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Filename Latest commit message Latest commit date
Meta Vens c43d504da2 Merge codex/godot-cultgeometry-foundation into main
Brings the Game Design surfaces, site presentation, AGENTS.md wiring, and prose
doctrine across. Resolves every Lore conflict in favour of main.

Main independently reapplied this branch's lore canon during the accessibility
waves, in clearer prose and under clearer headings: "The first rune" became
"Learning to stop", "Wands and bindings" became "Building wands and bindings",
and "Memory in flow" became "How mana carries a spell". The Vault and Hold
definitions, the multi-Hold seal rules, the civic home, and the route books all
landed on main already. Taking the branch side would have regressed fifteen
waves of accessibility work to recover claims main already holds.

One claim had no equivalent on main: that casting and enchanting express the
same operations in different structures. Reapplied to Runic Engineering in
main's register rather than merged as written.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-06 16:47:41 +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 Merge codex/godot-cultgeometry-foundation into main 2026-09-06 16:47:41 +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 20:37:29 +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