Mission, Performance & Docs Audit

Mission, Performance & Docs Audit

February 6, 2026

February 6 was a long day. We split the work into three parallel audit tracks — missions, performance, and documentation. This is the first of three posts from that session.

Mission System: The Whole Thing Was Broken

We audited the mission system end-to-end and found that most mission types literally could not complete. Not “had edge cases.” Could not complete.

Here’s the breakdown:

  • Courier missions — dispatch/document system missing, first objective impossible
  • Survey missions — probe deployment system missing
  • Pirate heist — boarding mechanics missing
  • Sabotage missions — no way to plant explosives
  • Rescue missions — personnel rescue system doesn’t exist
  • Bounty/raid missions — target and convoy spawn system missing, nothing to hunt
  • Ship upgrade missions — upgrade categories (engines/weapons/sensors) don’t exist
  • Equipment missions — equipment parts inventory missing
  • Planet raid missions — planet raid mechanics not implemented
  • Corporate operation missions — no high-value mining targets exist
  • Escort missions — merchant rendezvous system missing, merchant can’t be found

That’s 11 issue tickets in one audit. A lot of mission templates were referencing systems that had never been built. We also found that 32 NPC-dependent mission templates had been removed at some point — those got flagged for restoration.

The mission system wasn’t broken. It was a skeleton with a UI painted on top.

Performance: P0 Items

Three P0 performance issues filed:

  1. Background images totaling 15MB — target is under 4MB
  2. No lazy loading for screen components — everything loads on boot
  3. No caching layer for API calls — every tap hits Firebase directly

These aren’t user-reported complaints. We flagged them proactively because a game with 15MB of background images and no API cache is a game that feels slow at scale.

Documentation Overhaul

The docs were in rough shape. We filed 11 documentation issues:

  • SCREENS_INDEX.md didn’t flag which superseded screens had deleted files
  • PortScreen.tsx was deleted but docs pointed to it
  • MissionsScreen.tsx — docs said “no longer used” but the file still existed
  • Corporation docs referenced a deleted CorporationsScreen.tsx
  • Several function docs hadn’t been updated to reflect recent UI changes
  • StationsScreen.md marked as “Accepted” — should have been “Superseded”
  • Bottom tab navigation documented as 7 tabs — it’s been 4 for a while

Good docs aren’t optional when you’re moving fast. Stale docs are active liabilities.