World Simulation¶
The World Is Running¶
The world is running. Always. The player is in it, not directing it. The merge is getting worse whether the player hurries or not. Factions are fighting whether the player intervenes or not. NPCs live, argue, trade, pray, deteriorate, and die whether the player is watching or not. The player's presence changes what happens near them, but the world doesn't pause outside their view.
There is no encounter system. There are no triggered events. There are no spawn zones. There is a world. The player enters it. What they find depends on what happened while they weren't looking, which depends on every system running simultaneously.
Traditional games have encounter systems because the engine can't simulate the world. It simulates what the player can see and fakes the rest. NPCs pop into existence when the player enters a zone. Conversations trigger when the player presses a button. Combat starts when the player crosses a threshold. The "open world" is a stage set. The NPCs are props waiting for their cue.
HellspawnEngine is intended to make persistent semantic simulation affordable across several representation levels. A distant person does not need a full physical body every frame to remain the same person with the same relationships, routine, knowledge, and history. Current scale and performance belong to measured engine evidence. Darkfire's requirement is continuity: the world cannot rewrite an entity merely because the player looked away.
The Core Principle¶
The world doesn't perform for the player. The world lives. The player enters it.
The shopkeeper opens his stall at dawn whether the player is there or not. The demon builder repairs walls whether anyone watches or not. The priest reads Genesis to whoever is in the church: other NPCs, not just the player. The Unchosen in the alley deteriorates on a clock that doesn't wait for the player to notice.
If the game needs a system to tell the player "something is happening here," the world isn't alive enough. If the world is alive enough, the player can tell.
This is the fusion test applied to the world itself. Michael's world was a performance: the fiction staged for an audience. God's world is real. A world that performs for the player is Michael. A world that lives without the player is what the game is about.
Persistent Identity Across Representation Levels¶
Every persistent person, object, place, and significant event has one semantic identity. Near the player, that identity may have a full physical representation. Far away, it may advance through a cheaper semantic model. Dormant regions may update only when relevant inputs or scheduled time boundaries occur. These are execution choices, not different truths.
Moving between levels must preserve identity, condition, ownership, relationships, knowledge, and history. A distant battle can resolve without simulating every contact, but it must still produce compatible survivors, wounds, damaged objects, witnesses, and claims. If the player later arrives, the evidence in the scene must agree with the event record.
The world remains logically active even when a particular system does not execute every frame. Simulation cadence and representation detail are performance decisions. Causal continuity is not.
Full Scale, One Causal World¶
The continuous supercontinent preserves approximately real-scale continental interiors. It is not a collection of miniature countries separated by loading fiction. Transformed Antarctica/The Nadir and the source-less structure called The Apex are topologically isolated from that supercontinent, but they remain parts of the same causal world rather than detached levels with replacement history. The Apex is The Throne itself, reached from Heaven rather than generated as an island containing it.
Earth and the fourteen numbered circles are fifteen equal 510,072,000 km² surface domains: 7,651,080,000 km², or 7,651,080,000,000,000 m², of primary terrain. All circles remain within Earth, but “within” is topological rather than a demand that they fit as shrinking Euclidean shells. They are not conventional planets. Full scale does not mean every square metre, person, plant, building, and rigid body exists at maximum representation simultaneously. It means their semantic identities and consequences belong to one coordinateable world whose explicit SurfaceId, fold edges, circle thresholds, and absent adjacencies are part of the coordinate model.
Traversal can move the player from human walking speed to high-altitude continental flight. The world must remain compatible across every approach. Arriving slowly, arriving at maximum speed, descending at an unexpected point, or emerging from a fold may change what the player personally witnessed; it cannot change what happened before arrival.
Spatial realization follows relevance and time-to-interaction. Far terrain may be broad form, a distant settlement may be a semantic population and event state, and a forest may be represented as ecological patches rather than individual trees. As the player approaches, those identities are promoted into terrain collision, structures, bodies, objects, and evidence. Promotion adds physical detail. It does not generate a replacement history.
Predictive preparation must include current velocity, braking distance, possible landing areas, sightlines, projectile reach, and fold exits. Collision and gameplay truth arrive before ornament. If a realization deadline cannot be met, visual detail degrades before semantic truth does.
Shared Baseline, Independent Histories¶
All fifteen surfaces derive from one immutable, versioned CanonicalWorldSubstrate. It carries complete canonical coverage, broad terrain and geology, stable source lineage, canonical coordinates, and CanonicalFeatureId values. Each SurfaceProjection then owns:
- a distinct
SurfaceId; - a deterministic, versioned morph recipe;
- authored topology and constructed realm material;
- historical environmental and civilization layers;
- sparse persistent semantic deltas and a current delta epoch;
- separately derived geometry, material, collision, hydrology, ecology, navigation, structures, audio, and effects.
CanonicalFeatureId establishes correspondence; (SurfaceId, CanonicalFeatureId) establishes the independently mutable realm feature. This is a copy-on-write contract. Destroying a mountain, damming a river, founding a city, or contaminating soil in one projection cannot mutate a corresponding projection through shared storage or a reused cache entry. A consequence crosses surfaces only through an explicit event that identifies its cause, source surface, destination surface, mapping rule, and resulting state transition.
Morphs are coordinate-evaluated fields and bounded topology operations, not dense planet-wide vertex copies. Attribute, displacement, topology, and semantic-event deltas remain typed separately. Ordinary height-like terrain can remain compact, while caves, overhangs, folds, ruptures, major destruction, and circle architecture use bounded mesh, signed-distance, or constructive patches. Hydrology, navigation, collision, ecology, and sensory products are derived after the selected surface morph.
Shared canonical artifacts may use one cache entry. Every derived key includes the surface, region, morph-recipe version, delta epoch, and representation contract. Long histories may be deterministically compacted per region into equivalent baselines, while the event/evidence record preserves why the present state exists. At maximum-detail equality, one shared base plus fourteen sparse overlays avoids duplicating approximately 93.33% of the unchanged baseline data; actual savings depend on how much each circle transforms and which representations are resident.
Environmental and Terrain Authority¶
Terrain is not a painted collection of biomes. Every location has a causal environmental history whose current surface, hazards, ecology, structures, and sensory presentation are derived views. The required order is:
old Earth geology and geography
-> human and AGI-era construction
-> WW3 blast, heat, fallout, fire, and EMP
-> selected SurfaceProjection and authored topology
-> Merge deformation, realm construction, purification, eruption, and seams
-> surface-specific weather, erosion, ecology, civilization, and decay
-> faction occupation, repair, salvage, and construction
-> current corruption and player-caused change on that surface
Later layers modify what came before; they do not erase it without an explicit cause. Celestial purification can remove exposed contamination without restoring a collapsed building. Vegetation can cover a crater without changing its origin. A faction repair can stabilize a ruined bridge without making the surrounding blast history disappear.
The authoritative state keeps these concerns distinct:
- Earth and construction history: geology, terrain form, waterways, human structures, infrastructure, and AGI-era alterations.
- Nuclear history: strike, blast, heat, fire, fallout, EMP, shielding, burial, and later recovery. Current residual dose is not the same field as historical damage.
- Realm influence: celestial and volcanic fields plus phase, configuration, seam activity, and Merge instability. Influence can change ordinary Earth without replacing its substance.
- Realm material: actual celestial debris, gold architecture, erupted red-black basalt or glass, and other deposited or constructed realm substances.
- Corruption: unstable interference derived from incompatible realm conditions. High celestial and volcanic influence can remain stably mixed, as on God's First Road.
- Exposure and hazard: radiation, heat, toxicity, corrosion, corruption exposure, and other gameplay-relevant effects. A visible style does not own the physical hazard.
- Witness belief: what a person, faction, map, or instrument claims about a location. Survivors may call chemical contamination or corruption a radiation zone without changing the simulation's actual cause.
One semantic surface history produces correlated terrain shape, base color, normal and height detail, roughness, reflectivity, occlusion, emissive response, collision substance, runtime masks, ecology, sound, and effects. The large-scale landform, intermediate drainage and ruin pattern, and local cracks, residue, growth, ash, glass, or gold must describe the same history. Celestial influence does not turn ordinary soil and concrete gold; volcanic influence does not repaint ordinary Earth red-black. Those colors belong to actual realm material.
Stable history can be baked and cached. Current corruption, occupation, damage, repair, weather, and player changes remain persistent deltas over that baseline. A changed field invalidates only the dependent regions and products. Rebuilding, streaming, changing detail level, or taking a different travel route must not invent a different past.
Environmental Interaction and Celestial Lighting¶
Environmental processes publish shared semantic state rather than unrelated visual toggles. A contact, wind gust, rainfall event, spill, fire, or celestial transition may produce several manifestations, but each consumer reads the same causal state:
canonical time / weather / material / contact state
-> terrain and liquid fields
-> traversal, collision and gameplay consequences
-> grass, footprints, wetness, dust, fog, audio and VFX
-> lighting, shadows, water optics and material response
Water and other liquids use the least detailed representation that preserves the required consequence. Depth, flow, level, connectivity, composition, viscosity, density, temperature, wetting and ignition state may be represented as bounded fields or connected volumes. A shader may make a surface beautiful, but it cannot invent buoyancy, slipperiness, flammability, conductivity, flooding or traversal support. Oil remains a distinct material: it can spread and pool, coat a surface, float as a separate film, change traction where the material model admits it, and burn according to fuel and oxygen state. Water, oil, mud and other liquids retain their own response and are not recoloured water.
Running through liquid publishes contact, displacement, wake, splash, resistance, wetness and sediment consequences. Running on liquid requires an explicit support force or magic rule; it may create foot depressions, outward rims and a wake, but it is not ordinary water silently becoming solid. The Moses event is a bounded hero realization: a volume is displaced and held by an admitted force, the exposed route and remaining pools are derived from the same liquid state, and release produces a terrain-following surge. It is not a permission to run an unlimited fluid solver.
Celestial time is global across all fifteen SurfaceId domains, not one independent sun and moon per region. The
authoritative world state owns canonical time, sun and moon position, phase and eclipse/event state. Each surface derives
a local lighting realization from that state plus an explicit, versioned realm-light modifier: horizon, atmosphere, fog,
dust, shadow, probes, volumetrics and material response. Heaven and Hell may author such modifiers; The Apex may compose
an explicit realm-light source with them. Streaming, worker order and region boundaries cannot silently change sunrise,
sunset, moonrise or moonset or create incompatible moon phases.
Procedural supplies the fields, surfaces and bounded event geometry. Weaver/Compute selects legal representations, updates only relevant cells, shares resident data between physics, rendering, audio and VFX, and measures the complete path on target hardware. Distant regions may use proxies; the active interaction region must preserve causal and lighting truth before decorative detail.
Persistent Terrain, Topology, and Destruction¶
Terrain features are semantic world objects before they are geometry. Caves, overhangs, arches, folds, ruptures, craters, displaced material, circle construction and major destruction carry stable TerrainFeatureId values, a SurfaceId, optional canonical correspondence, cause, condition, history and persistent deltas. The geography contract defines their hybrid representation in Hybrid Terrain and Bounded Features.
The ownership boundary is strict:
- Darkfire world/gameplay decides what exists, why it exists, whether an attempted change succeeds, what material moved or transformed, and what history and evidence persist.
- Hellspawn Procedural supplies reusable feature, volume, construction, meshing, derivation, invalidation, caching and realization mechanisms. It manifests accepted state; it does not decide canon, combat outcomes or authored adjacency.
- Physics owns contacts, impulses, forces, moving bodies and the immediate response of detached material or failed structure. A transient rigid body is not permanent terrain authority.
- Weaver and Compute compile and execute admitted numerical kernels and manage physical execution/residency. They do not learn the meaning of a Nadir rupture, a fold or a circle.
A major terrain change follows one transactional path:
weapon / magic / impact / collapse
-> gameplay validates outcome and causal rules
-> Physics resolves immediate contact, impulse and moving bodies
-> world records one semantic event against stable feature/region identities
-> Procedural applies bounded operations such as
SubtractVolume / DisplaceMaterial / ExposeStrata
UpdateSupportRegions / UpdateDrainage
-> dependent render, collision, navigation, hydrology, ecology,
material, visibility, acoustics, lighting and VFX products invalidate
-> compatible products regenerate and publish atomically
-> persistent deltas survive streaming, save/load and representation changes
The Nadir's central rupture uses these generic mechanisms but remains a Darkfire-authored feature with fixed identity, position, cause, route function and material constraints. The same distinction applies to folds: world topology owns the edge; procedural terrain, streaming and sensory systems realize its endpoints. VFX cannot create an adjacency.
Intact architecture remains semantic and static. When damage changes support, only the bounded dirty support region is reevaluated. Failed moving pieces become Physics bodies after a safe structural commit. Once debris settles or is deliberately downgraded, it can be compacted into an equivalent static or semistatic terrain/structure realization while preserving origin structure, source material, fracture event, ownership and reuse/repair history. Compaction may shorten the operational delta chain; it may not erase causal evidence or change the observable result.
This is how full scale and deep physical change coexist. The world retains a reproducible baseline plus sparse, region-bound semantic deltas rather than storing untouched maximum-detail geometry or a dense volumetric history everywhere.
Camera Presentation Is Not World State¶
The camera may remove a bounded enclosing surface from one view so the complete player body remains readable in a cave, ruin, or tight piece of circle architecture. That aperture is a derived presentation request, not a terrain, construction, damage, perception, or topology event.
The authoritative cave, wall, roof, cover, doorway, adjacent chamber, collision, navigation, hydrology, acoustics, light transport, NPC perception, witness state, and persistent history remain intact. The aperture is not saved, compacted into a regional delta, observed by another entity, or inherited by a reflection, shadow view, remote camera, replay, or multiplayer observer unless that view independently requests a legal presentation treatment.
Procedural terrain and architecture may derive camera free-space manifolds, camera portals, transition regions, cuttable/protected surface classifications, and cross-section cap materials from stable world features. These artifacts include the owning SurfaceId, feature or structure identity, representation epoch, and persistent-delta epoch. They are invalidated when a real collapse, repair, door, topology, or terrain event changes their dependencies. They cannot mutate those dependencies.
If gameplay genuinely destroys a wall that was temporarily cut away for presentation, the ordinary semantic event path remains the only authority. The view-local aperture transitions to the newly realized real opening after the accepted world event publishes; the camera neither predicts success nor records the damage.
What the ECS Holds Per NPC¶
Not just combat stats. A life.
Identity¶
| Component | What It Stores |
|---|---|
| Race | Angel, demon, human, hybrid (+ subtype) |
| Faction | Which of the 27 factions, or unaffiliated |
| Name | Named NPCs carry identity. Unnamed NPCs carry an archetype (faction soldier, merchant, civilian, priest). |
| Home | Where they live: a specific structure in a specific settlement |
| Work | Where they go during the day: stall, forge, patrol route, church, corrupted zone border |
| Relationships | Entity references to spouse, children, faction leader, allies, enemies, the player |
State¶
| Component | What It Stores |
|---|---|
| DailyRoutine | Schedule of positions and activities: wake, work, break, talk, close, home, sleep. Varies by faction and role. |
| EmotionalState | Fear, anger, grief, contentment. Influenced by recent events, faction stance, personal history. Not a single axis. Multiple emotions coexist. |
| Awareness | Known facts, witnessed events, propagated rumors, player relationship history. What this being knows and how they know it. |
| PhysicalCondition | Health, scarring (demons from the Diminishment), deterioration rate (Unchosen), wounds from faction conflict. |
| RelationshipToPlayer | Depth (Unknown, Seen, Talked, Researched, Traveled). Previous conversation content. What was given, withheld, asked, answered. Fear/Trust derived from faction reputation. |
What the ECS Holds Per Persistent Object¶
Objects that matter across systems retain more than a current transform.
| Component | What It Stores |
|---|---|
| StableIdentity | The same object across physical, distant, inventory, Research, and Codex representations |
| Construction | Materials, geometry, joins, maker techniques, and originating design lineage |
| Condition | Wear, breakage, repairs, heat, corrosion, and other lasting changes |
| Ownership | Current carrier or location, previous owners when known, theft, gift, inheritance |
| Provenance | Where and when it was made or found, with uncertainty kept separate from verified facts |
| SignificantHistory | References to events in which this object materially participated |
Most objects never become socially important. They still obey the same identity rule. Significance begins when an event, witness, or later investigation gives other systems a reason to remember a particular object.
The Daily Loop¶
NPCs don't stand in place waiting. They move. They have routines. The routines are real and advance at the cadence appropriate to the active representation.
The angel shopkeeper opens at dawn. Arranges goods. Serves customers. Other NPCs, not just the player. Talks to his wife during a lull. Glances at the darkfire mark if the player is nearby. Closes at dusk. Goes home. The pattern repeats. With variation from events. If the faction war reaches the market, the shopkeeper closes early. If an absorption happened nearby, the shopkeeper is tense the next day. If the player talked to him yesterday, he's thinking about what was said.
The demon builder works a site. Takes breaks. Talks to other workers. Goes to the Freed settlement in the evening. The pattern shifts if the corrupted zone expands toward the worksite: the builder relocates. If the Betrayers push into Freed territory, the builder picks up a weapon.
The priest reads Genesis in the church. The same passage every morning: the same story the player heard in Act 1. But the congregation changes over time. Fewer people after the war reaches closer. Different people after the truth spreads. The priest reads the same words to a different room. The text doesn't change. The world around it does.
The Unchosen sits in the alley. Deteriorates. The two architectures at war inside them produce visible scarring over time. Other NPCs walk past: some avert their eyes, some stop and help, some don't notice. Whether the player arrives before or after the deterioration reaches a critical point depends on when the player arrives. The world didn't wait.
Faction Dynamics¶
Factions aren't static. They're organisms. Territory shifts. Alliances form and break. The war escalates.
Territory¶
Each faction holds physical space on the supercontinent. Territory boundaries shift based on:
- Military pressure: the Gluttonous push outward from Hell. The Loyalists fortify Heaven's remains. The Unbounded wall off their sector.
- Population movement: the Freed settle where they choose. The Halved drift between factions. The Unchosen are pushed to margins.
- Resource access: water, food, shelter, fold network proximity. Factions that control resources grow. Factions that don't, contract.
- Player actions: absorptions reduce faction population. Build/Creation strengthens settlements. Talk propagates information that changes faction behavior.
Conflict¶
Factions fight. Not as scripted events, as emergent consequences of territory overlap and ideological incompatibility.
- The Betrayers and the Freed clash at the boundary between Hell and the surface: the Betrayers want to preserve Hell's order, the Freed want to destroy it.
- Gabriel's Church and the Secular Survivors compete for human allegiance: meaning vs. pragmatism.
- The Unbounded attack hybrid communities: species purity vs. the merge's reality.
- The Wrathful strike at angel positions: compressed rage finding a target.
- The Patient analyze and wait: their inaction is their action on the world.
These conflicts happen on the map. In real time. The player walks through a territory and sees the war's current state, not the state it was scripted to be in. A settlement that was peaceful yesterday may be under siege today because the faction dynamics produced a conflict overnight.
Emergent Events¶
The world between the authored story beats is not assembled from scripted encounters. Systems produce events from territory, relationships, needs, and proximity.
A faction's territory is squeezed by two neighbors. The faction's NPCs become more aggressive. Fear rising, trust falling. A patrol from the squeezed faction encounters a patrol from the squeezing faction. Combat happens. NPC vs. NPC, real physics. The player may or may not be present. If the player is nearby, they walk into a fight already happening. If the player isn't nearby, the fight happens anyway and the consequences propagate: dead NPCs, shifted territory, changed faction stances, rumors.
The player hears about it later through Talk. "Did you see what happened at the border? The Wrathful hit a Patient outpost. Three dead." The player wasn't there. The world was.
The Merge Worsening¶
The docs say the merge is getting worse. Corrupted zones are growing. New ones forming. The collision of realms is destabilizing. This is a world-level process running in the background.
- Corrupted zones expand over time: slowly. The overlap of Heaven and Hell energy in the wrong configuration spreads. Territory that was safe becomes dangerous.
- New zones form at seam boundaries, where the celestial and volcanic energies are closest. The seam scars are active, not static.
- Environmental degradation: creatures born from the overlap become more frequent, more twisted. The world is sick and getting sicker.
- The urgency is visible, not mechanical. No countdown timer. No "days remaining." The player has a world that is visibly worsening. The corrupted zone near Eden was small in Act 1. When the player returns in Act 4, it's larger. The village is closer to the boundary.
What the Player's Actions Change¶
Every verb writes to the world state:
Absorption removes a being from the world permanently. That being's faction loses a member. Their relationships lose a node. Their daily routine stops. The spouse grieves. The children are orphaned. The stall stays closed. The patrol has a gap. The faction responds through the reputation system.
Talk changes NPC awareness. What the player shares propagates through faction channels. Telling one NPC the truth about Michael starts a chain: they tell their faction, the faction tells allies, the information spreads with the accuracy degradation the propagation model describes.
Build/Creation changes the physical world. A structure the player builds persists. A repair the player makes holds. The world carries the player's constructive acts the same way it carries the destructive ones. A settlement the player built defenses for is harder to siege. A road the player repaired changes NPC travel patterns.
Restrain leaves the world unchanged, which is a change, because the alternative would have changed it. The being the player spared is still in the world, still living their routine, still part of their faction's population. Restraint is invisible. The world it preserves is the consequence.
Fight (without absorption) kills or incapacitates. A killed NPC enters The River (if it still exists) or simply dies (if The River is inside True God). An incapacitated NPC recovers, or doesn't, depending on their physical condition and whether anyone helps them.
Adaptive World Response¶
The world adapts to the player through the same knowledge, faction, Research, crafting, and simulation systems available to everyone else. It does not read the player's build from an omniscient difficulty director. Someone must witness an act, survive it, inspect its evidence, recover the object, hear a report, or reproduce the underlying discovery before that knowledge can become a response.
The causal chain is explicit:
observation or evidence
-> retention
-> comprehension or misunderstanding
-> communication
-> available knowledge, people, materials, time, and tools
-> attempted adaptation
-> observed success or failure
Breaking any link delays, distorts, localizes, or prevents the response. A witness can die. Evidence can be destroyed. A report can be wrong. Knowledge can fail to reach the people with the means to act. A faction can understand the technique but lack the material, magic, labour, time, or political permission to answer it.
Once knowledge spreads, individuals and factions can act on it:
- Copy: Reproduce an observed weapon, spell, construction technique, manoeuvre, or use of the environment when they possess the knowledge and resources to do so.
- Prepare: Change patrols, formations, equipment, fortifications, wards, training, or rules of engagement around demonstrated player behaviour.
- Counter: Develop magic, materials, tactics, or machines that attack an observed dependency or weakness in the player's approach.
- Propagate: Teach an adaptation to allies, sell it, steal it, suppress it, distort it through rumour, or lose it when the people carrying the knowledge die.
- Iterate: Learn from whether a copy or countermeasure succeeded, producing an exchange in which the player can study the response and adapt again.
This is not automatic level scaling, frequency-triggered immunity, or an encounter director maintaining a desired win rate. A counter answers evidence, not the player's statistics. It has an origin, a cost, a physical implementation, a chain of knowledge, and weaknesses of its own. Remote enemies cannot counter an unseen technique. A faction that misunderstands a report can prepare the wrong defence. A faction repeatedly exposed to the same successful tactic should eventually stop behaving as if it has learned nothing.
Adaptation must be legible enough to investigate. Changed equipment, training, doctrine, architecture, recovered experiments, testimony, supply lines, and copied magic can reveal who built a response and how it reached the encounter. The player can attack the chain, deceive it, steal from it, improve the original technique, or create a counter-countermeasure. The response can surprise the player without being causeless.
Adaptation persists as world state. A spell invented by the player can become part of the culture. A countermeasure created by one faction can outlive its creator, spread to an enemy, and return years later in a context no one originally intended. The player changes not only what happens in the world, but what the world learns is possible.
What's Fixed vs. What's Dynamic¶
Fixed (The Spine)¶
The narrative progression is authored. The game has a structure:
- The seven acts and their 28 beats
- Boss encounters: Lucifer, Gabriel, Metatron, Michael are in fixed locations
- The River: always in Circle 5
- Eden: always where it is
- The Throne / The Apex: always the same fixed North-Pole surface endpoint; causally the first construction, never a movable generated landmark
- The pilgrimage route: Earth → The Nadir → Hell → Betrayal → Heaven → Loyalty / The Throne / The Apex
Dynamic (The World Between)¶
Everything between the spine points is alive and changing:
- Faction territory boundaries
- NPC locations and states
- Corrupted zone size and position
- Resource availability
- Who's alive and who's dead from faction conflicts
- What the world knows about the player
- What ruins are occupied and by whom
- What settlements have been built, damaged, or abandoned
Two players at the same point in the story see different worlds because the faction dynamics, the merge worsening, and their own actions produced different states.
ECS Architecture¶
Per-NPC Components¶
| Component | Type | Description |
|---|---|---|
| Identity | struct | Race, faction, name/archetype |
| Location | WorldPosition | Current position in the world |
| HomePosition | WorldPosition | Where the NPC lives |
| WorkPosition | WorldPosition | Where the NPC works |
| DailyRoutine | Schedule | Sequence of positions + activities + times |
| EmotionalState | float[] | Fear, anger, grief, contentment: multiple axes |
| Awareness | KnowledgeSet | Known facts, witnessed events, propagated rumors, player history |
| PhysicalCondition | struct | Health, scarring, deterioration rate, wound state |
| Relationships | EntityRef[] | Spouse, children, allies, enemies, player |
| FactionMembership | FactionId | Pointer to faction stance system |
World-Level Components¶
| Component | Type | Description |
|---|---|---|
| FactionTerritory | per-faction | Boundaries, population, military strength, resource access |
| CorruptedZones | spatial | Zone positions, sizes, expansion rates, energy composition |
| MergeState | global | Overall merge stability: worsening over game time |
| SeamActivity | per-seam | Energy levels at each seam scar, fluctuation |
| CanonicalWorldSubstrate | immutable spatial baseline | Complete Earth-area coverage, canonical coordinates, broad terrain/geology, source lineage, and cross-surface feature identity |
| SurfaceProjections | per-surface spatial | Fifteen SurfaceId domains with morph-recipe version, authored topology, independent histories, delta epochs, and representation state |
| CrossSurfaceCorrespondence | canonical-to-surface index | Maps CanonicalFeatureId to its realm-qualified identities without granting shared mutability or adjacency |
| TerrainRegions | per-surface spatial | Stable (SurfaceId, RegionId) identity, canonical/source lineage, surface-history layers, representation state, and persistent deltas |
| TerrainFeatures | realm-qualified semantic objects | Stable caves, overhangs, ruptures, displaced/deposited material and other bounded features with cause, topology, materials, condition, history and representation epoch |
| TopologyEdges | authored spatial graph | Folds, circle thresholds, portals and deliberately absent adjacencies with endpoint mapping, admission, state and history |
| TerrainChangeEvents | ordered event records | Validated subtraction, displacement, exposure, deposition, collapse and repair events bound to stable feature/region identities |
| StructuralDebris | persistent provenance records | Dynamic, settled or compacted fragments retaining origin structure/element, material, fracture event and reuse/repair eligibility |
| NuclearHistory | spatial history | Blast, heat, fire, fallout, EMP, shielding, burial, recovery, and present residual exposure kept as distinct facts |
| RealmInfluence | spatial fields | Celestial and volcanic influence, phase, configuration, compatibility, and derived interference |
| RealmMaterial | spatial material | Actual celestial, Hell, Earth, and constructed substances present at a location |
| ExposureFields | spatial fields | Current radiation, heat, toxicity, corrosion, corruption exposure, and other hazards |
| EnvironmentalClaims | evidence records | Witness, faction, map, and instrument claims kept separate from authoritative environmental state |
| SignificantEvents | event records | Participants, objects, place, time, outcome, evidence, and direct witnesses |
| PersistentObjects | object records | Stable identity, construction, condition, ownership, provenance, and event links |
Systems¶
DailyRoutineSystem. Moves NPCs through their schedules. Reads the current time. Moves each NPC to their next scheduled position. Triggers activity-specific behavior (working, trading, praying, patrolling). Adjusts for interruptions. Faction conflict, player proximity, environmental change.
EmotionalUpdateSystem. Adjusts emotional states based on events in proximity. An NPC near an absorption becomes more fearful. An NPC whose faction won a territorial engagement becomes more confident. An NPC whose spouse died grieves. Emotional states decay over time toward baseline. But traumatic events produce permanent shifts.
AwarenessPropagationSystem. Spreads information through faction channels. Shared with the faction reputation system. What one NPC witnesses, their faction eventually knows. At faction-specific speed and accuracy.
FactionTerritorySystem: calculates territory boundaries from military pressure, population, and resource access. Updates each tick. Territory changes trigger NPC relocation, conflict escalation, and resource redistribution.
FactionConflictSystem: produces NPC-vs-NPC combat at contested boundaries. Two patrols from hostile factions in proximity = a fight. Real physics. The same combat system the player uses. NPCs fight, win, lose, die, retreat. Consequences propagate.
CorruptionExpansionSystem: grows corrupted zones over time. Reads celestial and volcanic influence, phase and configuration compatibility, seam activity, and merge state. Stable mixed regions do not become corrupted merely because both influences are high. Zones expand where incompatible interference persists; the expansion is slow but visible across acts.
MergeWorseningSystem: global degradation tick. The merge state worsens over game time. Feeds into corruption expansion, seam activity, and environmental creature spawning. The world gets sicker. The urgency grows.
EnvironmentalEvolutionSystem. Advances weathering, erosion, ecology, contamination movement or decay, exposure, occupation, repair, and other current environmental deltas at an appropriate representation level. It preserves the ordered history and emits bounded invalidation when a derived terrain, material, physics, ecology, sound, lighting, or effects product needs regeneration.
TerrainRealizationSystem. Requests the physical and sensory representation needed for observation and interaction from the authoritative terrain-region state. It can bake stable layers, incrementally rebuild changed products, and apply runtime masks, but it cannot substitute a visual biome label for nuclear history, realm material, corruption, or a gameplay hazard.
TerrainFeatureSystem. Advances bounded caves, ruptures, displacement/deposition, support and drainage consequences from authoritative feature state. It publishes one dependency-scoped dirty set so geometry, collision, navigation, hydrology, ecology, visibility, acoustics, material, lighting and effects cannot diverge.
TopologyManifestationSystem. Reads authored fold, threshold and portal edges and requests their endpoint realizations and destination preparation. It never infers adjacency from Euclidean distance or lets a mesh, navigation bake or visual effect invent a connection.
StructuralSettlementSystem. Receives safely committed failed pieces from structural and Physics events, tracks motion while relevant, and converts settled debris into an equivalent static or semistatic persistent realization without discarding provenance or event history.
CreaturePopulationSystem. Advances merge-born creature populations in corrupted zones. Birth, movement, predation, death, and danger scale with merge state and zone size. The system may use different representation levels at distance, but it does not create a creature merely because the player crossed a trigger.
All systems remain logically active and advance at an appropriate cadence. They are queryable by Talk, Research, combat, and every other game system through authoritative or proven derived state. The world is an ECS database that every system reads from and writes to.
Verification Contract¶
The full-scale world is feasible only if its causal claims are executable contracts. Tests cover the semantic state first and the realized output second:
- Unit tests prove local rules such as purification, influence/material separation, hazard derivation, promotion, and invalidation.
- Property tests explore broad generated input spaces and assert invariants rather than hand-picked outcomes.
- Metamorphic tests compare alternate representations and execution paths: near versus distant, low versus high detail, cache miss versus cache hit, incremental versus clean rebuild, and different legal schedules.
- Golden fixtures preserve bounded representative places and their expected semantic and realized outputs.
- Integration tests cross subsystem boundaries so terrain, material, physics, hazards, ecology, sound, effects, traversal, and evidence agree.
- Determinism tests vary worker count, scheduling, streaming order, save/load, and cache state without changing authoritative results.
- Deadline and performance tests verify that flight corridors, landing cones, fold exits, collision, and gameplay truth become ready before interaction. Visual ornament may degrade; semantic truth may not.
- Soak and scale tests exercise long world histories, broad travel, repeated promotion and demotion, persistent deltas, and selective regeneration.
- Visual and human review judges composition, readability, beauty, dread, and whether a result communicates its history. It supplements semantic tests; it does not replace them.
Semantic invariants are exact. Numeric realization uses declared tolerances appropriate to quantization, coordinate transforms, level of detail, and stochastic sampling. A tolerance must never excuse a categorical error such as gold appearing without celestial material, a safe mixed seam being classified as corruption, or a radiation hazard being owned by a color mask.
Required representative fixtures include a purified nuclear scar, a genuine residual-radiation pocket, a Heaven-influenced human ruin, Hell-influenced Earth terrain, a stable mixed seam, a corrupted interference zone, and layered Ground Zero. Among the permanent assertions:
- Purification does not erase blast geometry, vitrification, rubble, or infrastructure damage.
- Residual dose is nonnegative, and EMP damage does not create radiation.
- Celestial influence produces no gold without celestial material; volcanic influence does not replace ordinary Earth with Hell material.
- Compatible mixed conditions remain stable; incompatible phase or configuration can produce corruption; God's First Road remains a stable mixed seam.
- A surface feature such as a crack stays coherent across geometry, material channels, collision, exposure, ecology, sound, and effects where those views apply.
- Bake and runtime realization agree within their declared tolerance; clean and incremental regeneration agree; irrelevant field changes do not invalidate unrelated products.
- Cross-region fields are continuous where the world says they are, and macro-scale history agrees with the local result at every detail level.
- Cache state, legal schedule, and travel route do not change authoritative history or current state.
- A liquid contact event produces matching terrain, collision, traversal, wetness, material, lighting, audio and VFX outputs; a shader or particle effect cannot create a gameplay liquid consequence.
- Environment owns liquid quantity and process state; Terrain/Hydrology realizes beds, drainage and connected volumes. A bounded displacement conserves quantity into held storage, liquid-filled route, pools, outflow or an explicit sink within tolerance.
- Supported water-running has a recorded support/force cause and agrees across locomotion, contact, wake, wetness and presentation; unsupported water-running is not silently accepted as solid-ground movement.
- The Moses event has stable event identity, provenance,
SurfaceIdand region scope. Its held volume, exposed route, connected pools and release surge survive save/load, streaming, cache eviction and legal regeneration schedules. Held storage is part of quantity accounting. It requires The River's explicit admission, lethal and transformation rules and cannot make its canonical entry safe. - Celestial source identity, sunrise/sunset and moonrise/moonset are invariant across all surface and regional streaming; local weather, fog, dust, shadow, volumetric and material products are derived rather than independently authored lights.
- All fifteen surface manifests close to the complete 510,072,000 km² canonical domain; no source area disappears merely because water or adjacency changed.
- The same canonical fixture realizes recognizably corresponding but surface-distinct terrain on Earth, one Hell circle, and one Heaven circle.
- Mutating, saving, compacting, evicting, and rebuilding one surface leaves every corresponding feature on the other fourteen bitwise or semantically unchanged as its contract requires.
- Derived-cache keys cannot alias across
SurfaceId, morph-recipe version, delta epoch, or incompatible representation contracts. - A cross-surface effect occurs only through an explicit causal-propagation event and produces the same result after save/load, cache eviction, and legal schedule variation.
- Height-like terrain and bounded topology patches agree across geometry, collision, navigation, hydrology, material, ecology, and sensory products.
- A cave keeps the same identity, entrances, route/chamber connectivity, flooding, inhabitants and collapse history while its geometry promotes, de-promotes, evicts and rebuilds.
- A view-local camera aperture changes no terrain/structure state, collision, navigation, hydrology, acoustics, AI perception, witness record, save data, persistent delta, or independent view.
- Camera cutaway never exposes a secret wall, adjacent chamber, protected topology boundary, tactical cover, or any entity/fragment outside the player-character's authorized perception.
- Camera-affordance and cap artifacts retain stable surface/feature/structure identity across promotion, cache eviction, clean or incremental rebuild, and legal schedule variation.
- An overhang promotes only the necessary region from height-like terrain to a bounded non-heightfield patch; the stitched render, collision, navigation, drainage and material boundary remains coherent.
- A fold's derived geometry, navigation, visibility, acoustics and VFX cannot change its authored endpoints, mapping, admission rules or reachability; a nearby disconnected region remains unreachable.
- A terrain-destruction fixture applies impact, subtraction, displacement, exposed strata, drainage and support changes once, then produces the same state after clean or incremental rebuild, save/load, cache eviction and legal schedule variation.
- Dynamic fragments appear only after a safe structural commit. Settling and regional compaction preserve mass/material accounting where modeled, provenance, event evidence and the same observable static result.
- Destruction on one
SurfaceIddoes not alter the other fourteen surfaces unless an explicit cross-surface causal event names and validates that consequence. - An adaptive response cannot appear without a complete provenance chain from observation or evidence through retained knowledge and available implementation capacity.
- Breaking, delaying, or corrupting any link in that chain prevents, delays, localizes, or distorts the response instead of silently reaching the same countermeasure.
- A copied technique or countermeasure retains its origin, requirements, cost, weaknesses, dissemination history, and observed successes or failures across save/load, cache eviction, and legal schedule variation.
- Replaying the same player technique at the same frequency without witnesses, surviving evidence, or propagated knowledge creates no frequency-triggered immunity or omniscient counter.
The Principle¶
The world is not a backdrop. The world is the game.
Every other system (combat, Talk, Research, absorption, faction reputation, the consent tracker, the Codex) runs on top of the world simulation. They read from it and write to it. The player's actions change the world state. The world state changes what every system produces. The loop is continuous.
The "encounter" is the player's proximity to a set of beings and states that the world simulation produced. The game didn't create the encounter. The player walked into it. Two players walk through the same market and have completely different experiences because they used different verbs in different orders on different beings, and because the world was in a different state when they arrived.
The game is a mirror, not a judge. The world simulation is the mirror's surface. It reflects what's there (faction dynamics, NPC lives, the merge's degradation, the player's consequences) without performing, without staging, without waiting for the player to look. The world is real. The player enters it. What they find is what happened.