Player Guide — Phase 2¶
Everything here is about playing Applejack, not building or hosting it. If you want to run a server, see Guides/04_SERVER_ADMIN_GUIDE.md. If you want to add content or write code, see Guides/.
This describes the design, not confirmed behavior. Applejack has never been compiled in the S&box editor or played by a live client — see ROADMAP.md § Verification debt. Every page below describes what the code is written to do, verified by reading the source, not by playing the game. If something here doesn't match what actually happens on your server, that's a real bug in the code or in this page — please raise it, the same way Guides/00_GETTING_STARTED.md already asks contributors to.
Pages¶
| Page | Covers |
|---|---|
| 00. Getting started as a player | Joining a server, your character, first things to do |
| 01. Chat and commands | Every channel and every command that actually exists today |
| 02. Needs, survival and inventory | Hunger, carrying items, eating, equipping |
| 03. Jobs, economy and property | Picking a job, money, buying and locking a door |
| 04. Crime and law | Warrants, arrest, the laws noticeboard |
| 05. User interface | The HUD, the F1 player menu, and what's in each tab |
What "playing Applejack" means¶
01_VISION.md is the design bible this framework is held to — read it if you want the why behind the scarcity, the slow violence, the player-run institutions. This section is the how: concretely, what you can type, click, and expect to happen, grounded in what's actually built rather than what's aspirational. Where a legacy mechanic doesn't exist yet in the new framework, these pages say so plainly rather than describing the old game and letting you find out the hard way.