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2026-08-27 14:24:47 +02:00
.github/workflows Initialize DELVE HOLD project 2026-08-25 17:56:31 +02:00
client Build the first Godot CultMesh runtime slice 2026-08-26 21:58:20 +02:00
Delvehold Remove the control-flow modeling surface 2026-08-27 14:24:47 +02:00
scripts Remove the control-flow modeling surface 2026-08-27 14:24:47 +02:00
site Use paragraphs for landing intro 2026-08-27 02:40:15 +02:00
src Build the first Godot CultMesh runtime slice 2026-08-26 21:58:20 +02:00
.gitattributes Normalize project source endings 2026-08-25 17:56:57 +02:00
.gitignore Remove the control-flow modeling surface 2026-08-27 14:24:47 +02:00
AGENTS.md Remove the control-flow modeling surface 2026-08-27 14:24:47 +02:00
Delvehold.sln Remove the control-flow modeling surface 2026-08-27 14:24:47 +02:00
Directory.Build.props Add the Rider solution 2026-08-26 22:01:31 +02:00
Directory.Build.targets Build the first Godot CultMesh runtime slice 2026-08-26 21:58:20 +02:00
README.md Remove the control-flow modeling surface 2026-08-27 14:24:47 +02:00

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