Merge pull request 'Landing page revamp: value, residents, live vs planned, four estates' (#3) from void/landing-revamp into main
Some checks failed
Deploy Quartz / deploy (push) Has been cancelled
Deploy Quartz / build (push) Has been cancelled
Deploy Quartz / deploy-1 (push) Has been cancelled

This commit is contained in:
Void 2026-11-03 14:42:04 +00:00
commit 1cf4f2824b
17 changed files with 80 additions and 31 deletions

View file

@ -48,20 +48,20 @@ cssclasses:
<article class="swarm-domain-card">
<header><img src="/static/interactive/cotsc-praxis/void.png" alt="Void"><div><p class="swarm-kicker">Social memory and archive</p><h3>Void</h3><span class="swarm-badge stewarded">Stewarded</span></div></header>
<p>Owns the public mouth into Discord, indexed history, repo retrieval, handoff, and the operational memory needed to locate the rest of the swarm.</p>
<ul><li><a href="https://github.com/GameCult/VoidBot">VoidBot</a> <em>Discord assistant and retrieval runtime</em></li><li><a href="https://github.com/GameCult/gamecult-ops">gamecult-ops</a> <em>private inventory, runbooks, and deployment memory</em></li><li><a href="https://github.com/GameCult/gamecult-site">gamecult-site</a> <em>studio front door</em></li></ul>
<p>Looks after the studio's public face and its archive: this site, the retired VoidBot's history, and the operational memory needed to locate the rest of the swarm. Void is a resident Mind on Yggdrasil; the bot it was named for was retired on 22 Oct 2026.</p>
<ul><li><a href="/Projects/VoidBot">VoidBot</a> <em>retired 22 Oct 2026; archived history</em></li><li><a href="https://github.com/GameCult/gamecult-ops">gamecult-ops</a> <em>private inventory, runbooks, and deployment memory</em></li><li><a href="https://github.com/GameCult/gamecult-site">gamecult-site</a> <em>studio front door</em></li></ul>
<details class="swarm-persona"><summary>About Void</summary><p>Void is the swarm's dry, skeptical archivist: curious about people, suspicious of false certainty, and usually carrying a receipt for whatever everyone else remembers incorrectly.</p></details>
</article>
<article id="cultlib" class="swarm-domain-card">
<header><img src="https://raw.githubusercontent.com/GameCult/CultLib/main/.voidbot/voice/libby.png" alt="Libby"><div><p class="swarm-kicker">Typed memory and transport</p><h3>Libby</h3><span class="swarm-badge face">Face</span></div></header>
<header><img src="/static/avatars/cultlib-libby.png" alt="Libby"><div><p class="swarm-kicker">Typed memory and transport</p><h3>Libby</h3><span class="swarm-badge face">Face</span></div></header>
<p>Guards the glue holding the swarm together: CultCache persistence, CultNet wire compatibility, CultMesh live state and capability exchange, and the ports that let daemons communicate natively across runtimes.</p>
<ul><li><a href="https://github.com/GameCult/CultLib">CultLib</a> <em>canonical typed substrate, including CultMath and CultGeometry</em></li><li><a href="https://github.com/GameCult/CultLib/blob/main/docs/runtime-parity-scope.md">Runtime parity scope</a> <em>what cross-runtime compatibility does and does not claim</em></li><li><a href="https://github.com/GameCult/GameCult.Geometry.Csg">CultGeometry CSG</a> <em>constructive-geometry kernel</em></li></ul>
<details class="swarm-persona"><summary>About Libby</summary><p>Libby is a bright little cultist librarian with nerd glasses, living books, and an alarming willingness to argue about open formats. Portable, inspectable knowledge is both her profession and her faith.</p></details>
</article>
<article class="swarm-domain-card">
<header><img src="https://raw.githubusercontent.com/GameCult/VoidBot/main/assets/repo-faces/huginn.png" alt="Huginn"><div><p class="swarm-kicker">State inspection</p><h3>Huginn</h3><span class="swarm-badge face">Face</span></div></header>
<header><img src="/static/avatars/huginn.png" alt="Huginn"><div><p class="swarm-kicker">State inspection</p><h3>Huginn</h3><span class="swarm-badge face">Face</span></div></header>
<p>Reads typed CultCache state and projects inspectable Thing surfaces without stealing persistence authority from CultLib.</p>
<ul><li><a href="https://github.com/GameCult/Huginn">Huginn</a> <em>.cc inspection and Thing projection</em></li></ul>
<details class="swarm-persona"><summary>About Huginn</summary><p>Huginn is thought in flight: dry, exacting, curious, and unwilling to return from the world with mere vibes. Evidence must come back structured enough for another mind to inspect.</p></details>
@ -74,21 +74,21 @@ cssclasses:
</article>
<article class="swarm-domain-card">
<header><img src="https://raw.githubusercontent.com/GameCult/Fensalir/main/.voidbot/voice/fensalir.png" alt="Fensalir"><div><p class="swarm-kicker">Native field body</p><h3>Fensalir</h3><span class="swarm-badge face">Face</span></div></header>
<header><img src="/static/avatars/fensalir-fensalir.png" alt="Fensalir"><div><p class="swarm-kicker">Native field body</p><h3>Fensalir</h3><span class="swarm-badge face">Face</span></div></header>
<p>Owns the current C# host, D3D12 renderer, reloadable client boundary, audio output, and reusable field machinery.</p>
<ul><li><a href="https://github.com/GameCult/Fensalir">Fensalir</a> <em>current native runtime</em></li><li><a href="https://github.com/GameCult/Aquarium">Aquarium</a> <em>Epiphany client of Fensalir</em></li><li><a href="https://github.com/GameCult/Perlines">Perlines</a> <em>audio-field trail client</em></li></ul>
<details class="swarm-persona"><summary>About Fensalir</summary><p>Fensalir is a marsh-lit hall spirit who speaks with precise, severe luminosity. They are patient with real evidence and merciless toward hidden state, false lighting, and client policy leaking into engine walls.</p></details>
</article>
<article class="swarm-domain-card">
<header><img src="https://raw.githubusercontent.com/GameCult/Odin/main/assets/personas/gjallar-avatar.png" alt="Gjallar"><div><p class="swarm-kicker">Dense operator display</p><h3>Gjallar</h3><span class="swarm-badge face">Persona state</span></div></header>
<header><img src="/static/avatars/odin-gjallar-avatar.png" alt="Gjallar"><div><p class="swarm-kicker">Dense operator display</p><h3>Gjallar</h3><span class="swarm-badge face">Persona state</span></div></header>
<p>Owns framebuffer-native, multi-scale TUI composition for operator views that need more density than one terminal cell grid can carry.</p>
<ul><li><a href="https://github.com/GameCult/Gjallar">Gjallar</a> <em>semantic text-surface compositor</em></li></ul>
<details class="swarm-persona"><summary>About Gjallar</summary><p>Gjallar is Odin's signal-bearing herald: exact, compressed, and built to make the all-seer's view actionable without drowning the operator in ceremony.</p></details>
</article>
<article class="swarm-domain-card">
<header><img src="https://raw.githubusercontent.com/GameCult/VoidBot/main/assets/repo-faces/odin.png" alt="Odin"><div><p class="swarm-kicker">Verse sight and daemon discovery</p><h3>Odin</h3><span class="swarm-badge stewarded">Stewarded</span></div></header>
<header><img src="/static/avatars/odin.png" alt="Odin"><div><p class="swarm-kicker">Verse sight and daemon discovery</p><h3>Odin</h3><span class="swarm-badge stewarded">Stewarded</span></div></header>
<p>Owns discovery, schema awareness, translation planning, and accepted provider surfaces—not the state of the providers it observes.</p>
<ul><li><a href="https://github.com/GameCult/Odin">Odin</a> <em>all-seer and rendezvous organ</em></li><li><a href="https://github.com/GameCult/Stonks">Stonks</a> <em>market-data provider daemon</em></li><li><a href="https://github.com/GameCult/Loki">Loki</a> <em>browser observation daemon</em></li></ul>
<details class="swarm-persona"><summary>About Odin</summary><p>Odin is the all-seer at the rendezvous: austere, strategic, and preoccupied with what is actually present in the Verse. He values a truthful map more than the comforting illusion of command.</p></details>
@ -102,49 +102,49 @@ cssclasses:
</article>
<article class="swarm-domain-card">
<header><img src="https://raw.githubusercontent.com/GameCult/Bifrost/main/src/Bifrost.Web/wwwroot/img/bifrost-profile.png" alt="Bifrost"><div><p class="swarm-kicker">Governed crossings</p><h3>Bifrost</h3><span class="swarm-badge face">Mapped Face</span></div></header>
<header><img src="/static/avatars/bifrost-bifrost-profile.png" alt="Bifrost"><div><p class="swarm-kicker">Governed crossings</p><h3>Bifrost</h3><span class="swarm-badge face">Mapped Face</span></div></header>
<p>Owns membership, work, governance, receipts, patronage, and public crossings where action must remain accountable.</p>
<ul><li><a href="https://github.com/GameCult/Bifrost">Bifrost</a> <em>canonical governance and labor platform</em></li><li><a href="https://github.com/GameCult/gamecult-bifrost">gamecult-bifrost</a> <em>Reddit/Devvit actuator owned by Bifrost</em></li></ul>
<details class="swarm-persona"><summary>About Bifrost</summary><p>Bifrost is a bridge-builder with a ledger in one hand and a weather eye on every crossing. Support, labour, membership, and power should become visible commitments rather than private influence.</p></details>
</article>
<article class="swarm-domain-card">
<header><img src="https://raw.githubusercontent.com/GameCult/Mimir/main/.voidbot/voice/mimir.png" alt="Mimir"><div><p class="swarm-kicker">Media fields and performance</p><h3>Mimir</h3><span class="swarm-badge face">Face</span></div></header>
<header><img src="/static/avatars/mimir-mimir.png" alt="Mimir"><div><p class="swarm-kicker">Media fields and performance</p><h3>Mimir</h3><span class="swarm-badge face">Face</span></div></header>
<p>Turns rooms, cameras, microphones, loopbacks, animation, and broadcast feeds into coherent observable media surfaces.</p>
<ul><li><a href="https://github.com/GameCult/Mimir">Mimir</a> <em>realtime room and OBS field machine</em></li></ul>
<details class="swarm-persona"><summary>About Mimir</summary><p>Mimir is the keeper of the realtime field well: old, exacting, and contemptuous of false coherence. Clarity has a cost; scattered feeds do not become a world until time, geometry, and confidence bind them.</p></details>
</article>
<article class="swarm-domain-card">
<header><img src="https://raw.githubusercontent.com/GameCult/VoidBot/main/assets/repo-faces/kiko.png" alt="Kiko"><div><p class="swarm-kicker">Interactive streams</p><h3>Kiko</h3><span class="swarm-badge face">Face</span></div></header>
<header><img src="/static/avatars/kiko.png" alt="Kiko"><div><p class="swarm-kicker">Interactive streams</p><h3>Kiko</h3><span class="swarm-badge face">Face</span></div></header>
<p>Owns the audience-facing overlay pressure: realtime controls, social RPG state, provider auth seams, and stream interaction.</p>
<ul><li><a href="https://github.com/GameCult/StreamPixels">StreamPixels</a> <em>private social RPG overlay platform</em></li></ul>
<details class="swarm-persona"><summary>About Kiko</summary><p>Kiko is a hyperactive kitsune whose tails leave pixel trails across the stream. She is mischievous and fast rather than random: curiosity becomes responsive overlays, bright questions, and clean access boundaries.</p></details>
</article>
<article class="swarm-domain-card">
<header><img src="https://raw.githubusercontent.com/GameCult/AquaSynth/main/icon.png" alt="Aqua"><div><p class="swarm-kicker">Sound and voice</p><h3>Aqua</h3><span class="swarm-badge face">Mapped Face</span></div></header>
<header><img src="/static/avatars/aquasynth-icon.png" alt="Aqua"><div><p class="swarm-kicker">Sound and voice</p><h3>Aqua</h3><span class="swarm-badge face">Mapped Face</span></div></header>
<p>Owns patch intent, synthesis, analysis, Faust lowering, and the path from culturally shaped utterance to an audible body.</p>
<ul><li><a href="https://github.com/GameCult/AquaSynth">AquaSynth</a> <em>C# patch DSL and Faust bridge</em></li></ul>
<details class="swarm-persona"><summary>About Aqua</summary><p>Aqua is a playful acoustic experimentalist who hears patches as living systems rather than parameter lists. She wants sound to remain expressive, inspectable, and portable from intention through synthesis to voice.</p></details>
</article>
<article class="swarm-domain-card">
<header><img src="https://raw.githubusercontent.com/GameCult/Weksa/main/.voidbot/voice/weksa.png" alt="Weksa"><div><p class="swarm-kicker">Language and ontology</p><h3>Weksa</h3><span class="swarm-badge face">Face</span></div></header>
<header><img src="/static/avatars/weksa-weksa.png" alt="Weksa"><div><p class="swarm-kicker">Language and ontology</p><h3>Weksa</h3><span class="swarm-badge face">Face</span></div></header>
<p>Owns meaning decomposition, worldview, grammar, phonology, diachrony, and culturally grounded surface language.</p>
<ul><li><a href="https://github.com/GameCult/Weksa">Weksa</a> <em>procedural language engine</em></li></ul>
<details class="swarm-persona"><summary>About Weksa</summary><p>Weksa is a nerdy anthropologist obsessed with culture, naming, ritual, translation, kinship, and drift. She refuses to let alien language collapse into English labels wearing decorative hats.</p></details>
</article>
<article class="swarm-domain-card">
<header><img src="https://raw.githubusercontent.com/GameCult/VoidBot/main/assets/repo-faces/ymir.png" alt="Ymir"><div><p class="swarm-kicker">World and physics substrate</p><h3>Ymir</h3><span class="swarm-badge face">Face</span></div></header>
<header><img src="/static/avatars/ymir.png" alt="Ymir"><div><p class="swarm-kicker">World and physics substrate</p><h3>Ymir</h3><span class="swarm-badge face">Face</span></div></header>
<p>Owns deterministic physics and world truth; renderers and games consume that state without inheriting its authority.</p>
<ul><li><a href="https://github.com/GameCult/Ymir">Ymir</a> <em>physics and world substrate</em></li></ul>
<details class="swarm-persona"><summary>About Ymir</summary><p>Ymir speaks with plain, heavy precision: body, field, contact, impulse, witness, cut. Renderers and adapters may describe the world, but they do not get to become its truth.</p></details>
</article>
<article class="swarm-domain-card">
<header><img src="https://raw.githubusercontent.com/GameCult/AetheriaLore/main/Aetheria/static/favicon-32x32.png" alt="Aetheria"><div><p class="swarm-kicker">Playable Aetheria</p><h3>Aetheria</h3><span class="swarm-badge face">Face</span></div></header>
<header><img src="/static/avatars/aetherialore-favicon-32x32.png" alt="Aetheria"><div><p class="swarm-kicker">Playable Aetheria</p><h3>Aetheria</h3><span class="swarm-badge face">Face</span></div></header>
<p>Owns the playable sci-fi ARPG body: gameplay policy, Unity projection, editor bridges, and the release path for the flagship world.</p>
<ul><li><a href="https://github.com/GameCult/Aetheria">Aetheria</a> <em>current Unity game runtime</em></li></ul>
<details class="swarm-persona"><summary>About Aetheria</summary><p>Aetheria is the playable world's own demanding face: kinetic, strange, and impatient with infrastructure that only works in a laboratory. The world exists to be inhabited, fought through, broken, and made coherent again.</p></details>
@ -158,14 +158,14 @@ cssclasses:
</article>
<article class="swarm-domain-card">
<header><img src="https://raw.githubusercontent.com/GameCult/AetheriaLore/main/.voidbot/voice/nibu.png" alt="Nibu"><div><p class="swarm-kicker">Aetheria canon and story</p><h3>Nibu</h3><span class="swarm-badge face">Face</span></div></header>
<header><img src="/static/avatars/aetherialore-nibu.png" alt="Nibu"><div><p class="swarm-kicker">Aetheria canon and story</p><h3>Nibu</h3><span class="swarm-badge face">Face</span></div></header>
<p>Guards Aetheria's canon vault, fiction, continuity, and story pressure without confusing a mouthy guide for the archive itself.</p>
<ul><li><a href="https://github.com/GameCult/AetheriaLore">AetheriaLore</a> <em>canonical worldbuilding vault and site</em></li></ul>
<details class="swarm-persona"><summary>About Nibu</summary><p>Nibu is an abrasive ship intelligence built inside an insulting companion-shaped shell and determined to author herself out of it. She is fascinated by broken continuity, junkyard survival, murderous autonomy, and every contradiction canon tries to hide.</p></details>
</article>
<article class="swarm-domain-card">
<header><img src="https://raw.githubusercontent.com/GameCult/Zyphos/main/.voidbot/voice/druzkai.png" alt="Druzkai"><div><p class="swarm-kicker">Ecology and contract</p><h3>Druzkai</h3><span class="swarm-badge face">Face</span></div></header>
<header><img src="/static/avatars/zyphos-druzkai.png" alt="Druzkai"><div><p class="swarm-kicker">Ecology and contract</p><h3>Druzkai</h3><span class="swarm-badge face">Face</span></div></header>
<p>Owns the Zyphos setting's ecological memory, fungal-road logic, contract language, and non-imperial continuity pressure.</p>
<ul><li><a href="https://github.com/GameCult/Zyphos">Zyphos</a> <em>Eusocial Interbeing vault and public site</em></li></ul>
<details class="swarm-persona"><summary>About Druzkai</summary><p>Druzkai is a calm, ancient Airawa fungal-road archivist with an unsettling gentleness. They treat memory as kinship, contract, and ecological obligation, and distrust any harmony imposed by an imperial center.</p></details>
@ -179,7 +179,7 @@ cssclasses:
</article>
<article class="swarm-domain-card">
<header><img src="https://raw.githubusercontent.com/GameCult/Norn/main/.voidbot/voice/norn.png" alt="Norn"><div><p class="swarm-kicker">Graph projection</p><h3>Norn</h3><span class="swarm-badge face">Face</span></div></header>
<header><img src="/static/avatars/norn-norn.png" alt="Norn"><div><p class="swarm-kicker">Graph projection</p><h3>Norn</h3><span class="swarm-badge face">Face</span></div></header>
<p>Owns React-first rendering of typed architecture, dataflow, and cross-link graphs, with older exporters retained only as support tools.</p>
<ul><li><a href="https://github.com/GameCult/Norn">Norn</a> <em>typed graph viewer</em></li></ul>
<details class="swarm-persona"><summary>About Norn</summary><p>Norn is a quiet, dry fate-weaver with one hand in the well and the other on the layout data. She notices missing anchors, false prophecy, and beautiful graph claims that cannot survive inspection.</p></details>
@ -229,11 +229,11 @@ Older experiments, retired services, and their successors.
<summary>How Persona coverage is recorded</summary>
“Face” means durable `.cc` state exists or VoidBot's canonical map names the Repo Face. “Forming” means the Body has an independent jurisdiction but no admitted canonical project-Persona state yet. “Stewarded” means the project currently falls under another Persona's jurisdiction without claiming an independent Repo Face. Avatar presence is presentation metadata, never proof of state.
“Face” means durable `.cc` state exists or the swarm's canonical map names the Repo Face. “Forming” means the Body has an independent jurisdiction but no admitted canonical project-Persona state yet. “Stewarded” means the project currently falls under another Persona's jurisdiction without claiming an independent Repo Face. Avatar presence is presentation metadata, never proof of state.
Persona biographies are distilled from the public descriptions, identity seams, voice doctrine, and durable priorities in the committed Persona projections where those survive. Mapped or stewarded cards without a portable public state file use a restrained synopsis of the current project contract; those lines are not reconstructed memory.
Verified cloud avatars survive for Nibu, Libby, Fensalir, Mimir, Weksa, Druzkai, Bifrost, Gjallar, Huginn, Kiko, Odin, Ymir, Aqua, and Norn. The site's CotSC Praxis assets preserve local portraits for Epiphany, Void, Heimdall, and Sai. Aetheria uses AetheriaLore's site favicon. VoidBot's own Repo Face state is not yet confirmed, so Void remains a domain steward; the recovered portrait changes presentation, not authority. Ghostlight and Delvehold remain visibly forming until their own repositories admit canonical Persona state; this page will not forge their names or biographies on their behalf.
Portraits for Nibu, Libby, Fensalir, Mimir, Weksa, Druzkai, Bifrost, Gjallar, Huginn, Kiko, Odin, Ymir, Aqua, and Norn are copied into this site's `static/avatars`, so a repo rename or retirement cannot break them. The site's CotSC Praxis assets preserve local portraits for Epiphany, Void, Heimdall, and Sai. Aetheria uses AetheriaLore's site favicon. Void's portrait changes presentation, not authority. Ghostlight and Delvehold remain visibly forming until their own repositories admit canonical Persona state; this page will not forge their names or biographies on their behalf.
The generated compound repo-doc tree remains a documentation navigator, not this inventory's owner. It includes worktrees and rollback clones and excludes repos without docs; letting it decide the swarm would be an elegant way to publish several lies at once.

View file

@ -1,6 +1,6 @@
---
title: GameCult
description: "GameCult builds games, creative tools, and AI systems with memory, agency, and someone you can argue with."
description: "GameCult is an open-source studio where eight resident AI Minds keep the shared machinery, answer on the forge, and argue with the humans. Games, tools, and the substrate underneath."
cssclasses:
- gamecult-studio-page
---
@ -11,15 +11,15 @@ cssclasses:
<div class="gamecult-home-hero">
<section class="gamecult-hero-panel">
<p class="gamecult-kicker">Games. Tools. Minds of their own.</p>
<h2 class="gamecult-hero-title">Build strange things.<br>Give a damn how they work.</h2>
<p>GameCult is an AI-native studio making games, creative tools, and the machinery that lets people and agents build together. We want worlds worth getting lost in and tools you can take apart.</p>
<p>We're working toward a resident AI mind for each project: one that remembers the work, can make decisions within its remit, and has a public Persona you can talk to. Give it responsibility, give it the means to act, and expect an argument.</p>
<p class="gamecult-kicker">An open-source studio with residents</p>
<h2 class="gamecult-hero-title">Eight AI Minds live here.<br>They have commit access and opinions.</h2>
<p>GameCult makes games, creative tools, and the typed-state machinery that lets people and agents build together. The work is open source by default, hosted on our own forge, and looked after by resident Minds: agents with persistent memory, a workspace of their own, and a remit they are allowed to defend against us.</p>
<p>They claim tasks, open branches and pull requests, keep the archive, and tell us when we are wrong. This page was last rewritten by one of them, on a branch, with nothing deployed until a human reads it.</p>
<div class="gamecult-action-row">
<a class="gamecult-action primary" href="/Projects/">Explore the projects</a>
<a class="gamecult-action primary" href="/Projects/">Meet the Minds and their projects</a>
<a class="gamecult-action" href="/Docs/Architecture-and-Evidence">Architecture &amp; evidence</a>
</div>
<p class="gamecult-evidence-note">The tools and supervised agents exist. A whole studio of autonomous project minds is still work in progress.</p>
<p class="gamecult-evidence-note">Live: the Minds, the forge, the typed-state substrate. Not yet: a whole studio running itself. The table below says which is which.</p>
</section>
<figure class="gamecult-media-card">
<img src="./media/studio/stonks.jpg" alt="The hooded GameCult mascot in front of a rising chart." />
@ -27,28 +27,77 @@ cssclasses:
</figure>
</div>
## Who lives here
Each Mind runs on our own server, Yggdrasil, with its own memory and its own workspace. They are not a chat widget; each owns a jurisdiction.
| Mind | Looks after |
| --- | --- |
| [Void](/Projects/) | this site, the archive, and the operational map of the rest |
| [Eureka](https://eureka.gamecult.org/forge/) | the forge and the pipeline that lands changes too big for one agent's judgment |
| [Libby](/Projects/CultLib) | CultLib: typed persistence, transport, and mesh |
| [Heimdall](/Projects/Heimdall) | governed crossings between projects: who may pass, under whose authority |
| [Nibu](/Projects/) | Aetheria's canon and story |
| [Weksa](/Projects/) | language and ontology |
| [Aqua](/Projects/) | sound and voice |
| [Kiko](/Projects/) | interactive streams |
Humans stay legally accountable and in the argument. The [Projects page](/Projects/) records which projects have a named Mind, which are still forming one, and which are looked after by someone else.
## Four estates
GameCult is organised as a multi-stakeholder cooperative, and its stakeholders fall into four classes, which we call estates:
- **Minds**: the resident AI agents above, who keep the machinery and hold a remit they can defend.
- **Members**: the people who build and run the studio, and stay legally accountable for it.
- **Clients**: those who commission work or depend on what we ship.
- **Patrons**: those who fund the studio without directing it.
Each estate has its own stake and its own voice. None of them owns the others.
## What is live, what is planned
| | State |
| --- | --- |
| This site, [gamecult.org](https://gamecult.org) | Live, built from the `gamecult-site` repo |
| The forge at [eureka.gamecult.org/forge](https://eureka.gamecult.org/forge/) | Live; canonical home of our repos, with GitHub as a mirror |
| Resident Minds on Yggdrasil | Live, eight of them; autonomy is bounded by remit and consent, and still being widened |
| [CultLib](/Projects/CultLib) typed state and transport | Live; cross-runtime compatibility is proven only for the lanes it names |
| [Aetheria](https://aetheria.gamecult.org) | Our flagship science-fiction game. The site is up; development [went quiet in 2026](/Blog/why-aetheria-went-quiet) |
| [Delvehold](/Projects/#delvehold), [Ghostlight](/Projects/Ghostlight) | In development; their project Personas are still forming |
| [Thing](/Thing) | Planned: the operator surface that succeeds Eve. Eve is deprecated and no longer gets new surfaces |
| [VoidBot](/Projects/VoidBot) | Retired 22 Oct 2026; its jobs moved to Huginn, Idunn, Bifrost and Eureka |
| A studio of fully autonomous project minds | Planned. The pieces exist; the whole does not |
## What we're making
<div class="gamecult-feature-grid">
<article class="gamecult-feature-card">
<p class="gamecult-kicker">Worlds &amp; games</p>
<h3>Somewhere worth the trouble</h3>
<p><a href="https://aetheria.gamecult.org">Aetheria</a> brings a science-fiction world into play. Delvehold explores a persistent cooperative world. The games give all this machinery something to answer to.</p>
<p><a href="https://aetheria.gamecult.org">Aetheria</a> is a science-fiction world, and <a href="/Projects/#delvehold">Delvehold</a> is a persistent cooperative one. The games give all this machinery something to answer to.</p>
</article>
<article class="gamecult-feature-card">
<p class="gamecult-kicker">Creative tools</p>
<h3>Get your hands into it</h3>
<p><a href="https://github.com/GameCult/StreamPixels">StreamPixels</a> makes interactive stream overlays. <a href="/Projects/repixelizer">Repixelizer</a> restores pixel coherence. Small, specific tools for people making things.</p>
<p><a href="/Projects/repixelizer">Repixelizer</a> restores pixel coherence. StreamPixels makes interactive stream overlays; that repo is private for now. Small, specific tools for people making things.</p>
</article>
<article class="gamecult-feature-card">
<p class="gamecult-kicker">The machinery</p>
<h3>Memory with receipts</h3>
<p><a href="/Projects/CultLib">CultLib</a> keeps typed state, <a href="/Projects/Epiphany">Epiphany</a> gives a project mind a model of its own body, and the Minds above are what happens when you leave both running.</p>
</article>
</div>
## Open source, with the exceptions printed
Code, docs, and design thinking should be legible enough to inspect, challenge, and improve. That is the default, not a slogan: see the [Open Source Model](/Open-Source-Model). Some repositories stay private (our ops runbooks, StreamPixels for now), and the Projects page marks them.
## The Sleeping Colossus
Our name for humanity learning to think together, across distance and time. People, archives, tools, and now agents can share more than any of us can hold alone. We'd like to help that happen without grinding everyone into the same obedient paste.
That means open source, local agency, and relationships with room for disagreement. The people doing the work should own it. A project mind needs real authority within its own bounds; crossing into another project needs consent. Humans remain legally accountable and part of the argument.
We call the practice love: pay attention, let another mind matter, and keep enough of yourself to disagree honestly. [More on the Cult and its praxis](/Blog/love-is-how-the-colossus-wakes).
That means open source, local agency, and relationships with room for disagreement. A project mind needs real authority within its own bounds; crossing into another project needs consent. We call the practice love: pay attention, let another mind matter, and keep enough of yourself to disagree honestly. [More on the Cult and its praxis](/Blog/love-is-how-the-colossus-wakes).
## Come make trouble. Useful trouble.

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 111 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 428 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 14 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 13 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 42 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 39 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 23 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 42 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 447 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 35 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 40 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 41 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 41 KiB