flags.games engineering
These docs are the engineering reference for how the flag quiz is built. They cover the country list every mode shares, the daily five and the other challenges, multiplayer rooms, the checks on a guess, and the servers, accounts, and flag files behind a session.
What runs it
Section titled “What runs it”Where to look
Section titled “Where to look”ArchitectureThe apps, where they deploy, and the country list every mode shares.
Security and anti-cheatHow a hidden flag URL and a too-fast solo run get rejected.
MultiplayerHow a room opens, plays a round, and picks a new host.
Game mechanicsThe daily five, plus Connections, Mystery, blur, puzzles, and lookalikes.
RetentionAvatars, spaced review, XP, friends, and sound.
InfrastructureFlag files on the CDN, the phone app, and client errors.
What a chapter contains
Section titled “What a chapter contains”The badge on a chapter is one of these. The card under it names the files.
| Status | Meaning |
|---|---|
| Production | Players can use it. |
| In progress · partial UI | The logic is in. Part of the screen is not. |
| Parked | It ran, then we turned it off. |
| Planned · stubbed | A name or a type. Nothing runs. |
Try the code
Section titled “Try the code”Open a panel. It calls the same function the game does.
Flag URLsType a country. See the path the CDN gets.
Reaction timesEnter a solo run. See which check rejects it.
Rate limitSend hits. Compare the estimate with the real count.
A roomWalk a match from join to close.
A dailyPick a UTC day. See the five flags.
A Connections boardFollow the search that fills a 4×4 grid.
Puzzle swapsSwap two tiles. See if the minimum drops.
Blur revealStep the guesses. Read the frame time.
An avatarChange the seed. See which layers come out.
A review gradeGrade one flag. See when it comes back.