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Meta Vens 12afecd541 Name the reader-calibration drift in prose doctrine
Accessibility guidance erodes on its own because the error is asymmetric:
writing above a reader reads as respect, writing below them reads as
condescension. Unchecked, the level only climbs, and each pass inherits the
previous pass's ceiling.

The drift is undetectable from inside. Prose is legible to precisely the
reader it was tuned for, and it was tuned for whoever wrote it, so rereading
cannot find it. The failure is also silent for the reader who suffers it: a
newcomer understands every sentence while nothing accumulates, which produces
no complaint and therefore no correcting signal.

Records the consequence that a fact audit cannot catch: over-calibration
compresses rather than omits, so the context is present but expandable only by
someone who already holds it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-06 16:38:23 +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 Differentiate casting and enchanting rune structures 2026-09-01 20:23:01 +02:00
scripts Remove the control-flow modeling surface 2026-08-27 14:24:47 +02:00
site Center landing Discord call to action 2026-08-31 20:37:09 +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 Refuse JetBrains IDE settings 2026-09-04 15:08:54 +02:00
AGENTS.md Name the reader-calibration drift in prose doctrine 2026-09-06 16:38:23 +02:00
CLAUDE.md Wire AGENTS.md into Claude Code memory 2026-09-03 22:22:39 +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