dsh-codekin
Codekin: a creature-collection and match-three RPG for DeepSeek Harness Web.
- Stars
- 0
- Language
- TypeScript
- Created
- Aug 24, 2026
- Updated
- Aug 28, 2026
Introduction
Codekin
Codekin is a creature-collection and match-three battle plugin for DeepSeek Harness Web. It turns high-level DSH runtime outcomes into local game events without changing prompts, tools, model requests, or agent behavior.
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What it includes
- Five clear computing attributes—Compute, Compile, Network, Guard, and Glitch—and 25 initial Codekin.
- Five capture-core qualities earned through ordinary DSH use.
- Event-driven encounters, including uncommon creatures associated with failed or recovered runs.
- Up to seven wild map residents, with long-lived common finds and shorter windows for high-level rare encounters.
- Mixed DSH activity replenishes the least represented matching region; after one region grows beyond five residents, repeated single-attribute activity is diverted to a scarcer region.
- Ordinary wild levels stay between the lowest and highest levels in the complete roster; Nova and Origin appear as over-level special challenges.
- A 2D region map, 7×7 match-three battles, capture, a three-Codekin squad, and a creature index.
- Five attribute tiles arranged in a closed advantage loop, with strong and resisted damage.
- Level 1–100 progression, five qualities of growth material, idle supplies, and local persistence.
- A compact growth target selector keeps training usable even with a large roster.
- A persisted enable switch under DSH Settings → Codekin; disabling pauses event rewards and idle time without deleting progress.
- A two-step release flow in Squad that returns one same-quality growth material regardless of the Codekin's level.
- Three base actions per active Codekin; direct match-four refunds an action and match-five adds one.
- A wild-battle turn may be ended early to preserve a low-runtime capture target.
- Damage from all three squad stages is queued and resolved as one team strike at the end of the cycle.
- Wild Codekin use separate Boss scaling and can telegraph single-target attacks, party-wide attacks, tile locks, freezes, and phase shields according to their level and quality.
- Matching a Codekin's attribute builds command points, and every Codekin has one passive plus one active ability.
- Match-four, match-five, and intersecting clears create row, column, burst, and origin tiles.
- Host-validated game actions and atomic local persistence.
How it works
Use DSH normally. Completed activity can award a capture core and create an encounter. Open the Codekin launcher to explore the map, build a squad, and enter a command match encounter. Swap adjacent tiles to queue compute damage and charge matching squad members; after all three squad stages, a single team strike resolves against the Boss. Defeating wild Codekin drops growth materials. A capture decision appears after a qualifying team strike, with odds based on remaining runtime and the capture-core quality. Encounter level and quality reflect effective activity time in the current session. Codekin does not submit prompts, invoke tools, or alter conversations.
Installation
Install the prebuilt npm release through the DSH profile manager:
dsh plugin --profile web add @nath-vikky/dsh-codekin@next
Release tarballs contain the same prebuilt Host and Client entries and can be passed to the command as a local file. Direct installation from a GitHub source URL is not supported; cloning the repository is a development workflow and requires a compatible DeepSeek Harness checkout before building.
Data behavior
Game progress is stored locally by 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.
Compatibility and status
This repository contains the stable 0.2.0 release for DeepSeek Harness Web 0.1.0-rc.5.
Stable packages are published on the npm latest tag; future preview builds use next.
License
MIT