Delvehold/AGENTS.md
2026-08-25 17:56:57 +02:00

1.4 KiB

Delvehold Agent Notes

Project identity

  • The title is DELVE/HOLD in presentation and Delvehold in repository, package, and path names.
  • DELVE and HOLD are two projections of one persistent world, not separate games joined by a synchronization layer.
  • Client presentation may weight either half of the title according to the active mode. The canonical project name does not change.

Architecture

  • CultMesh is the typed world-state and capability surface.
  • Shared state belongs to world organs, not the Unity client, browser client, or documentation site.
  • Unity projects dungeon expeditions. The browser projects cozy workshop and neighborhood play through Eve/CultUI.
  • Commands cross authority boundaries as typed intents and produce typed receipts.
  • Workshop shards are nodes in a persistent neighborhood graph. Shared edges require explicit ownership, capacity, provenance, and consent.
  • Dungeon delving is part of a core's lifecycle. Industrial systems must remain legible to dungeon instinct as bounded, contested delving rather than direct tissue damage.

Documentation

  • Delvehold/ contains the published Markdown source.
  • site/ contains only Delvehold-specific Quartz configuration and presentation.
  • Shared Quartz machinery remains owned by GameCult/GameCult-Quartz; do not vendor it here.
  • Generated output under quartz-site/public/ is disposable and must not become source truth.