVerse.

Coming in v0.1 and Beyond
Planned Features
- New character classes (Elixir Alchemist, PHP Necromancer, C# Summoner, Swift Druid)
- New Leaderboards (weekly, monthly, friends, endless floor records)
- New Items and Abilities
- Seasonal world events
- Guilds and deeper async social systems
- Daily login rewards
- The Git Wars
- Ghost runs and share cards
- Boss-specific visuals and combat callouts
- And Many More...
Bulk actions and rarity filters — clear your bag in one move.
New: Sell All & Salvage All
- Rex now has a "Sell All" button — sell every unequipped item in your bag in a single confirmation
- Vera now has a "Salvage All" button — salvage all base-level (+0) unequipped items at once
- Stacked items are fully consumed — selling or salvaging a stack of 3 counts as 3 items and pays out accordingly
- Upgraded items (+1 or higher) are always excluded from Salvage All — strip upgrades first if you want to salvage them
- Equipped items are excluded from both bulk actions
New: Rarity Filter
- Filter pills above the item list let you scope to a single rarity — All, Common, Uncommon, Rare, Epic, or Legendary
- "Sell All" and "Salvage All" respect the active filter — bulk-sell only your commons while keeping the rares
Hotfix — contracts, ability upgrades, and titles were broken. All fixed.
Bug Fixes
- Daily and weekly contracts can now be claimed again — the button was broken for everyone
- Ability upgrades now go through correctly
- Equipping achievement titles works again
Season 0 balance pass — post-50 levels now mean something.
Balance: Late-Game Leveling
- Levels above 50 now take significantly more XP to reach — the endgame should feel like an endgame
- Heroes already past level 50 may see their level drop when they next sync — your XP is safe, the bar just got taller
- Season 0. We warned you it'd be rough.
Harder weekly contracts, smarter dungeon feedback, and the currency is now called Lines everywhere it should be.
Balance: Contracts & Rewards
- Weekly contract targets raised — Cadence Keeper now requires 5 syncs (was 2), Branch Breaker needs 7 dungeon runs (was 2), Streak Ritual asks for a 4-day streak (was 3)
- Contracts and quests now grant XP in addition to Lines — daily contracts award 120–200 XP, weeklies award 1000–1200 XP per completion
- All contract and quest rewards now scale with your character level — each level adds +5% to both Lines and XP earned, so a level 20 hero earns ~2× base rewards
New: Dungeon Run Feedback
- Dungeon entrance now shows a live countdown to midnight UTC so you always know when your daily run count resets
- Current reward tier is displayed at a glance — 100% for runs 1–10, 50% for runs 11–15, 25% for runs 16–20, and 0% beyond that
- Reward percentage turns amber when diminishing returns kick in and red at 0% so the drop is never a surprise
- Daily run cap is 40 — runs 21–40 can still be entered but award no Lines, XP, or loot
Naming: Lines Currency
- The in-game currency is now called Lines everywhere it appears — Rex's shop, Vera's upgrade screen, contract rewards, quest rewards, and confirmation dialogs
The forge is open — upgrade your gear, salvage the rest, and spend your Lines at Rex's shop.
New: Item Upgrade System
- Visit Vera at the Safe Zone to upgrade your gear — spend shards and Lines to push items from +1 up to +10
- Upgrades +1 through +4 are guaranteed. From +5 onward the forge gets risky — costs are consumed even on failure
- Each upgrade tier boosts all equipped stats by a flat percentage — a +5 weapon is meaningfully stronger than a fresh drop
- Max upgrade level scales with rarity: common caps at +5, uncommon at +7, rare at +9, epic and legendary at +10
New: Item Salvage System
- Unwanted gear can be salvaged at Vera for shards — the raw material for upgrades
- Higher rarity items yield more and cascade across shard tiers: salvaging a legendary drops legendary, epic, rare, and common shards
- Equipped or already-upgraded items cannot be salvaged — strip the gear first
New: NPC Shop
- Rex at the Safe Zone now sells items for Lines — browse his rotating stock and spend your commit currency on gear
- Sell unwanted items back to Rex for a fraction of their value
The GitVerse has always had a sound — now you can hear it.
New: Sound & Music
- The World Tree hums with life on the Main Branch — a low, steady resonance that fills the air between runs
- Step into a repository and the sound shifts — something older and darker stirs in the dungeon depths
- Clear a dungeon and the GitVerse marks it with a brief fanfare that echoes through the World Tree
- Every meaningful act now has a voice — landing a hit on a bug, claiming loot, leveling up, revealing your class, crossing the dungeon threshold for the first time
- Audio controls sit quietly in the corner — mute when needed, tune music and combat volume separately
- Preferences carry between sessions
New: Safe Zone Themes
- The World Tree safe zone now has its own theme — warm and alive, like standing beneath roots older than any repository
- Pull Request Plaza fills with a festive crowd sound the moment your merged PRs are recognized and celebrated
Endgame progression is more spread out now, and defeat screens finally show how close you got to finishing the fight.
New: Post-Defeat Battle Resume
- Defeat summaries now show the last enemy or boss you fell to instead of only the generic biome failure state
- Battle Resume now includes floor reached, room reached, rounds fought, remaining enemy HP, and abilities used in that final fight
- Boss defeats get their own accent treatment so failed boss attempts stand out more clearly
Balance: Post-50 Progression
- Level progression now continues past 50 up to level 100
- Legacy XP thresholds through level 50 stay intact, so existing early and midgame progression does not shift underneath players
- High-XP heroes are now spread across post-50 levels instead of compressing at the old cap
Fixed: Max-Level XP UI
- Max-level heroes no longer show misleading next-level XP progress on the Main Branch dashboard
- Breakdown and share surfaces now switch to a clear max-level state instead of awkward 0 / 0 XP-style progress
Hero resources read more naturally now, and stat colors are finally consistent across zone details, battle UI, and item previews.
Fixed: HP & Mana Readability
- Main Branch, inventory, and zone hero cards now show max HP and mana values instead of percentages
- Active battle bars now show current/max HP and mana so combat state is readable at a glance
- XP keeps its percentage display, so progression bars still feel clear and familiar
Fixed: Canonical Stat Colors
- Stat bonus colors are now consistent across zone details, loot previews, inventory cards, and equipment surfaces
- ATK is violet, DEF is green, HP stays red, MP stays blue, and SPD stays gold/orange everywhere
- Zone quick stats now match the rest of the UI instead of mixing in conflicting colors for HP, mana, and speed
World activity now names awakened heroes correctly instead of showing raw class keys.
Fixed: Hero Awakening Feed
- Public activity feed entries now show full class names like JavaScript Rogue instead of lowercase keys like javascript
- New hero awakenings read like proper GitVerse class reveals in the changelog, dashboard feed, and shared world activity stream
Login and account linking are steadier now — sessions are predictable, GitHub reconnect flow is clearer, and players no longer get stuck on a bad token.
Fixed: Session Behavior
- Sessions now use a fixed 7-day lifetime instead of refreshing forever while active
- Login behavior is more predictable across GitHub and Discord sign-ins
Fixed: GitHub Reconnect Flow
- If your GitHub login is no longer valid, Git Quest now asks you to reconnect GitHub instead of failing silently
- Reconnect-required players now see the correct dashboard state right away, including a dedicated reconnect prompt
- First-time players who hit a GitHub auth issue during setup now fall back safely instead of getting blocked from entering the game
- Permanent “Connect GitHub” quest progress is preserved after your first link, while blocked daily and weekly sync contracts now clearly tell you to reconnect GitHub
The GitVerse feels alive now — new questlines, contracts, world activity, run modifiers, and real elite monster traits are live.
New: Repository Awakens
- The first quest arc is now live in the GitVerse — Linus, Aria, and Gemma guide your early progression beneath the World Tree
- Quest progress is persistent, and rewards can now be claimed inside Main Branch World Tree
- Main Branch World Tree is now a proper quest sanctuary — each of the three opening quests lives at its own NPC altar for Linus, Aria, and Gemma
- Safe Zones now open directly into Main Branch World Tree and Pull Request Plaza as distinct spaces in the GitVerse
- Early objectives now teach the real loop: connect your account, start a run, clear rooms, equip gear, visit other players, and leave your mark on Pull Request Plaza
New: Contracts, Recaps, and World Activity
- Daily and weekly contracts now reward active players for syncing, clearing rooms, keeping streaks, and engaging with Pull Request Plaza
- Post-sync recap now highlights XP, commits, streak gains, and level jumps so each sync feels more rewarding
- Main Branch and the landing page now show a live activity feed so the world feels active even when leaderboard traffic is light
- Achievements are now live as lightweight meta-progression milestones
- Unlocked achievement titles can now be equipped at the account level and appear on your profile, share card, and leaderboard presence
New: Run Variety and Elite Traits
- Dungeons can now roll run-wide modifiers like Critical Merge Risk and Mana Surge, shown clearly at the top of the branch
- Rooms can roll their own affixes separately from the run modifier
- Elite enemies now have real traits instead of being just bigger stat balls — Enraged, Thorned, Mana Burn, and Double Strike are live
- Dungeon UI now separates Run Modifier, Room Affix, and Elite Trait so you can read a fight before it starts
Stop wasting your ultimate on trash mobs — set the order your abilities fire in combat.
New: Ability Priority
- Tap "Set Priority" in the Abilities panel to enter reorder mode
- Drag abilities up or down with ↑ / ↓ arrows — numbered badges show the new firing order
- Save the order and your auto-battle engine will follow it exactly — primary first, ultimate saved for bosses, whatever you prefer
- Passive abilities always apply at battle start and cannot be reordered
- Future-proofed for boss and PvP strategies — the API already accepts named strategies (default, boss, pvp…)
Farm your favourite floor — retry or replay dungeons without going back to the menu, and see which difficulties you've already conquered at a glance.
New: Retry & Play Again
- Defeat screen now has a "↺ Retry" button — instantly restart at the same floor without navigating away
- Victory screen (max floor cleared) now has a "↺ Play Again from Floor 1" button — farm the full difficulty from the top
- Conquered badge is permanent — replaying from floor 1 does not remove it
New: Conquered Badges
- Difficulty selector cards show a ✓ badge when you've cleared all floors of that difficulty
- Badges are per-biome — conquering Feature Forest Local does not mark Bug Swamp Local as done
Smarter inventory — see your gear's stats at a glance and compare bag items against what you have equipped.
UX: Equipment Stat Display
- Equipment slot cards now show the stat bonuses of the equipped item (ATK, DEF, HP, MP, SPD) directly below the rarity badge
UX: Bag Item Comparison
- Bag items show a stat delta against the currently equipped item in the same slot — green (+N) for gains, red (-N) for losses
- Stats present on the equipped item but absent on the bag item are shown as 0 so you know what you'd lose by swapping
- Consumables and empty slots show no delta — comparison only appears when a direct swap is possible
GitHub is no longer required — play with Discord and link GitHub later to unlock full progression.
New: Discord Login
- Sign in with Discord on the login page — no GitHub account required
- Discord users get a manual class picker: choose any of the 8 classes yourself
- Limited progression without GitHub — battle XP still works, but GitHub syncs and stat bonuses (streaks, PRs, stars) require a linked GitHub account
New: Link GitHub Later
- "Unlock Full Progression" banner appears on your dashboard if you signed in with Discord
- Click "Connect GitHub" to link your account and unlock stat bonuses from streaks, PRs, and stars — plus GitHub XP from commits and code reviews
Play any class you want — plus multi-hero economy gets real with hero creation costs and independent XP.
New: Free Class Choice
- "My language doesn't define me" — toggle on the Reveal screen to pick any of the 8 classes, not just your top GitHub languages
New: Hero Creation Cost
- Creating a new hero now costs 1,000 Lines from your active hero — choose wisely
Balance: Hero XP
- New heroes start at 0 XP and earn their own progression through syncs and battles
- Can't swap or create heroes while in a dungeon — finish the fight first
You asked, we listened — feature requests are now a real thing.
New: Feature Requests
- Head to the new Feedback page (link in the dashboard) to suggest features and vote on what gets built next
- Submit a request with a title and optional description
- Vote on any open, planned, or in-progress request to show your support — the most-voted ideas get built first
- Track the status of every request: Open → Planned → In Progress → Done
- Your own pending submissions appear separately so you know they're in the queue
First post-launch patch — difficulty now actually matters, and you can finally rage-quit a dungeon.
New: Abandon Run
- You can now leave an active dungeon at any time — hit "Abandon" in the dungeon header
- Two-step confirmation prevents accidental rage-quits
- Abandoned runs show in your zone history so you can track the shame
Balance: Combat Mana & Healing
- Mana no longer regenerates during combat — abilities fire automatically until mana runs out. The deeper you go in a floor, the more you fight on raw stats alone. Rest rooms now restore 10% mana.
- Rest rooms restore 15% HP (down from 20%) — still worth stopping for, but not a full reset
Balance: Difficulty Scaling
- Development, Production, and Endless difficulties now make enemies genuinely harder — not just more floors
- Enemies in higher difficulties hit harder and have more HP. Local is still a warmup. Production will hurt.
- Endless mode scales up with every floor — floor 20 enemies are nearly twice as strong as floor 1
- High-defense builds no longer completely ignore damage on hard difficulties — enemies always land something
MVP launch — the GitVerse awakens. 33 of 34 planned features shipped, 798 tests passing, all core systems operational. Bugs included. Adventure guaranteed.
Authentication & Core Systems
- GitHub OAuth integration — your commits are your power
- Anti-abuse engine with quality scoring and daily caps
- 8 character classes based on programming language (Python Sage, JS Rogue, TS Paladin, Rust Guardian, Go Scout, Ruby Bard, Java Architect, C++ Berserker)
- Stats engine mapping GitHub activity to RPG stats (commits → mana, stars → prestige, PRs → skill power)
Game Systems
- Procedural dungeon generation (3 biomes: Feature Forest, Bug Swamp, Deprecated Archive)
- Auto-battle engine — server-side combat running every 30 seconds
- Loot system — 36 items across 5 rarities with weighted drops
- Ability system — 32 unique abilities (4 per class)
- Inventory management — 5 equipment slots (weapon, armor, accessory, offhand, helmet)
Social Features
- Global leaderboard — top 100 developers
- Class leaderboards — compete within your language
- Player presence counter — see how many developers are coding right now
- World map — 3 explorable locations (Feature Forest, Bug Swamp, Deprecated Archive)
Frontend UI
- Landing page with live leaderboard preview
- "The Reveal" — animated character class reveal sequence
- Character dashboard ("The Main Branch") — stats, gear, abilities
- Dungeon viewer — real-time battle progress
- Inventory screen — equipment management
- Leaderboard display — global and class rankings
- World map interface — location selection and lore
Infrastructure
- PostgreSQL + Drizzle ORM — structured game data
- ElysiaJS — high-performance game server and API
- Better Auth — secure authentication with GitHub OAuth
- Redis — leaderboards and player presence
- CI/CD pipeline — GitHub Actions for automated testing and deployment
- 798 tests — 472 backend unit, 143 backend integration, 133 frontend unit, 50 E2E