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dsh-codekin

Nath-Vikky/dsh-codekin

Codekin: a creature-collection and match-three RPG for DeepSeek Harness Web.

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INSTALL REFERENCE

安装参考

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dsh plugin --profile web add github:Nath-Vikky/dsh-codekin

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PROJECT README

README

Codekin

简体中文 · GitHub Releases · npm package · Engine and content architecture

Codekin is a creature-collection and match-three battle plugin for DeepSeek Harness Web. Ordinary DSH activity creates local encounters and supplies; collect Codekin, build a three-member squad, and challenge the Endless Stack Tower. The plugin does not change prompts, tools, model requests, or agent behavior.

In-game preview

Codekin 0.4.1-rc.1 supports both DSH 0.2.0-rc.2 and 0.2.1-alpha.1, each verified with dsh-web 0.4.4, while retaining the supported 0.1.5 and 0.1.7 Host lines. Compatible-version update notices appear beside Settings, with startup/download guidance and no automatic installation. See version matching and its startup limits.

Unknown Expeditions: collect six clues from completed DSH activity to open a seven-node route with four battles, supply choices, a recompile forge and a final camp. Build with 15 perks, choose an optional elite route, and use limited Shuffle, Cleanse or Burst supports. One of six glitch-style Bosses is revealed only at the seventh node, with distinct interference modules. Free retries preserve that encounter and restore battle-entry state and supplies. Defeating her permanently adds that specific Boss to the recruitment shop for 120 shards. The shop also sells Pulse / Prism / Nova XP chips for 4 / 9 / 22 shards (+100 / 250 / 650 XP), usable through the existing creature upgrade screen. All six have playable skills; Fork Queen also has authored lounge lines and three bond stories.

Actual Codekin 0.3.9-rc.1 screens captured in an isolated demonstration profile on DSH 0.1.5-rc.1, with dsh-web 0.3.23 installed. The demonstration roster includes unlocked appearances; new saves start with the normal starter and progression.

Companion lounge with Mesh Jelly, dialogue, bond progress and three stories Graphic battle HUD with ultimate portraits and an 8 by 8 board In-window settings with Chinese and English language selection and interface controls

Companion lounge · graphic battle HUD · independent settings

Level-60 Mesh Jelly character details with a transparent themed scene Wardrobe offering original, evolved and ultimate appearances

Character details · three appearance choices

Owned Codekin roster with levels, qualities, and deployed slots Endless Stack Tower challenge and progression

Collection and squad management · Endless Stack Tower

In-window confirmation before leaving an expedition for another battle

0.4.1 RC.1 isolated test profile: cancel keeps the run; confirming a battle switch keeps banked rewards.

The first 25 Codekin

The first 25 Codekin

Install and enable

Current release: Codekin 0.4.1-rc.1

One package supports DSH 0.2.0-rc.2 / 0.2.1-alpha.1 + dsh-web 0.4.4. dsh-web 0.4.4 requires DSH >=0.2.0-rc.1; Codekin's Alpha support is limited to the exact 0.2.1-alpha.1 release. Development SDKs remain on RC.2. Compatibility declarations, update selection and the installed CI matrix cover both new Hosts and retain the supported 0.1.5 and 0.1.7 lines. Outer save schema 3 remains compatible; new expeditions use run version 4, while versions 2 and 3 still restore.

Install from npm with explicit versions:

pnpm dlx @deepseek-ai/dsh@0.2.0-rc.2 plugin --profile web add @nath-vikky/dsh-codekin@0.4.1-rc.1

For the Alpha Host, replace @deepseek-ai/dsh@0.2.0-rc.2 in the installation command with @deepseek-ai/dsh@0.2.1-alpha.1; use the same Codekin archive. The update checker matches the running Host and does not recommend the incompatible 0.4.0-rc.1 on either new Host.

Both new Hosts passed Windows installation and browser interaction checks with dsh-web 0.4.4, including version detection, restart, removal and reinstall with save preservation. A 0.4.0-rc.1 save retained its roster, resources, tower progress and bonds on both Hosts. The earlier 0.1.7-rc.2 / 0.4.2 installation check passed as well; CI also retains 0.1.5-rc.3 / 0.3.24.

The same release is also available as a GitHub Release tarball:

pnpm dlx @deepseek-ai/dsh@0.2.0-rc.2 plugin --profile web add --ignore-scripts https://github.com/Nath-Vikky/dsh-codekin/releases/download/v0.4.1-rc.1/nath-vikky-dsh-codekin-0.4.1-rc.1.tgz

Use the same DSH_HOME as your existing DSH installation so the command updates the intended profile. Restart DSH Web, then enable DSH Settings → Codekin. The draggable launcher starts on the left above the sidebar footer to leave room for the host pet and settings, opens the portrait game window, and becomes a gift reminder when idle supplies are ready. Previously saved launcher positions are preserved.

The npm latest tag points to 0.4.1-rc.1. npm and GitHub Release use the same package archive. Release tags and the main branch include reviewed runtime bundles for source installs. On the older supported DSH line, replace only the Host version in the command with 0.1.5-rc.3 and keep dsh-web at 0.3.24.

Version pairings

Codekin DSH host Distribution / status
0.4.1-rc.1 0.2.0-rc.2 npm latest; dsh-web 0.4.4
0.4.1-rc.1 0.2.1-alpha.1 Same release, exact Alpha support; verified with dsh-web 0.4.4
0.4.1-rc.1 0.1.7-rc.2 / 0.1.5-rc.3 Retained compatibility; CI pairs with dsh-web 0.4.2 / 0.3.24
0.4.0-rc.1 0.1.7-rc.2 Published package verified with dsh-web 0.4.2
0.4.0-rc.1 0.1.7-rc.1 Historical release; dsh-web 0.4.1
0.4.0-rc.1 0.1.5-rc.3 Older Host line; dsh-web 0.3.24
0.3.9-rc.1 0.1.5-rc.1 Previous release; tested with dsh-web 0.3.23
0.3.8-rc.1 0.1.5-rc.1 Previous npm / GitHub release; tested with dsh-web 0.3.20 and 0.3.22
0.3.7-rc.1 0.1.2-rc.1 Previous npm / GitHub release; tested with dsh-web 0.3.17
0.3.6-rc.1 0.1.2-rc.1 Previous GitHub compatibility release
0.3.6-alpha.3 0.1.2-alpha.5 Historical GitHub release
0.3.5-alpha.2 0.1.2-alpha.2 Previous npm release; older content
0.2.0 0.1.0-rc.5 Legacy package; source on stable/0.2.x

These are explicit version pairings; unlisted Alpha, RC, and stable versions need separate validation. Installed checks cover actual Host-version detection and save preservation across restart, removal and reinstall. The CI matrix includes four Host/web pairings. Update and startup-help dialogs are verified inside the Codekin window.

What's new in 0.4.1-rc.1

  • One package for DSH RC.2 and Alpha.1, support for both tool-result formats, and document-relative browser API/image paths.
  • Fixed expedition tiers at levels 1 / 15 / 30 / 60 / 80 / 100, with normal and deep difficulties. Raising the squad level does not raise the selected enemy tier.
  • Smoother quality and level-gap scaling, resistance to repeated control, caster-based shields, and a shared hazard-damage budget within each cascade sequence.
  • Tiered XP, shards and first-clear rewards; unlimited re-entry after a clear without daily participation caps. Excess clues are retained, and new Boss recruits start near the existing squad's level, capped at 30.
  • New expeditions prioritize locked Bosses and avoid consecutive repeats when alternatives exist. Identities remain hidden until node seven; free retries preserve the same Boss.
  • Map encounters and tower challenges stay accessible during an expedition. An in-plugin confirmation ends the run and starts the chosen battle together. Cancel keeps the expedition; confirming keeps banked rewards but loses run perks, supplies and node progress without refunding the discovery. An unavailable destination leaves the expedition intact.
  • Deep difficulty targets approximately 80% clears for a same-level balanced squad. Automated simulations are regression evidence, not a promise of individual player or every composition's win rate.

What's new in 0.4.0-rc.1

  • Seven-node mystery expeditions, branching choices, 15 perks, limited combat supports and optional elite encounters.
  • Six original glitch-style Boss portraits. Identities remain hidden until the final node; cleared Bosses unlock permanently in the recruitment shop alongside XP items.
  • DSH 0.1.7-rc.1 / dsh-web 0.4.1 compatibility, with the previous supported Host line retained.
  • Automatic compatible-version checks and bilingual manual download guidance. Legacy packages with overbroad compatibility declarations are excluded from newer Hosts; no automatic installation or save reset.

What's new in 0.3.9-rc.1

The UI now combines navy and blue panels with purple mesh accents, angular frames and lime highlights. Portrait loading handles page changes and cached images more reliably. Tile falls are 0.15 seconds faster; resolving the player's move keeps the board bright while blocking further input.

Overview pages prioritize fitting the default panel. Companion selection, bond rules, stories, creature stats and growth, inventory logs, and battle guidance open in dialogs; collections and long records use pagination. Dialogs and their backdrops stay inside and move with the Codekin window, with text colors independent of the DSH skin. Escape restores focus to their trigger, with scrolling retained as a fallback in small viewports.

Codekin opens on the lounge by default, where players can choose any owned companion and use her currently selected wardrobe appearance. Clicking her cycles through dialogue. Mesh Jelly has authored dialogue and three stories; other companions have basic shared lounge content.

Each companion saves her own bond progress. An interaction grants five points once every ten minutes, unlocking stories at 5, 20, and 50 points, capped at 50. Additional taps still show dialogue. Bond only unlocks stories and does not change the squad, stats, or combat rewards. Stories can be reread, and read status is saved.

The prominent Settings button in the upper-right corner also works while connecting or offline. Its dialog stays inside the Codekin window, with Interface, Experience and Help pages. Options include a plugin-only Chinese/English override (or Follow DSH), opening page, position lock and resets, full animations, particles, encounter alerts and gameplay pause. Help links to the GitHub repository and Issues. Interface preferences stay in the current browser; game progress stays on the local Host.

First-time players receive full animations. Turn them off under Settings → Experience; updates preserve an existing reduced-motion preference. Pausing keeps the save. After closing the window, re-enable the plugin under DSH settings → Codekin.

What's new in 0.3.8-rc.1

  • DSH compatibility: host and SDK dependencies now match DSH 0.1.5-rc.1, paired with dsh-web 0.3.20.
  • Session V3 rewards: rewritten tool results from history maintenance no longer duplicate activity signals or disrupt the current turn's reward classification, including child-session activity.
  • Installed validation: standalone and dsh-web integration checks cover browser interactions, restart, uninstall/reinstall, and save preservation. See the tooling guide for the combined check.

Artwork and battle features from 0.3.7-rc.1

  • Level-30 evolution: all 25 Codekin unlock female anime-style evolution portraits. Leveling smoothly switches artwork without changing stats, abilities, or rewards.
  • Level-60 ultimate appearances: Atlas Hart, Kiln Colossus, Mesh Jelly, Dawnguard Lion, and Overflow Maw unlock full-scene artwork. Transparent outer edges preserve each character and her themed surroundings.
  • Appearance wardrobe: the hanger beside the detail panel's close button selects the original, evolved, or ultimate form. Unlocks automatically switch portraits once; subsequent choices remain saved per owned Codekin. Existing eligible saves also receive the unlock once.
  • Battle framing: evolved artwork appears without a circular frame. Ultimate portraits focus on the active character's upper body, while queued teammates use enlarged face portraits. Themed backgrounds are subdued for readability.
  • Charged outline and enemy warning: a full command gauge pulses around the character silhouette. Boss turns display a prominent red warning strip above the locked board.

Play loop

  1. Use DSH normally. Completed activity can award a capture core and create at most one encounter.
  2. Collect idle supplies, inspect the regional map, and choose a wild target or tower challenge.
  3. Arrange a squad of three Codekin and swap adjacent tiles on an 8×8 board.
  4. Win growth materials, or weaken a wild target and capture it with a suitable core.
  5. Upgrade through levels 1–100, unlock appearances, and choose the look you prefer.

Collection and progression

  • 25 Codekin across Compute, Compile, Network, Guard, and Glitch attributes; five qualities of capture cores and growth materials.
  • Up to seven wild residents. Encounter level, rarity, duration, and regional balance respond to high-level DSH activity and the roster's level range.
  • A regional map, creature index, idle supplies, and an Endless Stack Tower with escalating Boss levels, mechanics, and rewards.
  • Searchable roster, attribute/quality filters, level sorting, and explicit three-slot squad editing. Details contain stats, abilities, appearances, and material-based upgrading.
  • Confirmed roster release returns one same-quality material. Item panels show material experience values before use.

Battles

  • Each squad member has three base actions. Direct match-four refunds an action; match-five adds one. Matching tiles charge abilities and can create row, column, burst, and origin tiles.
  • The squad shares one runtime pool. Damage, recovery, and guard accumulate across each phase and settle together with animated totals and impact effects.
  • The five tile attributes form a closed advantage loop. On the corresponding Codekin's turn they can repair runtime, add guard, or apply Compute sync, Compile overclock, and Glitch breach.
  • Bosses telegraph hazards, protocol seals, locks, freezes, board reroutes, and shields. SKIP ends a member's stage early, including to preserve a weakened capture target.
  • Invalid swaps return to their original position. Keyboard navigation, reduced motion, and focus-contained dialogs support different interaction preferences.

Save data and removal

Progress is local at $DSH_HOME/codekinsave/state.json. Older tracewild/state.json saves migrate automatically. Versioned saves record engine and content-pack identities; migration keeps a backup when required.

Disabling Codekin pauses event rewards and idle time while retaining progress. Uninstalling through the dsh-web plugin manager preserves the save by default. For complete removal, first use DSH Settings → Codekin → Delete local save, then uninstall the plugin.

Codekin records bounded game events and aggregate runtime outcomes. It does not store prompt text, assistant responses, tool arguments, commands, workspace paths, or raw error bodies. State, action, event-stream, and image routes use DSH's browser authentication.

Development and validation

The runtime combines a deterministic headless engine, validated Content API v1 packs, a DSH adapter, and an independent React renderer. See the architecture and development tools.

pnpm install --frozen-lockfile --ignore-scripts
pnpm check
pnpm lifecycle:dsh

pnpm check runs type checks, unit tests, content/asset validation, a fixed replay, combat and expedition simulations, production builds, and performance budgets. CI covers the DSH 0.2.0-rc.2 SDK on Windows, macOS, and Ubuntu with Node.js 22 and 24. The lifecycle matrix pairs DSH / dsh-web 0.1.5-rc.3 / 0.3.24, 0.1.7-rc.2 / 0.4.2, 0.2.0-rc.2 / 0.4.4, and 0.2.1-alpha.1 / 0.4.4, exercising authenticated browser interaction, keyboard focus, actual Host version detection, restart, uninstall/reinstall and save preservation.

Final game artwork and public gameplay screenshots are included in the repository. Internal evolution comparison galleries, references, source masters, prompts, and test saves remain outside the repository and release package.

License

MIT

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