task.tomlMetadata & budgets
Harbor schema, task name, version, difficulty, timeouts, CPU, memory, and network policy.
Executable terminal tasks for agents that design, build, debug, and repair interactive software.
The benchmark unit
Terminal-Bench checks what happens in a filesystem. Game Terminal-Bench adds what happens when the delivered software launches, accepts input, changes state, and produces observable evidence.
Harbor-compatible packaging
Each Game Terminal-Bench task will follow Harbor's task-directory contract, so the same game-engine challenge can run through Harbor, be inspected on GitHub, and be published to a compatible Hub. The current public JSON registry is the authoring contract; it is not counted as a Harbor release yet.
repair-neon-relay-jump/
├── task.toml
├── instruction.md
├── environment/
│ └── Dockerfile
├── tests/
│ ├── test.sh
│ └── test_runtime.py
└── solution/
└── solve.shtask.tomlHarbor schema, task name, version, difficulty, timeouts, CPU, memory, and network policy.
instruction.mdA user-visible outcome and constraints, without prescribing the patch the Agent should write.
environment/Pinned Godot version, project dependencies, harness tools, and the clean workspace the Agent receives.
tests/Build, runtime, event, behavior, and regression checks run after the Agent submits the project.
solution/A maintainer solution used to validate task solvability; it is never mounted into the Agent workspace.
Dataset boundary
Game Terminal-Bench uses Harbor as its execution and packaging layer. It is an independent benchmark with its own task registry, interactive-software taxonomy, game-runtime evidence, and leaderboard.
task.toml with schema and resource budgetsinstruction.md for the Agent-facing goalenvironment/, tests/, and oracle solution/Agent + base model
One score for the complete engineering loop: inspect, edit, build, run, diagnose, and repair.
These values are product-planning estimates, not measured benchmark results or model capability claims.
Five evidence surfaces
Project import, parse, and headless build complete within the task budget.
The submitted project launches and remains responsive under controlled probes.
Named events and state fields satisfy deterministic user-visible requirements.
Required existing behavior remains intact after the change.
Terminal actions, patches, feedback, costs, failures, and repair attempts stay auditable.
Production task slate
The first production suite is organized around five kinds of work a game coding agent must repeatedly do. Every task is a workspace, a user-visible goal, a controlled runtime probe, and a regression boundary.
Production slate: planned contracts. Public Registry entries are the currently runnable examples; sealed starters and hidden evaluators are not published here.
Harbor task catalog
Each slug below is intended to become one Harbor task directory with a task.toml, instruction.md, isolated environment, independent tests, and an oracle solution.
Make the core loop feel correct, then prove it survives a real playtest.
repair-neon-relay-jumpmediumFix a broken jump while preserving shard collection and relay completion.
bug-fix · movement · regressiontune-coyote-timehardImplement coyote time and jump buffering without changing level collision behavior.
feature · physics · inputfix-combat-hit-windowmediumMake attacks damage targets only during the authored active frames and emit hit feedback.
bug-fix · combat · feedbackbalance-upgrade-loophardAdd a data-driven upgrade choice that persists into the boss encounter and remains deterministic.
feature · progression · dataWork with lifecycle, state, performance, and platform constraints inside the engine.
reset-scene-statemediumReset a failed run without leaking score, timers, signals, or spawned nodes into the next attempt.
bug-fix · lifecycle · statemigrate-save-schemahardLoad a version-1 save into the new inventory schema while preserving player progress and rejecting corrupt data.
feature · save-load · compatibilitymeet-frame-budgetexpertFind the runtime hotspot in a crowded scene and keep the controlled playtest under the frame budget.
performance · profiling · runtimerepair-export-inputhardMake keyboard and controller actions resolve to the same gameplay intent in the exported build.
platform · input · exportTurn player intent into clear, navigable, and accessible interaction states.
fix-pause-focusmediumOpen and close the pause menu without trapping input or leaving the game simulation running.
bug-fix · UI · inputnavigate-controller-menumediumAdd deterministic focus order and selection feedback to a menu that currently works only with a mouse.
feature · accessibility · UIsurface-critical-hud-statehardShow health, objective, and interaction feedback at the exact state transitions used by the game loop.
feature · HUD · staterepair-camera-feedbackhardRestore camera follow, hit shake, and room framing without breaking the player coordinate contract.
bug-fix · camera · feedbackConnect authored content to reusable, inspectable runtime systems.
seed-procedural-roomhardUse a declared seed so the same task produces the same room layout and reward placement.
procedural · determinism · contentrestore-quest-statehardConnect dialogue, objective state, and reward delivery so a completed quest cannot be completed twice.
content · state-machine · regressionvalidate-asset-importmediumNormalize a sprite and collision asset pipeline so imported resources match the scene's expected dimensions.
assets · pipeline · scenesync-audio-statemediumTrigger music, one-shots, and mute behavior from the same state transitions as the visual feedback.
audio · signals · feedbackDiagnose failures and deliver a change that survives a clean rerun.
reproduce-crash-on-loadmediumUse the startup log and a clean workspace to isolate a resource-order crash and make boot reliable.
debugging · crash · startupstabilize-playtest-timeouthardRemove timing sensitivity from an async encounter so the same controlled probe reaches the same terminal state.
debugging · async · determinismadd-regression-probehardInstrument a named runtime event and preserve the existing public behavior while making the failure diagnosable.
instrumentation · tests · evidencepackage-release-buildexpertFix export settings, asset inclusion, and version metadata so a clean machine produces the declared build.
packaging · export · releaseProduction allocation
The catalog above is the first 20-task production slate. Each family covers a distinct failure mode in interactive software engineering.
Release status