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PixelBullet
0.0.1
A C++ game engine
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Status: Accepted, 2026-08-28
Boundless Vector Arena proved that PixelBullet can host a genuine deterministic game product rather than another fixed-scene wrapper. Its complete 31-position campaign, four bosses, perk drafts, checkpoints, replay, copied presentation, bounded visual feedback, spatial SFX, captions, and silent-by-default music infrastructure now provide durable first-party integration evidence.
Continuing to use unfinished Arena release polish as PixelBullet's governing roadmap would couple the engine workspace to a product-prototype parity goal. That is not the intended relationship with any separate commercial game.
Arena remains a genuine product composition root under products/boundless_vector_arena. It is feature-frozen as a maintained first-party reference product and technology demonstrator.
The Arena maintenance contract defines allowed maintenance and validation expectations.
Arena continues to catch integration regressions and to document product composition, but unrelated PixelBullet work is not required to reproduce the full Arena development campaign. Product-specific expansion, production music, controller features, final balance, long soak, and store/release packaging are outside ordinary maintenance.
This decision does not extract Arena, freeze current source APIs, promise binary compatibility, or turn product YAML into a plugin ABI. External-project support is a separate design problem tracked by External Project Workspace and Installed Editor/Runtime Contract v1.