- C# 44.2%
- SCSS 21.3%
- TypeScript 18%
- PowerShell 16.5%
| Filename | Latest commit message | Latest commit date |
|---|---|---|
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> |
||
| .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