73cad7e205709b8cff22651a5e2a266401271fbd
Phase 3 step 2 of the UX overhaul. Closes the player's #1 complaint ("HUD too cluttered") by regrouping the 10 readouts that previously sat in a single dense horizontal row. HUD structure (top → bottom): - Tier 1 (always on) Score · Moves · Timer Score uses TYPE_HEADLINE so it's the visual protagonist; Moves/Timer use TYPE_BODY_LG with TEXT_SECONDARY tone. - Tier 2 (mode context) Mode · Daily-challenge constraint · Draw-cycle indicator. Each cell is empty when not relevant — the row collapses visually if all are empty. - Tier 3 (penalty / bonus) Undos · Recycles · Auto-complete badge. Both penalty counters now share STATE_WARNING — the audit found Undos were amber but Recycles were white, making the "you took a penalty" signal inconsistent. - Tier 4 (selection chip) keyboard-driven pile selector. Action bar polish: - Each button gains a TYPE_CAPTION hotkey-hint chip (Undo · U, Pause · Esc, Help · F1, New Game · N). Menu and Modes get no chip because each row in their popovers carries its own hotkey. - Buttons recoloured to BG_ELEVATED / BG_ELEVATED_HI / BG_ELEVATED_PRESSED — the bright-blue palette stood out from the rest of the (still-to-come) midnight purple chrome. - Buttons gain a BORDER_SUBTLE outline so the boundary reads even when hovered over the felt. Other migrations in this commit: - Popover panels (Menu, Modes) now use BG_ELEVATED instead of an ad-hoc dark grey. - challenge_time_color now returns STATE_DANGER / STATE_WARNING / STATE_INFO tokens instead of literal hexes; tests updated. - The Undos in-place colour toggle uses TEXT_PRIMARY / STATE_WARNING. The four `ui_theme` self-tests plus all existing 791 tests stay green (795 total). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Solitaire Quest
A cross-platform Klondike Solitaire game written in Rust, featuring a full progression system with XP, levels, achievements, daily challenges, and optional self-hosted sync so your stats follow you across machines.
Features
- Klondike Solitaire — Draw One and Draw Three modes
- Progression — XP, levels, unlockable card backs and backgrounds
- 18 Achievements — including secret ones
- Daily Challenge — server-seeded so every player worldwide gets the same deal
- Leaderboard — opt-in, powered by your own self-hosted server
- Special Modes (unlocked at level 5): Zen, Time Attack, Challenge
- Sync — pull/push stats across devices via a self-hosted server
- Color-blind mode — blue tint on red-suit cards
Building
Prerequisites
- Rust stable toolchain (
rustup install stable) - Linux:
libasound2-dev libudev-dev libxkbcommon-dev - macOS: Xcode Command Line Tools
# Fast development build
cargo run -p solitaire_app --features bevy/dynamic_linking
# Release build
cargo build -p solitaire_app --release
./target/release/solitaire_app
Controls
| Key | Action |
|---|---|
| Left click / drag | Move cards |
| Right click | Highlight legal moves for a card |
| Space / D | Draw from stock |
| Z / Ctrl+Z | Undo |
| N | New game |
| S | Stats overlay |
| A | Achievements overlay |
| P | Profile overlay |
| O | Settings |
| L | Leaderboard |
| H | Help / controls |
| Enter | Auto-complete (when badge is lit) |
| Escape | Pause / clear selection |
| Arrow keys | Navigate card selection |
Sync Server (optional)
To sync stats across machines, run the self-hosted server. See README_SERVER.md for setup instructions.
Once the server is running, open Settings → Sync Backend, enter the server URL and your username, and register an account from within the game.
Running Tests
# All tests
cargo test --workspace
# Just game logic (no display required)
cargo test -p solitaire_core -p solitaire_sync -p solitaire_data -p solitaire_server
# Lint
cargo clippy --workspace -- -D warnings
License
MIT — see LICENSE.
Description
A Klondike solitaire game built in Rust with Bevy, targeting Android and Linux desktop. Features
classic card rendering, draw-one/draw-three modes, score tracking, undo/redo, daily challenges, and auto-complete
detection.
https://klondike.aleshym.co/