- C# 44.2%
- SCSS 21.3%
- TypeScript 18%
- PowerShell 16.5%
| Filename | Latest commit message | Latest commit date |
|---|---|---|
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| .github/workflows | ||
| client | ||
| Delvehold | ||
| scripts | ||
| site | ||
| src | ||
| .gitattributes | ||
| .gitignore | ||
| AGENTS.md | ||
| CLAUDE.md | ||
| Delvehold.sln | ||
| Directory.Build.props | ||
| Directory.Build.targets | ||
| README.md | ||
DELVE/HOLD
DELVE/HOLD is a persistent-world game designed as a proving ground for CultMesh and the broader Aetheria architecture.
One shared world is projected through two modes:
- DELVE — cooperative expeditions into procedurally generated living dungeons.
- HOLD — cozy workshop play about manual magic growing into a networked magical factory.
One Godot C# client contains both modes. One central C# world host owns the canonical simulation, and the two processes communicate through CultMesh.
The published project notes live in Delvehold/. The site is a thin consumer of the shared GameCult-Quartz engine and deploys to delvehold.gamecult.org.
Local documentation build
The launcher expects GameCult-Quartz beside this repository or at GAMECULT_QUARTZ_ROOT.
.\scripts\quartz\quartz.ps1 build
Generated output is written to quartz-site/public/.
Local runtime
The first runtime foundation expects the admitted CultLib worktree at
F:\Projects\CultLib-aetheria-authority and Godot 4.7.2 Mono at
F:\Applications\Godot_v4.7.2-stable_mono_win64. Build and exercise the
Godot-to-host CultMesh path, including a host restart, with:
.\scripts\verify-runtime.ps1
Open the project in the Godot editor with:
.\scripts\open-godot.ps1