This directory holds the V2 (UE5 competitive fighting game) feature map,
decomposed from the single ../V2_features.md hub into
focused, in-depth, code-grounded pages. The hub remains the canonical entry
point and preserves every section heading (so existing features§"…"
cross-references keep resolving); each page below expands one part of the
product with far richer, code-grounded detail and an honest implemented /
spec-only status. The companion architecture reference lives in
../architecture/.
Cross-reference convention. Page-to-page links are relative (
./<slug>.md); a bare§Npoints at a section of the V2 backlog, and the architecture companion for a feature page is linked as../architecture/<slug>.md. Platform-foundation links point at the sharedplatform/space.
Feature landscape#
Read the landscape from the player promise down to the shared release spine. The branches describe distinct product jobs, not isolated products: a ruleset, race, tournament, authored fighter, store entitlement, or accessibility setting still crosses common identity, version, telemetry, support, and platform boundaries.
Use this index in three passes. First choose the page that owns the visible player contract. Second pair it with the closest page in the architecture index to identify simulation, service, data, provider, and authority ownership. Third check the backlog, dependencies, dated review, current code/tests/builds, and platform evidence before assigning completion state. A focused page is deliberately comprehensive, but it is not a release ledger.
The topic list is exhaustive and non-overlapping at the documentation level: every focused feature page appears exactly once below. Cross-cutting concerns are linked from multiple pages in prose where needed, while their canonical home remains clear. Continue to the V2 documentation guide for role-based reading paths and truth vocabulary, or the diagram atlas for the product-wide mental models.
Orientation#
- Foundations, Subsystem Glossary & Conventions — every V2 subsystem mapped to the real code, the repository surfaces, and the reference conventions.
- Product Promise & Surfaces — what V2 commits to as a fighter, and its game/web/companion surfaces.
Combat & Game Feel#
- Combat Systems, Defensive Options & Game Feel — the offensive systems, the defensive options library, and the game-feel layer.
- Rulesets, Tag-Team & Kameo Assists — per-ruleset feel (multi-style emulation), tag-team, and kameo/assist mechanics.
Game Modes#
- Mode Catalog, Training & Replay — the core mode catalog, training tools, and the replay system.
- Signature Events & Standalone Modes — the signature event modes and the Hades-style roguelike adventure mode.
Roster, Story & Creator Suite#
- Roster, Character Presentation & Stages — the roster/content inventory, character presentation, and stages.
- Relationships, Progression & Creator Suite — the story/relationship matrix, progression/codex, and the creator suite.
Online, Esports & Live Service#
- Online Services, Network Quality & Tournaments — online services, network quality (LAN, server browser, private rooms), and tournaments.
- Ranked, Esports Circuit & Spectator Modes — the ranked season architecture, esports circuit, and spectator/streamer modes.
- Live Service, DLC, Battle Pass & Companion — live service & DLC, the battle pass/challenges/factions, and the companion.
- Community, Store, Support & AI Services — community features, the store/PPP, support, and the AI-services stack.
Racing, Platform & Launch#
- Racing Component: Vehicles, Modes & Online — the racing sub-game, vehicle framework, tracks, and online racing.
- Racing × Fighting Crossover, Open World & Ops — the racing/fighting crossover mechanics, open-world content, and racing ops.
- Platform, Accessibility, Localization & Production — parental controls/age-gating, the accessibility set, localization, and platform.
- Balance Ops, Wellness, Engineering Polish & Launch — balance operations, wellness, engineering polish, and launch.