The project has outgrown its v0.1 prototype shape. A critical review found four structural costs:
- Dual play UI: WinForms duplicates ~15 play surfaces that the Godot client fully covers, and WinForms is already second-class (tactical combat exists only in Godot). WinForms' unique value is the
DebugFormeditor/workbench (2,225 LOC: inspector, Map Editor, NPC/Quest editors, Validation). - God classes:
MainPresenter.cs(1,761 LOC, all session state + every flow) andPresenters/MainViewModel.cs(2,692 LOC, ~53 top-level types in one file). - No save versioning:
JsonWorldRepositorybare-deserializesWorldState; schema changes silently corrupt or hard-break saves. - Dead weight: test-only
ResolveExploreInstant/ResolveHuntBanditsInstant/ResolveFightInstant, legacy serialized fieldsQuest.Description/Rumor.Text/TravelEncounter.Description, write-onlyExplorationSession.Floor.