andreapavoni/parabellum
This system is a Rust-based multiplayer game server that implements a CQRS and Event Sourcing architecture to manage complex game mechanics. It handles core gameplay loops including military combat, hero progression, resource trading, and village management through a structured application layer. The backend exposes a JSON API for a Preact single-page application, supporting user authentication, state hydration, and game actions.
41.7
Weak · 4 August 2026
67k
lines of production code
Rust
with TypeScript
1
bus factor · 3 authors in all
3
measurements over time
How it got here
2024–2025 · Full-stack architecture and domain model overhaul
The project underwent a comprehensive architectural shift to a Rust/CQRS backend and a Preact frontend, introducing a modular workspace structure and event-sourced database schema. This period focused on implementing core gameplay mechanics, including hero progression, battle simulation, and marketplace systems, while establishing robust authentication and structured error handling across the stack.
15 changes
2026 · CQRS/ES architecture and SPA migration
The codebase underwent a major architectural shift to CQRS and Event Sourcing, introducing new event consumers and an event store for village and report data. Simultaneously, the project migrated to a Preact-based single-page application with a comprehensive JSON API, supported by new CLI tools for data management and state reconstruction.
4 changes
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About this page
- The description of this project is derived from its own commit history, not from its README.
- The score is its highest published measurement, taken on 4 August 2026 at a pinned commit. It is not a live figure and does not change until the project is measured again.
- Measured at commit 0f92b4c06f — the exact code this score is about.
- Scored under rubric rubric-2026.08.19. Score the same commit under that rubric and you get the same number.