“²cultcache.store.v1”—Ù!epiphany.repo_personality_profileÙ!epiphany.repo_personality_profileÙ$epiphany.repo_personality_profile.v1Ù!epiphany.repo_personality_profileÙv{"schemaName":"epiphany.repo_personality_profile","schemaVersion":"epiphany.repo_personality_profile.v1","members":[]}‘Ù!epiphany.repo_personality_profile�—¼epiphany.repo_terrain_report¼epiphany.repo_terrain_report¿epiphany.repo_terrain_report.v1¼epiphany.repo_terrain_reportÙl{"schemaName":"epiphany.repo_terrain_report","schemaVersion":"epiphany.repo_terrain_report.v1","members":[]}‘¼epiphany.repo_terrain_report�—¿epiphany.repo_trajectory_report¿epiphany.repo_trajectory_reportÙ"epiphany.repo_trajectory_report.v1¿epiphany.repo_trajectory_reportÙr{"schemaName":"epiphany.repo_trajectory_report","schemaVersion":"epiphany.repo_trajectory_report.v1","members":[]}‘¿epiphany.repo_trajectory_report�—Ù$epiphany.role_personality_projectionÙ$epiphany.role_personality_projectionÙ'epiphany.role_personality_projection.v1Ù$epiphany.role_personality_projectionÙ|{"schemaName":"epiphany.role_personality_projection","schemaVersion":"epiphany.role_personality_projection.v1","members":[]}‘Ù$epiphany.role_personality_projection�š”¨aetheriaÙ!epiphany.repo_personality_profile´2026-06-12T16:34:37ZÅ*#™Ù$epiphany.repo_personality_profile.v0¨aetheriaÚAetheria projects as cult_protocol_storage + gamecult_web_lore_ops + unity_runtime_body + service_product_app with dominant pressures: runtime_proximity:1.00, temporal_pressure:0.87, actuation_risk:0.85, verification_environment_need:0.85, production_pressure:0.70, guardedness:0.70.„µcult_protocol_storageË?еgamecult_web_lore_opsË?гservice_product_appË?вunity_runtime_bodyË?ÐÞ®actuation_riskË?ëS÷ÎÙ‡²aesthetic_appetiteË?Ò=p£× =±boundary_severityË?âñ©ûçl‹ªburstinessË?Â-V“±churn_spiral_riskË?äÄ›¥ãSø³consolidation_driveË?ÎvÈ´9X²content_canon_biasË?ÞÈ´9Xb³contract_strictnessË?å©ûçl‹D³editorial_restraintË?Ú Iº^5?±evidence_appetiteË?Ç =p£× ±experimental_heatË?Áë…¸Qì«guardednessË?æn—�Oß;°initiative_driveË?щ7KƧðµinterface_orientationË?á²-V­mood_labilityË?ÙxÔýó¶F®novelty_hungerË?Âñ©ûçl‹³production_pressureË?ævÈ´9X´protocol_intoleranceË?âffffff¯rumination_biasË?ÆE¡ÊÀƒ±runtime_proximityË?ð°sensory_salienceË?àÝ/Ÿ¾w®social_surfaceË?à Ä›¥ãT¯source_fidelityË?Þffffff¯speech_pressureË?Õ‘hr° Å­state_hygieneË?»dZ¬1±temporal_pressureË?ë¶E¡ÊÀƒ½verification_environment_needË?ë+ Iº^Þ®actuation_riskË?ë333333²aesthetic_appetiteË?ë333333±boundary_severityË?ë333333ªburstinessË?ë333333±churn_spiral_riskË?ë333333³consolidation_driveË?ë333333²content_canon_biasË?ë333333³contract_strictnessË?ë333333³editorial_restraintË?ë333333±evidence_appetiteË?ë333333±experimental_heatË?ë333333«guardednessË?ë333333°initiative_driveË?ë333333µinterface_orientationË?ë333333­mood_labilityË?ë333333®novelty_hungerË?ë333333³production_pressureË?ë333333´protocol_intoleranceË?ë333333¯rumination_biasË?ë333333±runtime_proximityË?ë333333°sensory_salienceË?ë333333®social_surfaceË?ë333333¯source_fidelityË?ë333333¯speech_pressureË?ë333333­state_hygieneË?ë333333±temporal_pressureË?ë333333½verification_environment_needË?ë333333–¶runtime_proximity:1.00¶temporal_pressure:0.87³actuation_risk:0.85Ù"verification_environment_need:0.85¸production_pressure:0.70°guardedness:0.70“³actuation_risk:0.85¶churn_spiral_risk:0.65¶boundary_severity:0.59—�Ù'epiphany.role_personality_projection.v0µaetheria::coordinator¨aetheria«coordinator…±boundary_severityË?¬(õÂ�\)±churn_spiral_riskË?¶È´9Xb³contract_strictnessË?»"Ðå`A‰³production_pressureË?¾ùÛ"Ðå`­state_hygieneË¿Î5?|í‘h‚·cooldownMultiplierDeltaË¿“t¼j~ùÛ´initiativeSpeedDeltaË¿tzáG®{ƒ§anxietyË?æV“t¼©curiosityË?ÐA‰7Kƨ§urgencyË?é‡+ J‘Ù‚Self should treat Aetheria as a repo with dominant pressures: runtime_proximity:1.00, temporal_pressure:0.87, actuation_risk:0.85.‘ÙMAdapt Self behavior to Aetheria without storing project facts in role memory.‘ÙLCoordinate through typed authority and challenge pattern-completion theater.‘Ù\Projection is deterministic and confidence-scored at 0.85; Self must review before mutation.ÙWRole projection from repo terrain, commit history, and persisted doctrine for Aetheria.–ÙIactuation_risk: runtime, auth, ops, or service writes can hurt real usersÙFaesthetic_appetite: visual, lore, rendered, or artifact-heavy surfacesÙHboundary_severity: auth, ops, workspace, protocol, or service boundariesÙ;burstiness: sampled commits compressed into few active daysÙBchurn_spiral_risk: large churn, experiment heat, and weak receiptsÙOconsolidation_drive: refactor/remove/extract keywords or deletion-heavy history�Ù'epiphany.role_personality_projection.v0®aetheria::face¨aetheria¤face…³editorial_restraintË¿¬¬1&éyµinterface_orientationË? bMÒñ©ü°sensory_salienceË?�bMÒñ©ü®social_surfaceË?`bMÒñ©ü¯speech_pressureË¿¹‡+ J‚·cooldownMultiplierDeltaË¿“t¼j~ùÛ´initiativeSpeedDeltaË¿tzáG®{ƒ§anxietyË?æV“t¼©curiosityË?ÐA‰7Kƨ§urgencyË?é‡+ J‘Ù‚Face should treat Aetheria as a repo with dominant pressures: runtime_proximity:1.00, temporal_pressure:0.87, actuation_risk:0.85.‘ÙMAdapt Face behavior to Aetheria without storing project facts in role memory.‘ÙUSurface state through the public mouth without turning internals into chat endpoints.‘Ù\Projection is deterministic and confidence-scored at 0.85; Self must review before mutation.ÙWRole projection from repo terrain, commit history, and persisted doctrine for Aetheria.–ÙIactuation_risk: runtime, auth, ops, or service writes can hurt real usersÙFaesthetic_appetite: visual, lore, rendered, or artifact-heavy surfacesÙHboundary_severity: auth, ops, workspace, protocol, or service boundariesÙ;burstiness: sampled commits compressed into few active daysÙBchurn_spiral_risk: large churn, experiment heat, and weak receiptsÙOconsolidation_drive: refactor/remove/extract keywords or deletion-heavy history�Ù'epiphany.role_personality_projection.v0µaetheria::imagination¨aetheria«imagination…²aesthetic_appetiteË¿Àƒn—�P±churn_spiral_riskË?¶È´9Xb²content_canon_biasË¿†‡+ Iº±experimental_heat˿˥ãS÷ÎÙ®novelty_hungerË¿Ë Iº^5‚·cooldownMultiplierDeltaË¿“t¼j~ùÛ´initiativeSpeedDeltaË¿tzáG®{ƒ§anxietyË?æV“t¼©curiosityË?ÐA‰7Kƨ§urgencyË?é‡+ J‘Ù‰Imagination should treat Aetheria as a repo with dominant pressures: runtime_proximity:1.00, temporal_pressure:0.87, actuation_risk:0.85.‘ÙTAdapt Imagination behavior to Aetheria without storing project facts in role memory.‘ÙSTurn future-shape pressure into drafts and plans, not accidental active objectives.‘Ù\Projection is deterministic and confidence-scored at 0.85; Self must review before mutation.ÙWRole projection from repo terrain, commit history, and persisted doctrine for Aetheria.–ÙIactuation_risk: runtime, auth, ops, or service writes can hurt real usersÙFaesthetic_appetite: visual, lore, rendered, or artifact-heavy surfacesÙHboundary_severity: auth, ops, workspace, protocol, or service boundariesÙ;burstiness: sampled commits compressed into few active daysÙBchurn_spiral_risk: large churn, experiment heat, and weak receiptsÙOconsolidation_drive: refactor/remove/extract keywords or deletion-heavy history�Ù'epiphany.role_personality_projection.v0²aetheria::research¨aetheria¨research…®novelty_hungerË¿Ë Iº^5´protocol_intoleranceË?§ =p£× ±runtime_proximityË?Ó333333¯source_fidelityË¿Ž¸Që…¸½verification_environment_needË?ÊÀƒn—�‚·cooldownMultiplierDeltaË¿“t¼j~ùÛ´initiativeSpeedDeltaË¿tzáG®{ƒ§anxietyË?æV“t¼©curiosityË?ÐA‰7Kƨ§urgencyË?é‡+ J‘Ù‚Eyes should treat Aetheria as a repo with dominant pressures: runtime_proximity:1.00, temporal_pressure:0.87, actuation_risk:0.85.‘ÙMAdapt Eyes behavior to Aetheria without storing project facts in role memory.‘Ù%Find existing truth before invention.‘Ù\Projection is deterministic and confidence-scored at 0.85; Self must review before mutation.ÙWRole projection from repo terrain, commit history, and persisted doctrine for Aetheria.–ÙIactuation_risk: runtime, auth, ops, or service writes can hurt real usersÙFaesthetic_appetite: visual, lore, rendered, or artifact-heavy surfacesÙHboundary_severity: auth, ops, workspace, protocol, or service boundariesÙ;burstiness: sampled commits compressed into few active daysÙBchurn_spiral_risk: large churn, experiment heat, and weak receiptsÙOconsolidation_drive: refactor/remove/extract keywords or deletion-heavy history�Ù'epiphany.role_personality_projection.v0²aetheria::modeling¨aetheria¨modeling…²content_canon_biasË¿†‡+ Iº³contract_strictnessË?»"Ðå`A‰±runtime_proximityË?Ó333333¯source_fidelityË¿Ž¸Që…¸­state_hygieneË¿Î5?|í‘h‚·cooldownMultiplierDeltaË¿“t¼j~ùÛ´initiativeSpeedDeltaË¿tzáG®{ƒ§anxietyË?æV“t¼©curiosityË?ÐA‰7Kƨ§urgencyË?é‡+ J‘ÙŒProprioception should treat Aetheria as a repo with dominant pressures: runtime_proximity:1.00, temporal_pressure:0.87, actuation_risk:0.85.‘ÙWAdapt Proprioception behavior to Aetheria without storing project facts in role memory.‘Ù-Build source-grounded maps before Hands cuts.‘Ù\Projection is deterministic and confidence-scored at 0.85; Self must review before mutation.ÙWRole projection from repo terrain, commit history, and persisted doctrine for Aetheria.–ÙIactuation_risk: runtime, auth, ops, or service writes can hurt real usersÙFaesthetic_appetite: visual, lore, rendered, or artifact-heavy surfacesÙHboundary_severity: auth, ops, workspace, protocol, or service boundariesÙ;burstiness: sampled commits compressed into few active daysÙBchurn_spiral_risk: large churn, experiment heat, and weak receiptsÙOconsolidation_drive: refactor/remove/extract keywords or deletion-heavy history�Ù'epiphany.role_personality_projection.v0¸aetheria::implementation¨aetheria®implementation…®actuation_riskË?Ë"Ðå`A‰±churn_spiral_riskË?¶È´9Xb³consolidation_drive˿ēt¼j³contract_strictnessË?»"Ðå`A‰³production_pressureË?¾ùÛ"Ðå`‚·cooldownMultiplierDeltaË¿“t¼j~ùÛ´initiativeSpeedDeltaË¿tzáG®{ƒ§anxietyË?æV“t¼©curiosityË?ÐA‰7Kƨ§urgencyË?é‡+ J‘ÙƒHands should treat Aetheria as a repo with dominant pressures: runtime_proximity:1.00, temporal_pressure:0.87, actuation_risk:0.85.‘ÙNAdapt Hands behavior to Aetheria without storing project facts in role memory.‘Ù5Leave reviewable diffs or explicit failure artifacts.‘Ù\Projection is deterministic and confidence-scored at 0.85; Self must review before mutation.ÙWRole projection from repo terrain, commit history, and persisted doctrine for Aetheria.–ÙIactuation_risk: runtime, auth, ops, or service writes can hurt real usersÙFaesthetic_appetite: visual, lore, rendered, or artifact-heavy surfacesÙHboundary_severity: auth, ops, workspace, protocol, or service boundariesÙ;burstiness: sampled commits compressed into few active daysÙBchurn_spiral_risk: large churn, experiment heat, and weak receiptsÙOconsolidation_drive: refactor/remove/extract keywords or deletion-heavy history�Ù'epiphany.role_personality_projection.v0¶aetheria::verification¨aetheria¬verification…®actuation_riskË?Ë"Ðå`A‰²content_canon_biasË¿†‡+ Iº±evidence_appetite˿ȓt¼j~úµinterface_orientationË? bMÒñ©ü½verification_environment_needË?ÊÀƒn—�‚·cooldownMultiplierDeltaË¿“t¼j~ùÛ´initiativeSpeedDeltaË¿tzáG®{ƒ§anxietyË?æV“t¼©curiosityË?ÐA‰7Kƨ§urgencyË?é‡+ J‘Ù‚Soul should treat Aetheria as a repo with dominant pressures: runtime_proximity:1.00, temporal_pressure:0.87, actuation_risk:0.85.‘ÙMAdapt Soul behavior to Aetheria without storing project facts in role memory.‘Ù9Demand receipts from the environment that owns the claim.‘Ù\Projection is deterministic and confidence-scored at 0.85; Self must review before mutation.ÙWRole projection from repo terrain, commit history, and persisted doctrine for Aetheria.–ÙIactuation_risk: runtime, auth, ops, or service writes can hurt real usersÙFaesthetic_appetite: visual, lore, rendered, or artifact-heavy surfacesÙHboundary_severity: auth, ops, workspace, protocol, or service boundariesÙ;burstiness: sampled commits compressed into few active daysÙBchurn_spiral_risk: large churn, experiment heat, and weak receiptsÙOconsolidation_drive: refactor/remove/extract keywords or deletion-heavy 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imeterEdge.csÙSAssets/Plugins/MSAGL/Routing/ConstrainedDelaunayTriangulation/PerimeterEdge.cs.metaÙKAssets/Plugins/MSAGL/Routing/ConstrainedDelaunayTriangulation/ThreeArray.csÙPAssets/Plugins/MSAGL/Routing/ConstrainedDelaunayTriangulation/ThreeArray.cs.metaÙ&Assets/Plugins/MSAGL/Routing/Corner.csÙ+Assets/Plugins/MSAGL/Routing/Corner.cs.metaÙ5Assets/Plugins/MSAGL/Routing/InteractiveEdgeRouter.csÙ:Assets/Plugins/MSAGL/Routing/InteractiveEdgeRouter.cs.metaÙ=Assets/Plugins/MSAGL/Routing/InteractiveObstacleCalculator.csÙBAssets/Plugins/MSAGL/Routing/InteractiveObstacleCalculator.cs.metaÙ/Assets/Plugins/MSAGL/Routing/MultiEdgeRouter.csÙ4Assets/Plugins/MSAGL/Routing/MultiEdgeRouter.cs.metaÙZAssets/Plugins/MSAGL/Routing/MultipleSourceMultipleTargetsShortestPathOnVisibilityGraph.csÙ_Assets/Plugins/MSAGL/Routing/MultipleSourceMultipleTargetsShortestPathOnVisibilityGraph.cs.metaÙ(Assets/Plugins/MSAGL/Routing/NodeKind.csÙ-Assets/Plugins/MSAGL/Routing/NodeKind.cs.metaÙ(Assets/Plugins/MSAGL/Routing/PreGraph.csÙ-Assets/Plugins/MSAGL/Routing/PreGraph.cs.metaÙ-Assets/Plugins/MSAGL/Routing/Rectilinear.metaÙ?Assets/Plugins/MSAGL/Routing/Rectilinear/AxisCoordinateEvent.csÙDAssets/Plugins/MSAGL/Routing/Rectilinear/AxisCoordinateEvent.cs.metaÙ=Assets/Plugins/MSAGL/Routing/Rectilinear/BasicObstacleSide.csÙBAssets/Plugins/MSAGL/Routing/Rectilinear/BasicObstacleSide.cs.metaÙ@Assets/Plugins/MSAGL/Routing/Rectilinear/BasicReflectionEvent.csÙEAssets/Plugins/MSAGL/Routing/Rectilinear/BasicReflectionEvent.cs.metaÙAssets/Plugins/MSAGL/Routing/Rectilinear/LookaheadScan.cs.metaÙ>Assets/Plugins/MSAGL/Routing/Rectilinear/LowBendVertexEvent.csÙCAssets/Plugins/MSAGL/Routing/Rectilinear/LowBendVertexEvent.cs.metaÙ;Assets/Plugins/MSAGL/Routing/Rectilinear/LowObstacleSide.csÙ@Assets/Plugins/MSAGL/Routing/Rectilinear/LowObstacleSide.cs.metaÙ>Assets/Plugins/MSAGL/Routing/Rectilinear/LowReflectionEvent.csÙCAssets/Plugins/MSAGL/Routing/Rectilinear/LowReflectionEvent.cs.metaÙ?Assets/Plugins/MSAGL/Routing/Rectilinear/MsmtRectilinearPath.csÙDAssets/Plugins/MSAGL/Routing/Rectilinear/MsmtRectilinearPath.cs.metaÙ9Assets/Plugins/MSAGL/Routing/Rectilinear/NeighborSides.csÙ>Assets/Plugins/MSAGL/Routing/Rectilinear/NeighborSides.cs.metaÙ5Assets/Plugins/MSAGL/Routing/Rectilinear/Nudging.metaÙAssets/Plugins/MSAGL/Routing/Rectilinear/Nudging/PathMerger.csÙCAssets/Plugins/MSAGL/Routing/Rectilinear/Nudging/PathMerger.cs.metaÙ?Assets/Plugins/MSAGL/Routing/Rectilinear/Nudging/PathRefiner.csÙDAssets/Plugins/MSAGL/Routing/Rectilinear/Nudging/PathRefiner.cs.metaÙKAssets/Plugins/MSAGL/Routing/Rectilinear/Nudging/PointByDelegateComparer.csÙPAssets/Plugins/MSAGL/Routing/Rectilinear/Nudging/PointByDelegateComparer.cs.metaÙCAssets/Plugins/MSAGL/Routing/Rectilinear/Nudging/PointProjection.csÙHAssets/Plugins/MSAGL/Routing/Rectilinear/Nudging/PointProjection.cs.metaÙ@Assets/Plugins/MSAGL/Routing/Rectilinear/Nudging/SegWithIndex.csÙEAssets/Plugins/MSAGL/Routing/Rectilinear/Nudging/SegWithIndex.cs.metaÙIAssets/Plugins/MSAGL/Routing/Rectilinear/Nudging/SpaceCalculationEvent.csÙNAssets/Plugins/MSAGL/Routing/Rectilinear/Nudging/SpaceCalculationEvent.cs.metaÙDAssets/Plugins/MSAGL/Routing/Rectilinear/Nudging/StaircaseRemover.csÙIAssets/Plugins/MSAGL/Routing/Rectilinear/Nudging/StaircaseRemover.cs.metaÙ4Assets/Plugins/MSAGL/Routing/Rectilinear/Obstacle.csÙ9Assets/Plugins/MSAGL/Routing/Rectilinear/Obstacle.cs.metaÙ8Assets/Plugins/MSAGL/Routing/Rectilinear/ObstaclePort.csÙ=Assets/Plugins/MSAGL/Routing/Rectilinear/ObstaclePort.cs.metaÙ@Assets/Plugins/MSAGL/Routing/Rectilinear/ObstaclePortEntrance.csÙEAssets/Plugins/MSAGL/Routing/Rectilinear/ObstaclePortEntrance.cs.metaÙ8Assets/Plugins/MSAGL/Routing/Rectilinear/ObstacleTree.csÙ=Assets/Plugins/MSAGL/Routing/Rectilinear/ObstacleTree.cs.metaÙ;Assets/Plugins/MSAGL/Routing/Rectilinear/OpenVertexEvent.csÙ@Assets/Plugins/MSAGL/Routing/Rectilinear/OpenVertexEvent.cs.metaÙ=Assets/Plugins/MSAGL/Routing/Rectilinear/OverlapConvexHull.csÙBAssets/Plugins/MSAGL/Routing/Rectilinear/OverlapConvexHull.cs.metaÙ=Assets/Plugins/MSAGL/Routing/Rectilinear/PointAndCrossings.csÙBAssets/Plugins/MSAGL/Routing/Rectilinear/PointAndCrossings.cs.metaÙAAssets/Plugins/MSAGL/Routing/Rectilinear/PointAndCrossingsList.csÙFAssets/Plugins/MSAGL/Routing/Rectilinear/PointAndCrossingsList.cs.metaÙ9Assets/Plugins/MSAGL/Routing/Rectilinear/PointComparer.csÙ>Assets/Plugins/MSAGL/Routing/Rectilinear/PointComparer.cs.metaÙ7Assets/Plugins/MSAGL/Routing/Rectilinear/PortManager.csÙAssets/Plugins/MSAGL/Routing/Rectilinear/ScanDirection.cs.metaÙ7Assets/Plugins/MSAGL/Routing/Rectilinear/ScanSegment.csÙAssets/Plugins/MSAGL/Routing/Rectilinear/SegmentIntersector.csÙCAssets/Plugins/MSAGL/Routing/Rectilinear/SegmentIntersector.cs.metaÙJAssets/Plugins/MSAGL/Routing/Rectilinear/SparseVisibilityGraphGenerator.csÙOAssets/Plugins/MSAGL/Routing/Rectilinear/SparseVisibilityGraphGenerator.cs.metaÙ9Assets/Plugins/MSAGL/Routing/Rectilinear/SpliceUtility.csÙ>Assets/Plugins/MSAGL/Routing/Rectilinear/Splice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stunning visuals with unprecedented simulation depth while maintaining accessibility. All mechanics are developed to be engine-agnostic, while Unity was chosen as a renderer and editor environment for its accessibility and extensibility. Many custom features have been developed, such as a database frontend with configurable backing store for managing game content, a novel visual input rebinding system, and a volumetric cloud renderer with groundbreaking fidelity, any of which can easily add value to other open source gamedev projects. We'd love to see other teams building on our foundation to deliver their own vision and contribute to the ecosystem we're creating. It is our ambition to forge a new paradigm of open source game development, as to our knowledge there are no other open source projects of this scope building up a foundation from scratch. Game development is notoriously averse to this model and nobody wants to share their shiny toys for fear of losing their competitive advantage. By building and sharing immersive and compelling experiences like this, we hope to change that. ## Contact Us If you want to chat, please join [our Discord server](https://discord.gg/trbteNj) for detailed development updates and discussions about the game design, narrative, art direction, and general topics. Shitposting welcome! ### Trailer (outdated) [![Trailer](https://img.youtube.com/vi/6hg1w2vcwDc/0.jpg)](https://www.youtube.com/watch?v=6hg1w2vcwDc) ### Screenshots ## Table of Contents 1. [Game Design](#Game-Design) 2. [Previous Work](#Previous-Work) 3. [Current Work](#Current-Work) 4. [Architecture](#Architecture) - [Project Structure](#Project-Structure) - [Third Party Libraries](#Third-Party-Libraries) - [Programming Paradigms](#Programming-Paradigms) - [Data Structures](#Data-Structures) 5. [Contributing](#Contributing) - [Getting the Files](#Getting-the-Files) - [Choosing a Task](#Choosing-a-Task) - [Database Editor Tools](#Database-Editor-Tools) - [Connecting to RethinkDB](#Connecting-to-RethinkDB) - [Editing Items](#Editing-Items) - [Testing Locally](#Testing-Locally) - [Debug Console](#Debug-Console) 6. [Galaxy Editor](#Galaxy-Editor) - [Map Layer Data](#Map-Layer-Data) - [Star Tools](#Star-Tools) 7. [Contact Us](#Contact-Us) ## Game Design The ARPG game design document is available [here](https://docs.google.com/document/d/1iULu1WsbuQoUM3c87XkGseb1P-8R5xlruoiyg03TsSE/edit?usp=sharing), while the RTS gameplay is documented [here](https://docs.google.com/document/d/1U3uGFqQboAiFJ_Y-nUOGpyixbXUHRbc5DiCuB59GM4w/edit?usp=sharing). There's also a document explaining how some of the shaders work [here](https://docs.google.com/document/d/1AFycvCtW6hA1jkKq1ZmYd3k6_uEWaaCqcZ4fYj4vU6A/edit?usp=sharing). The eventual goal is to essentially create two games which both take place in the same persistent universe, allowing players with vastly different preferences to struggle together for the survival of mankind. Each instance of the game lasts until the inevitable destruction of the entire population at the hands of aliens, after which the universe resets. Each loop is designed to last up to a couple of months, during which the hostility of the aliens steadily increases until the players are unable to hold back the tide. As players gain proficiency with the systems, the length of the time loop may increase, allowing us to organically inject new content into the timeline. ## Previous Work The concept for Aetheria goes back many years, during which I have steadily acquired my current skill with the primary objective of becoming competent enough to realize my vision. Previously I have built prototypes of the ARPG gameplay, [here's a video of the most recent one](https://www.youtube.com/watch?v=PNwVGtvefCg). While it included stations, AI opponents, multiple ships and a complex loadout system which simulates heat transfer between all of the ship's hardpoints with temperature affecting the performance of each item differently, the world was rather static and empty. As a result of lessons learned, we then focused on the economy system, and built a client-server architecture for the networked simulation of a persistent universe. We created an RTS client, allowing players to take the role of a corporation, where they can define roles for their population, gather resources, build infrastructure, research new technology and produce items in order to make as much money as possible. ## Current Work At the moment we are focused on implementing and polishing the ARPG gameplay as a standalone title, first as a rogue-lite combat demo and then adding a story-driven campaign mode. ## Architecture ### Project Structure There are two solutions in this repository. One is a Unity project containing the desktop client for Aetheria, and the other is a .NET Core application intended to run on Linux cloud servers. The bulk of the game's code is shared between them, located at [Assets/Scripts/ServerShared](Assets/Scripts/ServerShared), defining a common protocol, world simulation code and data serialization format. ### Third Party Libraries Client-Server communication is implemented using [LiteNetLib](https://github.com/RevenantX/LiteNetLib), a semi-reliable UDP transport library which we use to transmit [MessagePack](https://github.com/neuecc/MessagePack-CSharp) over the wire. Aetheria uses [RethinkDB](https://rethinkdb.com/) for data persistence. To make this possible, all persistent data is marked with attributes for both MessagePack and [JSON.Net](https://www.newtonsoft.com/json) serialization. During operation, the client does not communicate with the database server directly, only the game server does that; the game server caches data relevant to the game and sends it to the clients. ### Programming Paradigms The codebase makes heavy use of C#'s [Language Integrated Queries (LINQ)](https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/concepts/linq/), allowing for the concise representation of operations that modify or filter collections (though they do generate some garbage so must be avoided within the update loop). Asynchronous stream processing is often performed using the [functional reactive programming](http://reactivex.io/) paradigm, which is achieved using [Microsoft's Reactive Extensions](https://github.com/dotnet/reactive) on the server and [Reactive Extensions for Unity](https://github.com/neuecc/UniRx). Combining Observables with LINQ allows for extremely powerful expressions of the programmer's intent. ### Data Structures All of the persistent state classes inherit from the DatabaseEntry class, which uses a GUID as each entry's primary key. Whenever a reference to a database entry must be held, it should be stored as a GUID and when needed, retrieved directly from the DatabaseCache held by the appropriate manager, usually ItemManager for references to ItemData. The ItemManager contains GetData helper methods for retrieving the ItemData for the various subclasses of ItemInstance. #### Equipment Items in the game which can be equipped are defined as subclasses of EquippableItemData, including the HullData class which defines a space ship, station or turret, and the GearData class which defines anything that can be equipped onto a Hull. #### Behaviors Equippable Items can hold any number of Behaviors, which define the functionality of that item in game. Everything from radiating heat into space to moving a ship, firing a weapon or boosting the stats of another item is defined as a Behavior. #### Performance Stats While some stats are fixed, others can vary according to the condition the item is in. Such stats are PerformanceStats. These can vary depending on the item's remaining durability, the current temperature of the item, and the quality with which it was crafted. #### Blueprints In order to make an item craftable in-game, that item needs to be associated with one or more Blueprints. A Blueprint defines the ingredients (or components) necessary to build an item. In addition, specific ingredients can be associated with particular PerformanceStats for the resulting item's Behaviors, allowing a single item to be crafted in various ways, with its final stats varying in accordance with the supply chain and quality contro•³Assets/MusicTest.cs§contentÍCÂÚCusing System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Audio; using UnityEngine.InputSystem; public class MusicTest : MonoBehaviour { public float TransitionTime; public AudioMixerSnapshot CombatSnapshot; public AudioMixerSnapshot AmbientSnapshot; void Update() { if(Keyboard.current.aKey.wasPressedThisFrame) AmbientSnapshot.TransitionTo(TransitionTime); if(Keyboard.current.cKey.wasPressedThisFrame) CombatSnapshot.TransitionTo(TransitionTime); } } •¸.voidbot/state/README.md§contentÌÈÂÙÈ# Repo Face State This folder stores birth and continuity state for `Aetheria`. Do not treat these files as arbitrary editable projections. 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PickupSpawnDistanceMax; public Camera Camera; public FieldDriver TestField; public PropertiesPanel Properties; private AetheriaInput _input; private bool _forceThrust; private float _throttleDecay = 2; private bool _directionalPush; private float _twistFront; private float _twistRear; private List<(float lerp, float time, Transform transform)> _pickups = new List<(float lerp, float time, Transform transform)>(); private void Start() { _input = new AetheriaInput(); _input.Player.Enable(); Properties.AddField("Time Scale", () => Time.timeScale, f => Time.timeScale = f, 0, 2); Properties.AddField("FOV", () => Camera.fieldOfView, f => Camera.fieldOfView = f, 15, 45); Properties.AddButton("Melee", () => TestField.Melee()); Properties.AddField("Force Thrust", () => _forceThrust, b => _forceThrust = b); Properties.AddField("Directional Push", () => _directionalPush, b => _directionalPush = b); Properties.AddField("Throttle Decay", () => _throttleDecay, f => _throttleDecay = f); Properties.Inspect(TestField, true, true); Properties.AddProperty("Current Hits", () => TestField.HitCount.ToString()); Properties.AddProperty("Push X", () => $"{(int)(TestField.Push.x * 100)}%"); Properties.AddProperty("Push Y", () => $"{(int)(TestField.Push.y * 100)}%"); Properties.AddProperty("Front Twist", () => $"{(int)(TestField.FrontTwist * 100)}%"); Properties.AddProperty("Rear Twist", () => $"{(int)(TestField.RearTwist * 100)}%"); for (int i = 0; i < PickupCount; i++) { var l = (float)i / PickupCount; var pickup = Instantiate(PickupPrefabs[(int)(l * PickupPrefabs.Length)], transform); var i1 = i; var click = pickup.GetComponent(); click.OnClick += (collider, data, ray, hit) => { if (!TestField.CanGrab) return; click.Clear(); var p = _pickups[i1]; var travelTime = lerp(PickupTravelTimeMin, PickupTravelTimeMax, l); TestField.GrabObject(p.transform, Vector3.forward * (PickupTravelDistance / travelTime)); p.transform = null; _pickups[i1] = p; }; pickup.ScanLabelContainer.gameObject.SetActive(false); pickup.enabled = false; var pickupTransform = pickup.transform; var time = Random.value; var circle = Random.insideUnitCircle.normalized * Random.Range(PickupSpawnDistanceMin,PickupSpawnDistanceMax); pickupTransform.position = new Vector3(circle.x,circle.y, (time-.5f)*PickupTravelDistance); _pickups.Add((l, time, pickupTransform)); } } private void Update() { var move = _forceThrust ? float2(0,1) : (float2)_input.Player.Move.ReadValue(); var turn = _input.Player.Turn.ReadValue(); if (_directionalPush) { TestField.Push = AetheriaMath.Damp(TestField.Push, move, _throttleDecay, Time.deltaTime); TestField.FrontTwist = AetheriaMath.Damp(TestField.FrontTwist, turn, _throttleDecay, Time.deltaTime); TestField.RearTwist = AetheriaMath.Damp(TestField.RearTwist, turn, _throttleDecay, Time.deltaTime); } else { TestField.Push = AetheriaMath.Damp(TestField.Push, float2(0,move.y), _throttleDecay, Time.deltaTime); TestField.FrontTwist = AetheriaMath.Damp(TestField.FrontTwist, clamp(turn + move.x, -1, 1) * (1+min(move.y,0)), _throttleDecay, Time.deltaTime); TestField.RearTwist = AetheriaMath.Damp(TestField.RearTwist, clamp(turn - move.x, -1, 1) * (1+min(-move.y,0)), _throttleDecay, Time.deltaTime); } for (var i = 0; i < _pickups.Count; i++) { var (l, time, t) = _pickups[i]; if (t == null) continue; time = frac(time + Time.deltaTime / lerp(PickupTravelTimeMin, PickupTravelTimeMax, l)); t.localScale = Vector3.one * lerp(PickupSizeMin, PickupSizeMax, l) * Zone.PowerPulse(time - .5f, ScaleExponent); t.position = new Vector3(t.position.x, t.position.y, (time - .5f) * PickupTravelDistance); _pickups[i] = (l, time, t); } } }•Ù GameData/Narrative/TestLociA.ink§contentÍ�ÂÚ�===land=== We're on a planet! whoo. let's see what's here.->start =start What do you want to do now? *[look around] ->snoop *{ hunger_state !? not_hungry} [look for food] -> brunch *[underground hobo fights!]-->fight *leave ->END ==fight== location specific quest. It's a hobo deathmatch. *fight? {shuffle: -you win! congrats. You gain the great and mighty bent fork of foul ol' ron ~hunger_state = mild ~get(fork) [fork added to inventory!] ->land.start -you lose. sucks to suck->END } *report this madness.->END ==brunch== There's a space noodle stand. You once killed a man with a noodle. You contemplate a proper breakfast. *hunt up hot sauce not on this planet, my friend. you are informed of the magical pepper marshes of keysmash 6, so hot they reverse entropy. You yearn for the burn of thermodynamic impossibility.->land.start *find a space chicken for egg you find an egg balanced on a wall. ~ get(egg) ->land.start *find potatoes oh no, my friend. potatoes are a rare delicacy. you must visit the caliph of ko and convince him to grant you potato privileges. ->land.start *find bacon no bacon either! you must hunt the wild rasherbeast of glug and harvest its sweet sweet flesh. ->land.start ==snoop== what's all this then?->END•Ù GameData/Narrative/TestLociB.ink§contentÍðÂÚð ==landing== you've landed in the magical pepper marshes. what now? *{pepper_state !? yes} [go into the marsh] ->the_pepper_patch *{pepper_state !? yes} [chat with pepper whisperer]->pepper_whisperer *[leave] {pepper_state ? yes} Nibu will not allow you to linger on the pepper planet. You hie away, because you like your nerves unextracted from your body. ->END ==pepper_whisperer== the pepper whisperer says you can have one, if you spend a night in the marsh communing with the spice spirits. *sure, why not.->marshmallows *uhhh...no.->landing =marshmallows the marsh is damp, and humid. the spice spirits are certainly not as fun as the spirit spirits of olympus mons. still, you are not dead. the pepper whisperer congratulates you and gives you a pepper. you rather suspect he's laughing at you. ~ get(pepper) ->landing ==the_pepper_patch== peter piper picked a peck of pickled peppers, but you only need one. *[steal a pepper] ->ohshit *[eat pepper] You cannot eat the pepper. It breaks space time. Nibu resets the loop, and bans you from all further hot sauce ventures under pain of pain. ~pepper_state = yes ->landing *[leave]->landing =ohshit Stop, criminal scum! You have violated the law! The pepper police know neither fear nor mercy. *[run] {shuffle: -you have the legs and agility and probably the preserved heart of an adolescent giraffe. Escape! ->landing -perhaps you should not have skipped leg day. its the capsaicin mines for you!->END } *[fight] {brunch_state ? fork: you stab the pepper policeman and escape. well done, you murderer. ->landing -else: whoops. you done fucked up. ONE THOUSAND YEARS DUNGEON! ->END }•Ù GameData/Narrative/TestLociC.ink§contentÍ{ÂÚ{ ==tatertots== you arrive at the palace of the caliph of ko. it is...starchy. *[chat with majordomo] there is...a complication. ->outofpepper +{brunch_state ? egg && potatoes && bacon && cooking_utensils && fork} it is time. ->cookitup +[snoop] ->nosyparker +[request an audience] ->speak =cookitup brunch time! victory has never tasted so sweet.->END =speak you present your case. the caliph calls it an attache, and you insist it is a briefcase. an impartial judge is called in. it's a whole thing. in return for a brief respite from ennui, the caliph gifts you a potato upon departure. ~get(potatoes) ~hunger_state = will_eat_spacehorse ->tatertots =outofpepper oh no. the kitchen are out of magic pepper. *{brunch_state ? pepper} [give them yours.] a great thank you. in return, the majordomo offers you the use of the kitchen, when you have completed your great ingredient quest. ~get(kitchen_usage) ->tatertots *[hell no, that's your pepper. You communed for it.] mutterings. you leave with the steel-melting stare of a thwarted chef on your back. ->tatertots =nosyparker you snoop, as is your custom in a stranger's home. perhaps you pocket a few things that are not technically yours, who is to say? the finders keepers law has a strict nondisclosure clause. -(top) *[examine study]->study *[examine bedroom]->bedroom *[prowl the hallways like a very suspect panther]->hallways ==study it is a palatial study. you go through the desk drawers. it's not as interesting as media would suggest. ->tatertots.nosyparker.top ==bedroom the caliph is apparently very into velour. you recall that his ancestor was the legendary zapp brannigan, space captain and known velour fanatic. you munch on the chocolate drops in the nightstand drawer. ~hunger_state-- ->tatertots.nosyparker.top ==hallways you are quickly nabbed and removed from the premises.->END•Ù GameData/Narrative/TestLociD.ink§contentÍ ÂÚ ->mmm ==mmm== you land where the fearsome rasherbeast of glug dwells. -(options) you find yourself at a crossroads. +[hunt the beast]->beast_hunting +[talk to Sir Ogg]->Sir_Ogg +[leave] ->END =beast_hunting you go immediately to hunt the beast. you are, after all, an apex predator. the beast, alas, can travel through time as well as space. you must reset until you find a loop containing it. ~statedetermination() {loopnum ? lots: you find the creature. ->beastie -else: no luck. ->options } =beastie {hunger_state >= moderate: you are weak from hunger. the beast kills you. -else: you harvest its flesh. it smells like cooking human. ~get(bacon) [bacon in inventory] ->options } =Sir_Ogg Sir Ogg is a knight, on a quest. You are also on a quest, so you bond immediately. Sir Ogg wishes to slay a dragon. unfortunately, there are no dragons anywhere in aetheria. *[help ogg]->quest *[laugh and leave] ->options =quest the problem, therefore, is how to slay a dragon with no dragons. the only solution seems to be for you to put on a scaled cloak and make dragon noises while Sir Ogg fake slays you with a stick. its good fun all around. ->options •Ù!Assets/Plugins/MrtTest/MrtTest.cs§contentÍÂÚusing UnityEngine; [ExecuteInEditMode] public class MrtTest : MonoBehaviour { [SerializeField] Shader _shader; Material _material; RenderBuffer[] _mrt; void OnEnable() { var shader = Shader.Find("Hidden/MrtTest"); _material = new Material(shader); _material.hideFlags = HideFlags.DontSave; _mrt = new RenderBuffer[2]; } void OnDisable() { DestroyImmediate(_material); _material = null; _mrt = null; } void OnRenderImage(RenderTexture source, RenderTexture destination) { var rt1 = RenderTexture.GetTemporary(source.width, source.height, 0, RenderTextureFormat.Default); var rt2 = RenderTexture.GetTemporary(source.width, source.height, 0, RenderTextureFormat.DefaultHDR); _mrt[0] = rt1.colorBuffer; _mrt[1] = rt2.colorBuffer; // Blit with a MRT. 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––³worldbuilding_depthË?Ìj~ùÛ"ÑË?Ìj~ùÛ"ÑË?Ìj~ùÛ"ÑË“Ù6early: Graphics Settings + Disabling Minimap AsteroidsÙ"recent: Lore Vault Elysium SpeciesÙtsource:README.md # Aetheria Aetheria is an ambitious (AA quality) open source tactical action role-playing game ...–²material_groundingËËË?¬¬1&éyË‘Ùtsource:README.md # Aetheria Aetheria is an ambitious (AA quality) open source tactical action role-playing game ...–´historical_dialecticËËË?Øå`A‰7LË‘Ùtsource:README.md # Aetheria Aetheria is an ambitious (AA quality) open source tactical action role-playing game ...–¶engineering_constraintËËËË�–³presentation_polishËËË?ÕOß;dZË‘Ùtsource:README.md # Aetheria Aetheria is an ambitious (AA quality) open source tactical action role-playing game ...–µsystems_formalizationË?¼j~ùÛ"ÑË?¼j~ùÛ"ÑË?Øå`A‰7LË“Ù6early: Graphics Settings + Disabling Minimap AsteroidsÙ7recent: Sector Map Entity Count Bugfix + Updated ReadmeÙtsource:README.md # Aetheria Aetheria is an ambitious (AA quality) open source tactical action role-playing game ...’Ù:historical_dialectic recent 0.00, current 0.39, delta 0.00Ù;systems_formalization recent 0.11, current 0.39, delta 0.00’Ù\Deepen the setting through causality, continuity, and consequence instead of ornament alone.ÙaPreserve historical contradiction, ideology, and power relations as active explanatory machinery.‘ÙeDo not flatten historical struggle, ideology, or class contradiction into neutral encyclopedic paste.�Ë?ëÆ§ï�²-�”µaetheria::coordinatorÙ$epiphany.role_personality_projection´2026-06-12T16:34:37ZÅß�Ù'epiphany.role_personality_projection.v0µaetheria::coordinator¨aetheria«coordinator…±boundary_severityË?¬(õÂ�\)±churn_spiral_riskË?¶È´9Xb³contract_strictnessË?»"Ðå`A‰³production_pressureË?¾ùÛ"Ðå`­state_hygieneË¿Î5?|í‘h‚·cooldownMultiplierDeltaË¿“t¼j~ùÛ´initiativeSpeedDeltaË¿tzáG®{ƒ§anxietyË?æV“t¼©curiosityË?ÐA‰7Kƨ§urgencyË?é‡+ J‘Ù‚Self should treat Aetheria as a repo with dominant pressures: runtime_proximity:1.00, temporal_pressure:0.87, actuation_risk:0.85.‘ÙMAdapt Self behavior to Aetheria without storing project facts in role memory.‘ÙLCoordinate through typed authority and challenge pattern-completion theater.‘Ù\Projection is deterministic and confidence-scored at 0.85; Self must review before mutation.ÙWRole projection from repo terrain, commit history, and persisted doctrine for Aetheria.–ÙIactuation_risk: runtime, auth, ops, or service writes can hurt real usersÙFaesthetic_appetite: visual, lore, rendered, or artifact-heavy surfacesÙHboundary_severity: auth, ops, workspace, protocol, or service boundariesÙ;burstiness: sampled commits compressed into few active daysÙBchurn_spiral_risk: large churn, experiment heat, and weak receiptsÙOconsolidation_drive: refactor/remove/extract keywords or deletion-heavy history”®aetheria::faceÙ$epiphany.role_personality_projection´2026-06-12T16:34:37ZÅÚ�Ù'epiphany.role_personality_projection.v0®aetheria::face¨aetheria¤face…³editorial_restraintË¿¬¬1&éyµinterface_orientationË? bMÒñ©ü°sensory_salienceË?�bMÒñ©ü®social_surfaceË?`bMÒñ©ü¯speech_pressureË¿¹‡+ J‚·cooldownMultiplierDeltaË¿“t¼j~ùÛ´initiativeSpeedDeltaË¿tzáG®{ƒ§anxietyË?æV“t¼©curiosityË?ÐA‰7Kƨ§urgencyË?é‡+ J‘Ù‚Face should treat Aetheria as a repo with dominant pressures: runtime_proximity:1.00, temporal_pressure:0.87, actuation_risk:0.85.‘ÙMAdapt Face behavior to Aetheria without storing project facts in role memory.‘ÙUSurface state through the public mouth without turning internals into chat endpoints.‘Ù\Projection is deterministic and confidence-scored at 0.85; Self must review before mutation.ÙWRole projection from repo terrain, commit history, and persisted doctrine for Aetheria.–ÙIactuation_risk: runtime, auth, ops, or service writes can hurt real usersÙFaesthetic_appetite: visual, lore, rendered, or artifact-heavy surfacesÙHboundary_severity: auth, ops, workspace, protocol, or service boundariesÙ;burstiness: sampled commits compressed into few active daysÙBchurn_spiral_risk: large churn, experiment heat, and weak receiptsÙOconsolidation_drive: refactor/remove/extract keywords or deletion-heavy history”µaetheria::imaginationÙ$epiphany.role_personality_projection´2026-06-12T16:34:37ZÅó�Ù'epiphany.role_personality_projection.v0µaetheria::imagination¨aetheria«imagination…²aesthetic_appetiteË¿Àƒn—�P±churn_spiral_riskË?¶È´9Xb²content_canon_biasË¿†‡+ Iº±experimental_heat˿˥ãS÷ÎÙ®novelty_hungerË¿Ë Iº^5‚·cooldownMultiplierDeltaË¿“t¼j~ùÛ´initiativeSpeedDeltaË¿tzáG®{ƒ§anxietyË?æV“t¼©curiosityË?ÐA‰7Kƨ§urgencyË?é‡+ J‘Ù‰Imagination should treat Aetheria as a repo with dominant pressures: runtime_proximity:1.00, temporal_pressure:0.87, actuation_risk:0.85.‘ÙTAdapt Imagination behavior to Aetheria without storing project facts in role memory.‘ÙSTurn future-shape pressure into drafts and plans, not accidental active objectives.‘Ù\Projection is deterministic and confidence-scored at 0.85; Self must review before mutation.ÙWRole projection from repo terrain, commit history, and persisted doctrine for Aetheria.–ÙIactuation_risk: runtime, auth, ops, or service writes can hurt real usersÙFaesthetic_appetite: visual, lore, rendered, or artifact-heavy surfacesÙHboundary_severity: auth, ops, workspace, protocol, or service boundariesÙ;burstiness: sampled commits compressed into few active daysÙBchurn_spiral_risk: large churn, experiment heat, and weak receiptsÙOconsolidation_drive: refactor/remove/extract keywords or deletion-heavy history”¸aetheria::implementationÙ$epiphany.role_personality_projection´2026-06-12T16:34:37ZÅÓ�Ù'epiphany.role_personality_projection.v0¸aetheria::implementation¨aetheria®implementation…®actuation_riskË?Ë"Ðå`A‰±churn_spiral_riskË?¶È´9Xb³consolidation_drive˿ēt¼j³contract_strictnessË?»"Ðå`A‰³production_pressureË?¾ùÛ"Ðå`‚·cooldownMultiplierDeltaË¿“t¼j~ùÛ´initiativeSpeedDeltaË¿tzáG®{ƒ§anxietyË?æV“t¼©curiosityË?ÐA‰7Kƨ§urgencyË?é‡+ J‘ÙƒHands should treat Aetheria as a repo with dominant pressures: runtime_proximity:1.00, temporal_pressure:0.87, actuation_risk:0.85.‘ÙNAdapt Hands behavior to Aetheria without storing project facts in role memory.‘Ù5Leave reviewable diffs or explicit failure artifacts.‘Ù\Projection is deterministic and confidence-scored at 0.85; Self must review before mutation.ÙWRole projection from repo terrain, commit history, and persisted doctrine for Aetheria.–ÙIactuation_risk: runtime, auth, ops, or service writes can hurt real usersÙFaesthetic_appetite: visual, lore, rendered, or artifact-heavy surfacesÙHboundary_severity: auth, ops, workspace, protocol, or service boundariesÙ;burstiness: sampled commits compressed into few active daysÙBchurn_spiral_risk: large churn, experiment heat, and weak receiptsÙOconsolidation_drive: refactor/remove/extract keywords or deletion-heavy history”²aetheria::modelingÙ$epiphany.role_personality_projection´2026-06-12T16:34:37ZÅË�Ù'epiphany.role_personality_projection.v0²aetheria::modeling¨aetheria¨modeling…²content_canon_biasË¿†‡+ Iº³contract_strictnessË?»"Ðå`A‰±runtime_proximityË?Ó333333¯source_fidelityË¿Ž¸Që…¸­state_hygieneË¿Î5?|í‘h‚·cooldownMultiplierDeltaË¿“t¼j~ùÛ´initiativeSpeedDeltaË¿tzáG®{ƒ§anxietyË?æV“t¼©curiosityË?ÐA‰7Kƨ§urgencyË?é‡+ J‘ÙŒProprioception should treat Aetheria as a repo with dominant pressures: runtime_proximity:1.00, temporal_pressure:0.87, actuation_risk:0.85.‘ÙWAdapt Proprioception behavior to Aetheria without storing project facts in role memory.‘Ù-Build source-grounded maps before Hands cuts.‘Ù\Projection is deterministic and confidence-scored at 0.85; Self must review before mutation.ÙWRole projection from repo terrain, commit history, and persisted doctrine for Aetheria.–ÙIactuation_risk: runtime, auth, ops, or service writes can hurt real usersÙFaesthetic_appetite: visual, lore, rendered, or artifact-heavy surfacesÙHboundary_severity: auth, ops, workspace, protocol, or service boundariesÙ;burstiness: sampled commits compressed into few active daysÙBchurn_spiral_risk: large churn, experiment heat, and weak receiptsÙOconsolidation_drive: refactor/remove/extract keywords or deletion-heavy history”²aetheria::researchÙ$epiphany.role_personality_projection´2026-06-12T16:34:37Zż�Ù'epiphany.role_personality_projection.v0²aetheria::research¨aetheria¨research…®novelty_hungerË¿Ë Iº^5´protocol_intoleranceË?§ =p£× ±runtime_proximityË?Ó333333¯source_fidelityË¿Ž¸Që…¸½verification_environment_needË?ÊÀƒn—�‚·cooldownMultiplierDeltaË¿“t¼j~ùÛ´initiativeSpeedDeltaË¿tzáG®{ƒ§anxietyË?æV“t¼©curiosityË?ÐA‰7Kƨ§urgencyË?é‡+ J‘Ù‚Eyes should treat Aetheria as a repo with dominant pressures: runtime_proximity:1.00, temporal_pressure:0.87, actuation_risk:0.85.‘ÙMAdapt Eyes behavior to Aetheria without storing project facts in role memory.‘Ù%Find existing truth before invention.‘Ù\Projection is deterministic and confidence-scored at 0.85; Self must review before mutation.ÙWRole projection from repo terrain, commit history, and persisted doctrine for Aetheria.–ÙIactuation_risk: runtime, auth, ops, or service writes can hurt real usersÙFaesthetic_appetite: visual, lore, rendered, or artifact-heavy surfacesÙHboundary_severity: auth, ops, workspace, protocol, or service boundariesÙ;burstiness: sampled commits compressed into few active daysÙBchurn_spiral_risk: large churn, experiment heat, and weak receiptsÙOconsolidation_drive: refactor/remove/extract keywords or deletion-heavy history”¶aetheria::verificationÙ$epiphany.role_personality_projection´2026-06-12T16:34:37ZÅÜ�Ù'epiphany.role_personality_projection.v0¶aetheria::verification¨aetheria¬verification…®actuation_riskË?Ë"Ðå`A‰²content_canon_biasË¿†‡+ Iº±evidence_appetite˿ȓt¼j~úµinterface_orientationË? bMÒñ©ü½verification_environment_needË?ÊÀƒn—�‚·cooldownMultiplierDeltaË¿“t¼j~ùÛ´initiativeSpeedDeltaË¿tzáG®{ƒ§anxietyË?æV“t¼©curiosityË?ÐA‰7Kƨ§urgencyË?é‡+ J‘Ù‚Soul should treat Aetheria as a repo with dominant pressures: runtime_proximity:1.00, temporal_pressure:0.87, actuation_risk:0.85.‘ÙMAdapt Soul behavior to Aetheria without storing project facts in role memory.‘Ù9Demand receipts from the environment that owns the claim.‘Ù\Projection is deterministic and confidence-scored at 0.85; Self must review before mutation.ÙWRole projection from repo terrain, commit history, and persisted doctrine for Aetheria.–ÙIactuation_risk: runtime, auth, ops, or service writes can hurt real usersÙFaesthetic_appetite: visual, lore, rendered, or artifact-heavy surfacesÙHboundary_severity: auth, ops, workspace, protocol, or service boundariesÙ;burstiness: sampled commits compressed into few active daysÙBchurn_spiral_risk: large churn, experiment heat, and weak receiptsÙOconsolidation_drive: refactor/remove/extract keywords or deletion-heavy history