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VECTOR&VALOR

Built in Unity · deterministic simulation

VECTOR& VALOR

Hex-grid RTS · Command the hex. Break the line.

A tactical hex-grid RTS. HammerForce armour against The Awakened's adaptive swarm — harvested credits, a real tech tree, and a simulation that resolves the same way on every machine that runs it.

No public download yet. The client, the content pack and the multiplayer server are built in the open.

Factions
2
Units
26
Buildings
19
Research
10
Maps
5
Biomes
6

Counted from content pack modern-warfare v0.1.0 · 4 simulation ticks per second · fixed camera

Hammerforce tanks firing on an Awakened infantry rush outside a fully built Hammerforce base.
In-game capture · pre-alpha

The game

What is actually in it.

No feature list that outruns the build. Everything below is either running today or described as what it is.

Hex battlefields, not a square grid in disguise

Axial hex maps with real terrain: impassable rock, resource fields, and a camera framed once per map so you read the whole board instead of driving it.

Two doctrines that play differently

HammerForce leans on armour, range and staying power. The Awakened trade hit points for speed, numbers and energy weapons. Both rosters come straight from the content pack.

Deterministic to the tick

The simulation core is pure C# with no engine types in it. The same inputs produce the same match on desktop, on the server and in a replay — which is what makes authoritative multiplayer and verifiable replays possible at all.

Data-driven and moddable by design

Units, buildings, weapons, armour classes, research, rules and maps are versioned JSON validated on load. Adding content is a file, not a code change.

A tech tree that cannot lie

The graph further down is generated from the same prerequisite and production fields the engine checks. There is no second, hand-drawn tree to fall out of sync.

Two ways to end a match

Destroy the enemy headquarters, or hold the control areas until your strike charges. Same board, two clocks.

In the field

Screenshots from the current build

Real Unity Game View captures from local HARD-AI skirmishes on Grasslands. They are pre-alpha footage, not painted-over mock-ups.

Hammerforce tanks firing on an Awakened infantry rush outside a fully built Hammerforce base.
Hammerforce armour holds the line as a bolt streaks toward an Awakened rush, 7:42 into the match — Grasslands, pre-alpha build.
Awakened bombers striking a Hammerforce base, an explosion lighting up the impact.
The Awakened air force pounds a Hammerforce base at the 6:27 mark — Grasslands, pre-alpha build.
Both faction bases fully built on a grasslands battlefield, full HUD with credits, units and build menu visible.
Both commanders' bases in full swing past the five-minute mark — Grasslands, pre-alpha build.
A fully built Awakened base with battle-damaged tanks defending the approach.
The Awakened base holds at 5:35, its armour scarred from repelling an early attack — Grasslands, pre-alpha build.
Awakened bombers flying over a fully built Hammerforce base.
Awakened bombers close in over a fully built Hammerforce base at 5:59 — Grasslands, pre-alpha build.
Both faction bases well developed, full HUD with the build menu open.
A Hammerforce vs. Awakened skirmish at 6:48, full command HUD on — Grasslands, pre-alpha build.

How to play

How a match runs

Touch-first and single-select: one tap picks a unit, one tap gives it an order. No drag-boxes, no right click, no camera to wrestle.

  1. Step 01

    Select

    Tap a unit or a building to select it — one at a time. Tap it again, or tap empty ground, to let it go.

  2. Step 02

    Move & attack

    With something selected, tap open ground to move there and tap an enemy to attack it. Units that cannot shoot simply move.

  3. Step 03

    Harvest

    Collectors work resource hexes on their own and haul the load to a refinery. Without one the headquarters still accepts cargo — at a cut.

  4. Step 04

    Build & produce

    The headquarters raises your first structures; each one unlocks the next tier and its own production list. Queue units from the building that makes them.

  5. Step 05

    Research

    The advanced lab converts credits into permanent upgrades — armour, damage, range, speed or cargo — for a whole unit class.

  6. Step 06

    Win

    Level the enemy headquarters. In Nuclear Rivals you can get there with a strike instead, if you hold the control areas long enough.

Economy, in numbers

Starting credits
300
Collector cargo
20
Harvest per tick
4
Refinery unload
12/tick
HQ accepts cargo
yes, at 70%

Resource fields differ in what they hold: valor 1,000, vector 500. One crystal is worth 20 credits.

Game modes

Two ways to end a match

Both modes are fought on the same maps with the same economy. What changes is how the last building falls.

Standard skirmish

Destroy the headquarters

The straight duel. Out-harvest, out-build and out-fight your opponent, then bring the enemy HQ down. Sudden death can be armed for matches that refuse to end.

Starting funds
300 credits (adjustable)
Sudden death
on after 15 min
Match speeds
slow · normal · fast
Default speed
Normal
Nuclear Rivals

Hold the ground, charge the strike

Control areas sit on the board. Hold a strict majority of them and your silo charges; lose it and the charge resets. A launch takes a fixed share of the enemy HQ's maximum health, so two clean strikes decide it.

Strike damage
50% of max HQ health
Charge time
0:45 at full control
Area capture
2:22 with a 4-unit lead
Charging needs
a strict area majority

Factions

Two doctrines, one board

Both sides harvest the same credits on the same hexes and win the same way. Everything between those two facts is different — and every figure below is averaged out of the shipped roster, not written by hand.

A HammerForce armour column rolling out of a steel citadel at dawn, hazard-orange trim glowing on gunmetal hulls

HammerForce

ARMOR. DISCIPLINE. FIREPOWER.

The conventional army answer: gunmetal plate, massed cannon and combined arms that hold a line. Rifle squads screen the armour, rocket teams punish anything tracked, and the advanced lab turns credits into permanent staying power. Nothing subtle — everything survivable.

Units
12
Buildings
10
Research
5
Avg. unit HP
175
Avg. unit cost
155c
Avg. speed
1.28 hex/s
Air units
4
Can hit air
3 designs
Tech edges
29

Tech tree

StructureUnitResearch
Command Post
Structure
Field Workshop
Structure44c
Guard Tower
Structure90c
Processing Plant
Structure240c
Training Hall
Structure60c
Expanded Hoppers
Research160c
Vehicle Plant
Structure260c
Grenadier
Unit68c
Rifleman
Unit24c
Advanced Lab
Structure240c
Forward Airbase
Structure180c
Sentinel Cannon
Structure170c
Collector
Unit140c
Colossus Walker
Unit380c
Ranger
Unit76c
Vanguard Tank
Unit152c
SAM Site
Structure180c
Field Fortification
Research180c
Improved Ordnance
Research220c
Targeting Optics
Research200c
Titan Plating
Research240c
Bastion Glider
Unit92c
Fortress Glider
Unit340c
Kestrel Scout
Unit28c
Vulture Gunship
Unit210c
Titan Tank
Unit300c
Javelin
Unit52c

Read left to right: finish the source before the target unlocks. Scroll sideways on a narrow screen. Costs in credits.

An Awakened temple lit by a levitating violet crystal, obsidian war machines gathered beneath it

The Awakened

THE SIGNAL DOES NOT SLEEP.

A collective that trades armour for tempo. The Awakened field cheaper, faster chassis in greater numbers, lean on energy weapons that answer air and ground alike, and win the fights that start before the other side has finished deploying.

Units
14
Buildings
9
Research
5
Avg. unit HP
155
Avg. unit cost
132c
Avg. speed
1.36 hex/s
Air units
4
Can hit air
6 designs
Tech edges
30

Tech tree

StructureUnitResearch
Core Node
Structure
Awakened Shrine
Structure56c
Laser Turret
Structure100c
Refinery
Structure240c
Heavy Factory
Structure260c
Corruptor
Unit60c
Insurgent
Unit14c
Rocket Insurgent
Unit42c
Resonance Hoppers
Research160c
Inner Sanctum
Structure240c
Levitation Spire
Structure170c
Tower of Salvation
Structure200c
Harbinger Walker
Unit300c
Harvester
Unit140c
Outrider Buggy
Unit60c
Strike Bike
Unit96c
Viper Tank
Unit136c
SAM Site
Structure180c
Crystal Zeal
Research190c
Focused Lenses
Research240c
Obsidian Carapace
Research180c
Reflex Drives
Research220c
Nightfall Ascendant
Unit92c
Believer Tank
Unit230c
Hawk Gunship
Unit60c
Nightfall Glider
Unit64c
Wraith Skimmer
Unit196c
Cybernetic Elite
Unit360c

Read left to right: finish the source before the target unlocks. Scroll sideways on a narrow screen. Costs in credits.

Army

Every unit, building and upgrade

All 55 entries in the shipped content pack, with the values the simulation actually uses. Costs are credits, ranges are hexes, times are converted from ticks at the pack's own rate.

55 entries19 structure · 11 vehicle · 10 research · 8 aircraft · 7 infantry

InfantryHammerForce

Rifleman

24c
Hit points: 90
Damage per shot: 10 (13.3/s)
Range in hexes: 3h
Movement: 1.00 hex/s
Build time: 3s
Rifle
AircraftHammerForce

Kestrel Scout

28c
Hit points: 60
Movement: 4.00 hex/s
Build time: 5.8s
AirFires on move
InfantryHammerForce

Javelin

52c
Hit points: 70
Damage per shot: 26 (17.3/s)
Range in hexes: 4h
Movement: 0.80 hex/s
Build time: 5s
RocketHits air
InfantryHammerForce

Grenadier

68c
Hit points: 140
Damage per shot: 25 (16.7/s)
Range in hexes: 3h
Movement: 0.57 hex/s
Build time: 6s
Grenade
VehicleHammerForce

Ranger

76c
Hit points: 105
Damage per shot: 13 (17.3/s)
Range in hexes: 4h
Movement: 2.00 hex/s
Build time: 4s
RifleFires on move
AircraftHammerForce

Bastion Glider

92c
Hit points: 190
Damage per shot: 56 (28.0/s)
Range in hexes: 4h
Movement: 0.67 hex/s
Build time: 23.8s
BombsAirFires on move
VehicleHammerForce

Collector

140c
Hit points: 180
Movement: 1.00 hex/s
Cargo: 80
Build time: 8s
VehicleHammerForce

Vanguard Tank

152c
Hit points: 360
Damage per shot: 34 (27.2/s)
Range in hexes: 4h
Movement: 1.33 hex/s
Build time: 8s
CannonFires on move
AircraftHammerForce

Vulture Gunship

210c
Hit points: 130
Damage per shot: 30 (24.0/s)
Range in hexes: 4h
Movement: 2.00 hex/s
Build time: 9s
RocketAirHits airFires on move
VehicleHammerForce

Titan Tank

300c
Hit points: 480
Damage per shot: 46 (36.8/s)
Range in hexes: 5h
Movement: 0.67 hex/s
Build time: 16s
Double CannonFires on move
AircraftHammerForce

Fortress Glider

340c
Hit points: 140
Damage per shot: 40 (22.9/s)
Range in hexes: 4h
Movement: 0.67 hex/s
Build time: 17s
BombsAirFires on move
VehicleHammerForce

Colossus Walker

380c
Hit points: 150
Damage per shot: 62 (41.3/s)
Range in hexes: 5h
Movement: 0.67 hex/s
Build time: 18s
Railgun
HeadquartersHammerForce

Command Post

free
Hit points: 1,200
DefenceHammerForce

Field Workshop

44c
Hit points: 460
Build time: 6s
RefineryHammerForce

Processing Plant

240c
Hit points: 520
Build time: 8s
Infantry productionHammerForce

Training Hall

60c
Hit points: 650
Build time: 5s
Tech tier: tier 1
Produces 3
Anti-infantry defenceHammerForce

Guard Tower

90c
Hit points: 420
Damage per shot: 14 (18.7/s)
Range in hexes: 5h
Build time: 6s
Tech tier: tier 1
Rifle
Anti-vehicle defenceHammerForce

Sentinel Cannon

170c
Hit points: 480
Damage per shot: 30 (20.0/s)
Range in hexes: 6h
Build time: 10s
Tech tier: tier 1
Rocket
Air productionHammerForce

Forward Airbase

180c
Hit points: 750
Build time: 9s
Tech tier: tier 1
Produces 4
Vehicle productionHammerForce

Vehicle Plant

260c
Hit points: 800
Build time: 12s
Tech tier: tier 1
Produces 5
Anti-air defenceHammerForce

SAM Site

180c
Hit points: 520
Damage per shot: 16 (32.0/s)
Range in hexes: 6h
Build time: 8s
Tech tier: tier 2
RocketHits air
Researchmax 1HammerForce

Advanced Lab

240c
Hit points: 700
Build time: 13s
Tech tier: tier 2
Produces 5
ResearchHammerForce

Titan Plating

240c

+18% hit points (vehicle)

Research time: 30s
ResearchHammerForce

Improved Ordnance

220c

+22% damage (vehicle)

Research time: 28s
ResearchHammerForce

Field Fortification

180c

+15% hit points (buildings)

Research time: 24s
ResearchHammerForce

Targeting Optics

200c

+50% range (infantry)

Research time: 26s
ResearchHammerForce

Expanded Hoppers

160c

+30% cargo (harvester)

Research time: 20s
InfantryThe Awakened

Insurgent

14c
Hit points: 95
Damage per shot: 13 (17.3/s)
Range in hexes: 4h
Movement: 1.00 hex/s
Build time: 2s
Rifle
InfantryThe Awakened

Rocket Insurgent

42c
Hit points: 68
Damage per shot: 26 (17.3/s)
Range in hexes: 4h
Movement: 1.00 hex/s
Build time: 4s
RocketHits air
InfantryThe Awakened

Corruptor

60c
Hit points: 83
Damage per shot: 21 (28.0/s)
Range in hexes: 3h
Movement: 0.80 hex/s
Build time: 5s
Poison
AircraftThe Awakened

Hawk Gunship

60c
Hit points: 120
Damage per shot: 30 (24.0/s)
Range in hexes: 4h
Movement: 2.00 hex/s
Build time: 9s
RocketAirHits airFires on move
VehicleThe Awakened

Outrider Buggy

60c
Hit points: 148
Damage per shot: 7 (14.0/s)
Range in hexes: 3h
Movement: 2.00 hex/s
Build time: 3s
RifleFires on move
AircraftThe Awakened

Nightfall Glider

64c
Hit points: 128
Damage per shot: 40 (22.9/s)
Range in hexes: 4h
Movement: 0.67 hex/s
Build time: 17s
BombsAirFires on move
AircraftThe Awakened

Nightfall Ascendant

92c
Hit points: 174
Damage per shot: 56 (28.0/s)
Range in hexes: 4h
Movement: 0.67 hex/s
Build time: 23.8s
BombsAirFires on move
VehicleThe Awakened

Strike Bike

96c
Hit points: 80
Damage per shot: 18 (18.0/s)
Range in hexes: 4h
Movement: 2.00 hex/s
Build time: 4s
RocketHits airFires on move
VehicleThe Awakened

Viper Tank

136c
Hit points: 340
Damage per shot: 26 (26.0/s)
Range in hexes: 4h
Movement: 1.33 hex/s
Build time: 6s
LaserHits airFires on move
VehicleThe Awakened

Harvester

140c
Hit points: 170
Movement: 1.00 hex/s
Cargo: 80
Build time: 8s
AircraftThe Awakened

Wraith Skimmer

196c
Hit points: 55
Damage per shot: 24 (24.0/s)
Range in hexes: 4h
Movement: 4.00 hex/s
Build time: 7s
LaserAirHits airFires on move
VehicleThe Awakened

Believer Tank

230c
Hit points: 440
Damage per shot: 53 (26.5/s)
Range in hexes: 4h
Movement: 1.00 hex/s
Build time: 12s
Artillery
VehicleThe Awakened

Harbinger Walker

300c
Hit points: 138
Damage per shot: 44 (35.2/s)
Range in hexes: 4h
Movement: 0.80 hex/s
Build time: 15s
Electro
InfantryThe Awakened

Cybernetic Elite

360c
Hit points: 128
Damage per shot: 48 (48.0/s)
Range in hexes: 3h
Movement: 0.80 hex/s
Build time: 14s
Railgun
HeadquartersThe Awakened

Core Node

free
Hit points: 1,080
RefineryThe Awakened

Refinery

240c
Hit points: 500
Build time: 8s
Infantry productionThe Awakened

Awakened Shrine

56c
Hit points: 620
Build time: 4s
Tech tier: tier 1
Produces 4
Anti-infantry defenceThe Awakened

Laser Turret

100c
Hit points: 378
Damage per shot: 14 (18.7/s)
Range in hexes: 5h
Build time: 6s
Tech tier: tier 1
Rifle
Air productionThe Awakened

Levitation Spire

170c
Hit points: 675
Build time: 8s
Tech tier: tier 1
Produces 4
Anti-vehicle defenceThe Awakened

Tower of Salvation

200c
Hit points: 432
Damage per shot: 30 (20.0/s)
Range in hexes: 6h
Build time: 12s
Tech tier: tier 1
Rocket
Vehicle productionThe Awakened

Heavy Factory

260c
Hit points: 780
Build time: 11s
Tech tier: tier 1
Produces 6
Anti-air defenceThe Awakened

SAM Site

180c
Hit points: 468
Damage per shot: 16 (32.0/s)
Range in hexes: 6h
Build time: 8s
Tech tier: tier 2
RocketHits air
Researchmax 1The Awakened

Inner Sanctum

240c
Hit points: 630
Build time: 12s
Tech tier: tier 2
Produces 5
ResearchThe Awakened

Obsidian Carapace

180c

+20% hit points (infantry)

Research time: 24s
ResearchThe Awakened

Focused Lenses

240c

+25% damage (vehicle)

Research time: 30s
ResearchThe Awakened

Crystal Zeal

190c

+35% damage (infantry)

Research time: 25s
ResearchThe Awakened

Reflex Drives

220c

+25% speed (vehicle)

Research time: 27s
ResearchThe Awakened

Resonance Hoppers

160c

+30% cargo (harvester)

Research time: 20s

Maps

Boards that fit one camera pose

The camera is framed once per map and never moves, so a map has to be readable in a single view — on a monitor and on a phone held sideways. Every count below is taken straight off the map's tile list.

18 × 9

Grasslands

Any biome

Tiles
128 tiles
Impassable tiles
14 blocked
Start positions
2 starts
Resource tiles
14 resource

4 valor · 10 vector

18 × 9

Moving First

Any biome

Tiles
122 tiles
Impassable tiles
16 blocked
Start positions
2 starts
Resource tiles
14 resource

4 valor · 10 vector

17 × 10Nuclear Rivals

Nuclear Outpost

Winter (fixed)

Tiles
131 tiles
Impassable tiles
11 blocked
Start positions
2 starts
Resource tiles
14 resource

2 valor · 12 vector

17 × 9

Tournament Forest

Any biome

Tiles
127 tiles
Impassable tiles
10 blocked
Start positions
2 starts
Resource tiles
14 resource

4 valor · 10 vector

7 × 7

Training Crossroads

Any biome

Tiles
37 tiles
Impassable tiles
0 blocked
Start positions
2 starts
Resource tiles
8 resource

4 valor · 4 vector

Biomes

One board, six climates

Biomes are a lighting and palette layer, not a different rulebook: the same map plays identically in every one of them. A map may pin its biome, otherwise the lobby picks.

Grassland

Temperate olive ground under a warm key light. The default battlefield, and the one every map falls back to.

Autumn

Leaf litter and warm bark tones under a low sun — the same board read in amber.

Desert

Sun-bleached sand over hardpan, with the vegetation burnt back to dry scrub.

Lava

Scorched basalt under an ash sky, cracked through with molten seams.

Swamp

Waterlogged ground and heavy, muted greens. Cover everywhere, sightlines nowhere.

Winter

Snowfield over frozen dirt under a cold, low sun — the biome Nuclear Outpost insists on.

Multiplayer

How multiplayer works

One authoritative relay, one simulation. The server runs the exact same C# match core as the client, so it can check every client's state hash instead of trusting it.

  1. 01

    Play as a guest

    Your client generates an opaque device token and exchanges it for an access token. No e-mail, no password, no profile — you are in a room in one request.

  2. 02

    Open or join a room

    Rooms are opened with a six-character code that avoids the characters people misread aloud. Public rooms show up in a waiting list; private ones only answer to the code.

  3. 03

    Commands go up, state stays in sync

    Clients send orders, never results. The relay orders them, ticks the match on the pack's own cadence and compares state hashes on a fixed interval, so a desync is caught rather than played out.

  4. 04

    The match is recorded

    Every finished room leaves a match record and a replay written in the same format the client produces, so a result can be re-simulated and verified later.

Simulation rate
4 ticks/s
Command delay
2 ticks
State-hash check
every 40 ticks
Authority
server-side, one shared match core

Guest

No sign-up

  • Play ranked-free matches in public or private rooms
  • Room codes, both game modes, every shipped map
  • Nothing to remember, nothing stored about you but a device token hash
  • No rating and no ladder placement
  • No commander profile or match history
  • No map submissions

Account

Username and password

  • Glicko-2 rating with a public ladder and provisional flags
  • Commander name, profile and full match history
  • Submit your own maps for review
  • Matches with a guest in either seat stay unrated — so a rating cannot be farmed

Community maps go through review

An account can upload a map definition. The server validates it against a throwaway copy of the live content pack with the very same validator the shipped pack passes, and hands back the exact errors when it fails. A valid map waits in a moderation queue; once a moderator approves it, that revision is published immutably under its own content hash and supersedes the previous one.

  • Validated against the live pack — never trusted, never merged blind
  • Rejections come back with the validator's own error list
  • Approved revisions are immutable and addressed by content hash
  • Only the original author can publish a new revision of their series

Roadmap

Where this is

No dates. Just what runs, what is being wired up, and what is planned.

  1. Playable now

    The match itself

    Both factions on five maps, standard skirmish and Nuclear Rivals, the full building/unit/research tree, three AI behaviour profiles, and deterministic replays — in a desktop Unity build.

  2. Being wired up

    Online 1v1

    The relay server exists and is container-tested end to end: guest identity, accounts, rooms, the Glicko-2 ladder, match history and moderated user maps. What is left is a public host and the client's side of the socket.

  3. In development

    Touch-first on phones

    A single-select, one-thumb control scheme and a HUD shaped for a phone in landscape. The fixed camera exists precisely so a match fits on a small screen without gestures.

  4. Planned

    More to command

    Further factions, maps and biomes — and eventually whole universes — as content packs. Growing the game is meant to be a data change, not a rewrite.

FAQ

Questions, answered honestly

Including the ones with an uncomfortable answer.

What is Vector & Valor?

A tactical hex-grid real-time strategy game built in Unity. Two asymmetric factions fight over a hex board using a deterministic, tick-based simulation: harvest credits, raise a base, climb a tech tree, and take the enemy headquarters apart.

Can I play it right now?

Not yet. There is no public download. When a build is ready to hand out, the play button at the top of this page starts linking to it instead of saying "coming soon".

What will it run on?

Desktop first — macOS and Windows — with iOS and Android as the primary long-term targets; the control scheme and the fixed camera are both built for a phone. There is no browser version: WebGL was dropped as a target.

Do I need an account to play online?

No. Guests get an access token from an opaque device token and can open or join rooms straight away. An account is optional and adds a rating, a profile, match history and the right to submit maps.

How does the ranking work?

Glicko-2, the same system the earlier prototype used. A match is rated only when both seats are distinct accounts and nobody abandoned it; an idle player's rating deviation widens over time rather than the rating itself moving. Every rated match writes an auditable before/after record.

Why is a guest match not rated?

Because guest identities are free and unlimited. Rating them would make the ladder farmable in an afternoon.

Can I make my own maps?

Yes — accounts can upload map definitions. The server validates each one against a throwaway copy of the live content pack using the same validator the shipped maps pass, and a moderator approves or rejects what survives. Approved revisions are published immutably under their content hash.

Is there an in-game map editor?

Not yet. Maps are JSON today and the submission and moderation path is already built; an editor is planned rather than shipped, and this page will not pretend otherwise.

How is multiplayer kept honest?

The server runs the same simulation core as the client and is authoritative. Clients send commands, not outcomes, and the server compares state hashes at a fixed tick interval, so a divergence is detected instead of being played out.

Can I mod it?

That is the whole architecture. Units, buildings, weapons, armour classes, research, rules and maps live in versioned JSON that is validated on load, with stable error ids when something is wrong. Nothing gameplay-relevant is a literal buried in code.

How many factions are there?

Two playable today: HammerForce and The Awakened. The engine itself is faction- and universe-neutral, so more are a content question rather than an engineering one.

Where do the numbers on this page come from?

From the shipped content pack. The rosters, costs, hit points, weapon ranges, tech-tree edges, map sizes, tick rate and Nuclear-Rivals thresholds on this page are generated at build time out of the same JSON the game loads.

Community

Follow the build

Vector & Valor is developed in the open, in small slices with the evidence attached. There is no newsletter and no tracking on this site — the source and the server's health endpoint are the honest way to see where it stands.