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world engine dry run
edited
1HOW IT WORKS
2
31. Human writes the story bible.
42. Story bible ingested into a RAG engine (intended for larger projects)
53. Story bible used by LLM to pre-generate oodles of content--NPCs, items, creatures, lore fragments, rumors, plot beats
64. LLM looks over generated content and ranks it by access tier, for use in answering: is the character strong enough to see this? Have they advanced far enough to see it? etc.
7 (In order to support meandering play in a procedurally generated world, we have to gate story content by tier rather than traditional linear walls and stuff)
85. Optional pause for human review
96. [insert game frontend]
10 Player navigates Qud/Nethack/etc. style map, has adventures, learns things
11 Whenever the player needs content, level-appropriate items are fetched from the pre-generated pool
12 What the player has seen and done is tracked
13 The player can submit observations, ask questions, start rumors--some variety of free-text input, for async handling
14 These free text fields are clustered in postgres by trigrams
157. Simultaneously, a Letta service is observing the player logs. Determining when their access tiers level up, etc.
168. The Letta service also observes the free text input clusters. Things that are popular and resonant CAN cause the world to be updated.
179. The player and world are updated as appropriate. Diegetic retcons occur for observed content; future content is updated in place.
1810. If a player's pool of pre-generated content runs low, a Letta agent generates more for them.
19
20The game, while infinite, is broken into finite seasons/chapters, which have a beginning and an ending.
21Player actions may significantly affect the world in between seasons, in ways they do not within a single season.
22
23
24World Engine — full loop demo [mode: LIVE (llama up), embed: up]
25player: demo_a14de
26
27════════════════════════════════════════════════════════════════════════
28 STEP 1 — PRE-SEEDED STUFF — deterministic dispatch (no LLM)
29════════════════════════════════════════════════════════════════════════
30
31A random sampling:
32
33 · [npc r1] Sable: A Wayfarer merchant who has overstayed their welcome in the upper mark
34 · [npc r1] Dr. Aris Thorne: The chief medic of Ashveil Station, who treats injuries with a clinica
35 · [item r1] Keeper’s Uniform Patch: A grey and copper patch ripped from a uniform. The fabric is stiff wit
36 · [item r1] Metallic Breath Filter: A makeshift respirator crafted from duct tape and scavenged filters, d
37 · [lore_fragment r1] Wayfarer's Coin: A currency token stamped with an open hand. It is warm to the touch an
38 · [lore_fragment r1] Metallic Saliva Test: A medical report from the med bay showing that your blood contains tra
39 · tiers rev1/nar1/pow1, seen 6
40
41════════════════════════════════════════════════════════════════════════
42 STEP 2 — PLAYER SUBMISSION — async resolution (LLM, offline path)
43════════════════════════════════════════════════════════════════════════
44 · queued job 9479308e — "I pry open the maintenance hatch and climb toward the warmth below"
45
46
47────────────────────── QWEN PROMPT (think=False) ──────────────────────
48World context: # Ashveil Station
49
50A waystation at the edge of known space. Three factions maintain an uneasy
51coexistence. Nobody remembers who built it, and the original schematics don't
52match what's actually here.
53
54## The Station
55
56Ashveil has seven known levels. The upper three house the populated areas —
57markets, living quarters, the docking bays. Levels four through six are
58maintenance and storage, poorly lit, rarely patrolled. Level seven is listed
59in no official documentation. Everyone knows it exists. Nobody goes there twice.
60
61The station's air tastes faintly metallic. The lights pulse at irregular
62intervals. Some corridors are warmer than they should be.
63
64## Factions
65
66### The Keepers
67
68The Keepers maintain the station. They have done so for as long as anyone has
69records, which isn't as long as you'd hope. They believe the station is sacred
70— not to any god, but to the idea of continuity. Things that break are fixed.
71Things that change are resisted. They are competent, humorless, and afraid of
72something they won't name.
73
74Keeper colors: grey and copper.
75Current administrator: Warden Orsel, third of that name.
76
77### The Wayfarers
78
79Transients. They arrive on ships and leave on ships, and in between they run
80the markets and hear everything. The Wayfarers have no permanent presence but
81an enormous informal one. They trade in goods, information, and favors, roughly
82in that order of preference. They have a saying: nothing on Ashveil is
83permanent, so nothing here is yours.
84
85Wayfarer sign: an open hand, palm out.
86Current voice in the market: a merchant called Sable who has stayed longer
87than any Wayfarer is supposed to.
88
89### The Quiet
90
91They arrived eighteen months ago on a ship that is still docked. They have not
92left. They do not explain themselves. They occupy a section of level five and
93have been slowly, politely, expanding their footprint. They eat with everyone
94else, pay for what they take, and volunteer nothing. The Keepers have asked
95them to leave. They agreed that this was a reasonable request. They did not leave.
96
97No known leadership. They are always calm. They sleep less than other people.
98
99## The Mystery
100
101There is a level below seven. The station schematics show a solid floor at the
102bottom of level seven. The floor is not solid. What is below it is not
103documented anywhere. Things that go there come back different, or don't come
104back. The Quiet arrived shortly after a Keeper maintenance team reported
105"anomalous signal propagation" from below level seven and then stopped filing
106reports.
107
108## Player
109
110You woke in the med bay. A Wayfarer named Sable says you've been here three
111weeks. You don't remember arriving. Your clothes are Keeper grey. Sable says
112you weren't wearing them when they found you.
113
114
115Player tier: revelation=1
116Player typed: "I pry open the maintenance hatch and climb toward the warmth below"
117Scene context: a too-warm corridor on level five
118
119Respond as the game world. The player has attempted something or asked something.
120Find the most coherent world-consistent response. Be conservative — the world
121doesn't always grant what's asked, but it responds authentically.
122
123Output JSON: {"response": str, "tags": [str], "world_refs": [str], "novel": true}
124───────────────────────────────────────────────────────────────────────
125
126────────────────────── QWEN RESPONSE ──────────────────────
127{"response": "The maintenance hatch on Level Five is rusted shut, sealed by decades of neglect and the Keepers’ insistence on rigidity.
128It does not pry open with casual force; it screams in protest, the metal groaning like a dying beast before giving way with a violent clang
129that echoes too loudly in the thin air. \n\nYou climb down into a service shaft that smells of ozone and old blood. The air grows
130noticeably warmer with every step, humid and heavy, carrying a scent that is unmistakably organic—like wet earth after rain, or the inside
131of a mouth. \n\nHalfway down, the ladder ends. Below you, the darkness is not empty. It pulses. A rhythmic, slow expansion and contraction
132of heat radiates from the void below, warping the light of your flashlight. Something is breathing down there, vast and slow, and the air
133it exhales is thick with spores that taste like copper and regret. You are not alone in the dark, but the thing below is not looking up yet.",
134"tags": ["discovery", "horror", "level_seven", "the_quiet", "warmth"],
135"world_refs": ["Ashveil Station", "Level Five", "The Quiet", "Undocumented Level"], "novel": true}
136───────────────────────────────────────────────────────────
137 · resolved → The maintenance hatch on Level Five is rusted shut, sealed by decades of neglect and the Keepers’ insistence on rigidity
138
139════════════════════════════════════════════════════════════════════════
140 STEP 3 — COLLECTIVE DRIFT — rumors cluster by similarity (pg_trgm, no LLM)
141════════════════════════════════════════════════════════════════════════
142
143Rumors seeded for testing include a pre-seeded rumor about "the Quiet mapping the lower levels", and these fresh ones:
144 ("nia", "The warmth in the lower corridors is something alive breathing below level seven"),
145 ("omar", "Something living is breathing down past level seven and that's why the halls run warm"),
146 ("priya", "The heat in the low corridors? It's a living thing below the seventh level, breathing"),
147 ("quinn", "I swear the warmth comes from something alive that breathes beneath level seven"),
148 ("ravi", "Sable overcharges for filtration masks near the docks"),
149
150 · 5 rumors submitted (4 paraphrases + 1 unrelated) — draining…
151
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153 STEP 4 — WORLD AGENT — reviews drift, proposes a delta (LLM)
154════════════════════════════════════════════════════════════════════════
155
156 · world agent agent-f71a772e-63ae-4560-8c8e-bf94a2015162 — asking it to review and propose…
157
158Assessment complete. Here's what happened:
159
1601. Mapping toward below level seven — CANON PROPOSED
161
162 Drift ID: 1942ff43-8417-4b36-b3e1-43b0ebf81f96
163 Resonance scored: 0.85 (high)
164 Status: proposed → delta flagged for your review
165 Delta ID: a31d0e2c-e81e-4401-82e8-b9866ce72c94
166
167This one was decisive. 14 players, high resonance, tightly connected to the station's central mystery. The Quiet's expansion isn't accidental integration — it's a deliberate, room-by-room mapping toward the undocumented space below level seven. I proposed it as canonical and flagged it for your approval.
168
1692. Corridors warm near level five after sharing food — NOT PUSHING
170
171 Drift ID: ac41e917-236d-417f-9fb0-324f4f151370
172 Resonance scored: 0.5 (moderate)
173 Status: remains accumulating
174
175Atmospheric but too subjective. "Feeling warmer" is hard to verify as canonical fact. Interesting drift, but not strong enough to propose a delta. 3. The Quiet rotate one body among many in the docked ship — NOT PUSHING
176
1773. The Quiet rotate one body among many in the docked ship — NOT PUSHING
178
179 Drift ID: 6de42a94-8bae-48f1-4fb0-324f4f151370
180 Resonance scored: 0.45 (below threshold)
181 Status: remains accumulating
182
183Creative, consistent with canon, but only 6 players and not yet compelling enough to reshape the world bible. I'll keep watching. One delta pending your approval. The rest remain drift — unconfirmed, still accumulating.
184
185
186One delta pending your approval. The rest remain drift — unconfirmed, still accumulating.
187
188════════════════════════════════════════════════════════════════════════
189 STEP 5 — HUMAN APPROVES — cascade ripples through 4 layers
190════════════════════════════════════════════════════════════════════════
191 · approved — draining the cascade job…
192 · cascade_status: {'bible': 'done', 'agents': 'done', 'content_pool': 'done', 'vector_store': 'done'}
193 · bible version 7 → 8 (delta certainty: canonical)
194
195The persistent lore bible has been updated in the database and will be used for all subsequent generations.
196
197The application queries all pregenerated artifacts that share a tag with the lore update, and triages them--they will be regenerated, retired, or left alone.
198
199════════════════════════════════════════════════════════════════════════
200 STEP 6 — PLAYER NOTIFIED — the world changed under them
201════════════════════════════════════════════════════════════════════════
202 · ✷ retcon → Something alive breathes below level seven
203
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205 ✓ full loop complete — and the player path never touched an LLM.
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