Getting Started as a Player¶
See Player/README.md for the verification-debt caveat this whole section carries — nothing here has been confirmed by actually playing the game yet.
What you'll have at the end: a character, a sense of what's actually built versus what's still legacy-only, and where to go next for the system you care about.
1. What you need¶
Applejack is an S&box addon, not a standalone game — you need S&box installed and a server to connect to. There is no official public server yet; this is pre-alpha, forkable software (see the root README.md's status line), so "joining a server" today means a fork operator's own server, run per Guides/04_SERVER_ADMIN_GUIDE.md.
2. Connecting and your character¶
Connecting identifies you by your Steam identity (SteamId) — this is your account, not
your character. An account can hold characters; the game tracks at most one active
character per connection at a time (ICharacterService.GetActive,
Code/Characters/README.md).
If your account has no character yet, one is created by name:
CharacterNetworkComponent.RequestCreateCharacter(string name)
is the real entry point — the name is re-validated on the host regardless of what a client
sends. What isn't confirmed: whether a character-creation screen exists to call this
for you, or what it looks like. The code's own comment says a client UI "is expected to grey
out the create button once a character exists," which describes an assumption about a UI, not
a built and verified one. If you connect and don't see a name-entry step, that gap — not a
missing feature on your end — is almost certainly why.
Once created, your character has a Name, and two purely cosmetic fields, Details and
Gender, that you set yourself with /details and
/gender or from the player menu's Character tab — see
05_USER_INTERFACE.md. Nothing else is part of "your character" as a
single record: your money, inventory, needs, and job are each owned by a separate system and
reached through it, not stored on the character itself
(08_DATA_MODEL.md §1).
3. What's actually playable right now¶
This matters more here than it would for a finished game. Applejack is built module by module, and whether something works is a fact about which milestone landed it, not a given. As of this page, built and reachable in some form:
- Chat channels and every command in 01_CHAT_AND_COMMANDS.md.
- Needs (hunger), inventory, and eating/equipping items — 02_NEEDS_SURVIVAL_AND_INVENTORY.md.
- Jobs, your balance, and buying/locking/sealing a door — 03_JOBS_ECONOMY_AND_PROPERTY.md.
- Warrants, arrest, and the laws noticeboard — 04_CRIME_AND_LAW.md, though nobody is authorised to use them yet — see that page.
- The HUD and the F1 player menu — 05_USER_INTERFACE.md.
Not built at all, even though the original game had it: moving your character in any way the game itself understands. No code anywhere reads or writes a player's world position yet (ADR-0007) beyond the reference binding Milestone 11 is landing — walking, driving, and physical proximity-based systems (yelling, whispering, emotes, local OOC) don't exist yet, named explicitly in 19_CHAT_FRAMEWORK.md §1. If you remember these from the original GMod Applejack, they're not a bug here — they're scoped, future work.
4. Where to go next¶
Pick the system you want to understand and read that page — each one names, plainly, what's built versus what's legacy-only aspiration. If you hit something that doesn't match this documentation, see Player/README.md's note on raising it.