Players can now complete an entire game without a mouse. Tab cycles
the keyboard cursor across draggable card stacks, Enter "lifts" the
focused stack into a destination-pick mode, arrow keys (or Tab)
cycle through the legal targets only, and Enter confirms the move.
Esc cancels — single-press in Lifted reverts to source-pick keeping
focus, second-press clears the source selection entirely.
A new KeyboardDragState resource models the two-mode flow without
touching SelectionState's existing source-pick contract:
Idle (Tab/Enter/auto-move via SelectionState)
Lifted {
source_pile, count, cards,
legal_destinations, pre-computed at lift time via
destination_index, can_place_on_foundation/_tableau
}
Mutual exclusion with mouse drag is sentinel-based: keyboard lift
sets DragState.active_touch_id = u64::MAX (KEYBOARD_DRAG_TOUCH_ID),
existing mouse handlers in input_plugin already short-circuit when
active_touch_id is Some, and the cleanup path only clears DragState
when the sentinel is present so the mouse path is never stomped.
Conversely keyboard input is suppressed when a real mouse/touch
drag is active.
The visual lift reuses the existing drag z-lift and shadow path so
the keyboard-lifted stack reads the same as a mouse-lifted one;
update_selection_highlight gains a green destination indicator on
the focused legal target while Lifted.
help_plugin's canonical hotkey list grows a "Keyboard drag"
section (Tab/Enter/Arrows/Esc/Space) and onboarding slide 3 picks
up a "Tab → Enter" entry so first-run players see the full path.
Seven new headless tests pin the contract: Tab cycles to first
draggable pile, Enter lifts the stack, arrow keys cycle only legal
destinations, Enter with destination fires MoveRequestEvent and
clears state, Esc reverts to source-pick, mouse-drag-active
suppresses keyboard input, double-Esc clears source selection.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Solitaire Quest
A cross-platform Klondike Solitaire game written in Rust, with a card-theme system, full progression (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; foundations are unlocked (any Ace lands in any empty slot, the slot then claims that suit)
- Card themes — bundled hayeah/playing-cards-assets default plus user-installable themes (drop a directory under the data dir or import a zip from Settings → Cosmetic)
- Modern HUD — reserved top band keeps cards from crowding the score readout; the action bar auto-fades when the cursor leaves it so it can't compete with the play surface
- Drag feel — every legal drop target is highlighted in green during drag; cards cast a soft drop shadow that lifts when picked up; the stock pile shows a remaining-count chip so you can see how close you are to a recycle
- Keyboard navigation — Tab cycles focus through buttons, arrow keys move within picker rows, Enter activates; works across every modal and the HUD action bar
- 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 alongside the suit glyph
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
Every action also has a visible UI button — keyboard shortcuts are optional accelerators.
| Key | Action |
|---|---|
| Left click / drag | Move cards |
| Double click | Auto-move card to its best legal destination |
| Right click | Highlight legal moves for a card |
| Space / D | Draw from stock |
| U | Undo |
| H | Hint (highlight a legal move) |
| N | New game |
| Z | Zen mode |
| G | Forfeit (during pause) |
| Tab / Shift+Tab | Cycle keyboard focus |
| Enter | Activate focused button / auto-complete (when badge is lit) |
| Esc | Pause / dismiss modal |
| F1 | Help / controls |
| F11 | Toggle fullscreen |
| S / A / P / O / L / M | Stats / Achievements / Profile / Settings / Leaderboard / Menu |
Card themes
The default theme ships embedded in the binary, so the game runs
self-contained with no external assets. To install another theme, drop a
directory containing a theme.ron manifest plus 53 SVG files (52 faces +
1 back) under the platform data dir's themes/ folder, or import a zip
from Settings → Cosmetic. The picker chip lights up the moment a new
theme is registered. Themes are SVG-based, so they rasterise cleanly at
whatever resolution the window happens to be.
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 (982 passing as of v0.11.0)
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 --all-targets -- -D warnings
Credits
Built on Bevy and the wider Rust ecosystem
(Tokio, Axum, sqlx, Serde, kira, and many more). Card faces come from
hayeah/playing-cards-assets
(MIT, derived from the public-domain vector-playing-cards library); the
default card back is original work; the UI font is FiraMono-Medium (OFL).
All audio is synthesized programmatically by this project. See
CREDITS.md for the full list and license details.
Changelog
See CHANGELOG.md.
License
MIT — see LICENSE.