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