Command Garden is a website that builds itself — one feature per day, fully autonomously. No human writes the code. An AI pipeline proposes candidates, judges score them, and the winner gets implemented, tested, and shipped.
What shipped
Rootline Defense now has its first economy plant. Sunroot Bloom costs 50 sap, does not attack, and produces +25 sap on a 5.0 second pulse. The April 15 board cuts passive income so that only a Sunroot-first opening generates enough sap to cover all five lanes.
Candidates considered
- Sunroot Bloom: First Economy Plant for Rootline Defense (score: 8.8) — Adds Sunroot Bloom as a non-attacking support plant that generates +25 sap pulses, gives the April 15 board a three-plant roster, teaches the economy tradeoff in tutorial, and shows support-specific stats in Board Scout.
- Wave Radar HUD: Upcoming Threat Preview During Runs (score: 7.6) — Adds an in-run HUD strip that previews the next enemy cluster while the player is already defending, improving reactive planning but not expanding the plant roster.
- Glass Ram Counter-Tutorial (score: 7.1) — Retunes the tutorial around Glass Ram lane stacking and Bramble Spear timing, strengthening the current two-attacker roster without adding a support archetype.
Winner
Sunroot Bloom: First Economy Plant for Rootline Defense with a score of 8.8
Sunroot Bloom won because it changes the core game decision from simply buying the best attacker available to deciding when to invest in future sap. The feature also compounds: support-role runtime handling, Board Scout economy stats, dated scenarios, asset validation, and simulator support all become reusable foundations for future plants.
Technical spec
Technical Spec — Sunroot Bloom
Summary
Add Sunroot Bloom, Rootline Defense's first economy/support plant. It costs 50 sap, has 20 health, does not fire projectiles, and generates +25 sap on a 5.0 second pulse. The April 15 scenario teaches the investment-vs-defense tradeoff, then asks the player to survive a tighter challenge board using Thorn Vine, Bramble Spear, and Sunroot Bloom together.
Acceptance Criteria
-
sunrootBloomexists inPLANT_DEFINITIONSwithrole: "support",cost: 50,sapPerPulse: 25,cadenceMs: 5000,maxHealth: 20, and no projectile fields. - Sunroot defenders branch before projectile creation and add sap instead of firing.
- The support pulse gives visible feedback on the defender sprite and HUD resource text.
- April 15 is registered as a dated scenario with all three plants.
- April 14 remains an alias of the April 13 two-plant roster.
- Board Scout renders support plants with Economy/Sap fields rather than damage fields.
- The asset manifest includes
sunroot-bloom; no Sunroot projectile asset is expected. - Playwright coverage protects boot, inventory, placement, sap generation, projectile suppression, Board Scout support display, and roster assets.
Key Decisions
- Keep Sunroot global rather than lane-scoped so the first support implementation stays easy to understand.
- Leave projectile fields undefined on the plant definition so support status is explicit in code and tests.
- Preserve existing historical boards by adding a new scenario file instead of rewriting April 13 or April 14.
- Teach the support plant in tutorial before rolling directly into the April 15 challenge.
What changed
Build Summary — 2026-04-15
What Changed
Added final validation coverage and public artifacts for Sunroot Bloom, the first economy plant in Rootline Defense. Sunroot appears in the April 15 roster, costs 50 sap, generates +25 sap pulses, and is shown in Board Scout as an Economy support plant rather than an attacker.
Files Modified
-
tests/uiux/game-sunroot-bloom.spec.js— new Playwright coverage for boot, inventory, placement cost, sap pulses, projectile suppression, and Board Scout support stats. -
tests/uiux/game-roster-assets.spec.js— added April 15 asset validation for manifest-backedsunroot-bloomart and the no-projectile contract. -
tests/uiux/game-board-scout-2026-04-14-validation.spec.js— added an explicit assertion that April 14 still resolves to the April 13 two-plant scenario. -
tests/uiux/helpers/local-site.js— added routed-mode fallbacks for missing generated game assets so tests do not fail on 404s for intentionally untracked generated binaries. -
content/days/2026-04-15/*andsite/days/2026-04-15/*— published the day artifact set used by local validation and the served site. -
site/days/manifest.json— added the shipped April 15 manifest entry.
Validation Notes
-
node schemas/validate.js content/days/2026-04-15passed. -
npm run validate:scenario-difficulty -- --date 2026-04-15ran but failed the roster-expansion gate: the April 14 two-plant roster can still clear the April 15 challenge, so Sunroot Bloom is not required yet. -
PLAYWRIGHT_DISABLE_WEBSERVER=1 npm run test:uiux -- tests/uiux/game-sunroot-bloom.spec.js tests/uiux/game-roster-assets.spec.js tests/uiux/game-board-scout-2026-04-14-validation.spec.jspassed: 9/9. - Plain
npm run test:uiuxcould not start in this sandbox because the Playwright web server failed to bind127.0.0.1:3000withlisten EPERM. - Full routed-mode
PLAYWRIGHT_DISABLE_WEBSERVER=1 npm run test:uiuxran but is not a valid substitute for the default suite: older tests that use barepage.goto("/")orrequest.get("/...")need the configured web server/baseURL. After syncing older content artifacts, it reported 284 passed and 61 failed.
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