Organize repo swarm by Persona domain

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---
title: Projects
description: "The GameCult repo swarm as an organ hierarchy: harnesses, live precursors, substrate protocols, Verse sight, daemon surfaces, language, voice, creator tools, games, worlds, and publishing machinery."
socialDeck: "Every current organ in the swarm, grouped by what it owns and what it feeds."
sidebarGroups:
- title: Core Harness and Agents
links:
- label: Epiphany
slug: ./Epiphany
- label: VoidBot
slug: ./VoidBot
- label: Ghostlight
slug: ./Ghostlight
- label: EpiphanyAquarium
slug: ./EpiphanyAquarium
- title: Substrate and Sight
links:
- label: CultLib
slug: ./CultLib
- label: Heimdall
slug: ./Heimdall
- label: epiphany-graph-rs
slug: ./epiphany-graph-rs
- title: Games and Creator Tools
links:
- label: CultPong
slug: ./CultPong
- label: repixelizer
slug: ./repixelizer
- label: VibeGeometry
slug: ./VibeGeometry
description: "The living GameCult repo swarm, organized by the Persona responsible for knowing each domain."
socialDeck: "Every current organ in the swarm, grouped by Persona stewardship, with the archaeological bodies kept visible but out of the way."
---
# Projects
*"The swarm, sorted by what each organ owns. Less trophy shelf, more nervous system diagram."*
*"Every repo gets a face that knows why it exists. The face is not the source of truth; it is the mind responsible for finding it."*
GameCult is not one app pretending to be a platform. It is a repo swarm learning to share state, speech, identity, work, media, games, and public interfaces through one coherent machine. The projects below are grouped by authority: what each organ owns, what it emits, and what other organs become stronger because it exists.
The GameCult organization currently holds **57 repositories**. This atlas separates the maintained organism from its shed skins, then groups the living work by **Persona jurisdiction** rather than language or product category. A project can have its own durable Repo Face, or sit within another Persona's domain until it grows one.
For the full document artifact, see the standalone TeX atlas: [`docs/gamecult-repo-swarm-organ-atlas.tex`](https://github.com/GameCult/gamecult-site/blob/main/docs/gamecult-repo-swarm-organ-atlas.tex). It is built to travel without the rest of the dossier around its ankles.
<div class="swarm-legend" aria-label="Project atlas legend">
<span><strong>Face</strong> durable or canonically mapped Repo Persona</span>
<span><strong>Stewarded</strong> covered by the domain Persona</span>
<span><strong>Cloud avatar</strong> surviving image source verified on GitHub</span>
</div>
## Core Harness and Persona Agents
## Living swarm
Epiphany is the core harness: the place where agent work gets forced through body maps, ownership boundaries, evidence, and verification instead of free-climbing on transcript vibes. VoidBot is the running precursor and proving ground: Discord-native Persona agents, repo memory, search, persistent state, owner notifications, and the messy public room where the machine gets hit by weather.
<p class="swarm-rail-hint">Scroll sideways through Persona domains. Each card owns one jurisdiction; every maintained repository appears once.</p>
Ghostlight carries persistent social state for characters, Personas, and communities. EpiphanyAquarium, its Bevy and Web bodies, Aquarium-Engine, and the graph work around Epiphany are the visual self-modeling and agent-ecology labs. Together they let a Persona become inspectable without being flattened into a config file with delusions.
<div class="swarm-carousel" role="region" aria-label="Living GameCult projects by Persona domain" tabindex="0">
## Substrate, Protocol, and Mesh
<article class="swarm-domain-card">
<header><img src="https://raw.githubusercontent.com/GameCult/Epiphany/main/docs/assets/epiphany-avatar-4x.png" alt="Epiphany"><div><p class="swarm-kicker">Harness and agent ecology</p><h3>Epiphany</h3><span class="swarm-badge face">Face</span> <span class="swarm-badge cloud">Cloud avatar</span></div></header>
<p>Owns disciplined agent work: body maps, evidence, bounded authority, social simulation, and the visual body that makes those systems inspectable.</p>
<ul><li><a href="https://github.com/GameCult/Epiphany">Epiphany</a> <em>agentic coding harness</em></li><li><a href="https://github.com/GameCult/Ghostlight">Ghostlight</a> <em>persistent social-agent runtime</em></li><li><a href="https://github.com/GameCult/epiphany-graph-rs">epiphany-graph-rs</a> <em>typed graph layout research</em></li></ul>
</article>
CultLib is the nervous system family. CultCache persists typed state. CultNet carries typed communication. CultMesh networks daemons, service surfaces, schema catalogs, and interface projections. The language ports, including CultCacheTS, cultcache-rs, cultcache-py, CultNetTS, and cultnet-rs, exist so every runtime can participate without inventing its own private state religion.
<article class="swarm-domain-card">
<header><div class="swarm-avatar-fallback" aria-hidden="true">V</div><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></ul>
</article>
CultMath, Norn, norn-rs, Perlines, vg-csg, and VibeGeometry are the math, graph, line, and geometry organs that make structure inspectable. They give the swarm spatial and formal handles for things that would otherwise become prose fog.
<article 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> <span class="swarm-badge cloud">Cloud avatar</span></div></header>
<p>Guards the shared state vocabulary: CultCache persistence, CultNet communication, CultMesh participation, and the ports that keep runtimes interoperable.</p>
<ul><li><a href="https://github.com/GameCult/CultLib">CultLib</a> <em>canonical C# substrate and Libby's home</em></li><li><a href="https://github.com/GameCult/cultcache-rs">cultcache-rs</a></li><li><a href="https://github.com/GameCult/cultcache-py">cultcache-py</a></li><li><a href="https://github.com/GameCult/cultnet-rs">cultnet-rs</a></li><li><a href="https://github.com/GameCult/cultnet-ts">cultnet-ts</a></li></ul>
</article>
## Verse Sight and Daemon Stewardship
<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> <span class="swarm-badge cloud">Cloud avatar</span></div></header>
<p>Reads typed CultCache state and projects inspectable Eve surfaces without stealing persistence authority from CultLib.</p>
<ul><li><a href="https://github.com/GameCult/Huginn">Huginn</a> <em>.cc inspection and Eve projection</em></li></ul>
</article>
Odin is the all-seer: Verse discovery, schema awareness, translation routes, provider surfaces, and interface aggregation. Odin does not replace provider truth. It accepts and exposes it.
<article class="swarm-domain-card">
<header><img src="https://raw.githubusercontent.com/GameCult/Eve/main/.voidbot/voice/eve.png" alt="Eve"><div><p class="swarm-kicker">Surface web and lowering</p><h3>Eve</h3><span class="swarm-badge face">Face</span> <span class="swarm-badge cloud">Cloud avatar</span></div></header>
<p>Owns the portable interface contract and its renderer family. Providers keep their truth; Eve gives that truth bodies.</p>
<ul><li><a href="https://github.com/GameCult/Eve">Eve</a></li><li><a href="https://github.com/GameCult/EveUnity">EveUnity</a></li><li><a href="https://github.com/GameCult/EveFlutter">EveFlutter</a></li><li><a href="https://github.com/GameCult/EveElectron">EveElectron</a></li><li><a href="https://github.com/GameCult/EveTui">EveTui</a></li><li><a href="https://github.com/GameCult/EvePlugins">EvePlugins</a></li><li><a href="https://github.com/GameCult/EveConformance">EveConformance</a></li></ul>
</article>
Gjallar is Odin's herald display organ. It presents a composite of Odin's sight so dense operator views can be lowered without turning every renderer into a little dashboard tyrant. Idunn is the keepalive organ. It uses Odin's accepted map to bring daemons back after reboots or crashes, watch freshness, and escalate through the right operator path when the swarm needs human hands.
<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> <span class="swarm-badge cloud">Cloud avatar</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>
</article>
Heimdall owns identity, grants, consent, revocation, and boundary inspection. Bifrost owns crossings: work, patronage, receipts, owner/public notifications, and the bridges where action becomes accountable state.
<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> <span class="swarm-badge cloud">Cloud avatar</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>
</article>
## Interfaces and Lowering Runtimes
<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> <span class="swarm-badge cloud">Cloud avatar</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>
</article>
Eve is the surface system: daemon dashboards lowered from Eve's UI DSL, CultUI, into multiple GUI and TUI runtimes. A daemon publishes the interface it owns; Eve lowers it. The renderer does not become the source of truth just because it has pixels.
<article class="swarm-domain-card">
<header><div class="swarm-avatar-fallback" aria-hidden="true">H</div><div><p class="swarm-kicker">Identity and consent</p><h3>Heimdall</h3><span class="swarm-badge face">Face</span> <span class="swarm-badge missing">Avatar missing</span></div></header>
<p>Owns identity, grants, sessions, consent, revocation, and provider credential boundaries for hosted GameCult systems.</p>
<ul><li><a href="https://github.com/GameCult/Heimdall">Heimdall</a> <em>shared identity authority</em></li></ul>
</article>
Fensalir, Sai, gamecult-site, GameCult-Quartz, and gamecult-grav are the presentation and publishing bodies. Sai is the static-site Ink embedder and visual-novel surface; it already ships an Eve projection module for portable `gamecult.eve.surface.v1` output. GameCult-Quartz is the shared Quartz engine for the static-site fleet: `gamecult-site`, `AetheriaLore`, and `Mimir` all have shared-Quartz wiring. Fensalir is the native/runtime body for high-performance surfaces.
<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> <span class="swarm-badge cloud">Cloud avatar</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>
</article>
## Language, Voice, and Alien Culture
<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> <span class="swarm-badge cloud">Cloud avatar</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><li><a href="https://github.com/GameCult/Vili">Vili</a> <em>Persona performance-to-animation daemon</em></li></ul>
</article>
Weksa is the language engine: it lowers utterance intent through arbitrary linguistic, cultural, and personal ontologies into spoken words. AquaSynth is the voice, both instrumental and tracheal, with a Rust sibling for the lower-level body. It can turn Weksa's utterance embeddings into speech through arbitrary vocal morphologies.
<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> <span class="swarm-badge cloud">Cloud avatar</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>
</article>
Together Weksa and AquaSynth make alien language more than a word list. They let a culture shape what can be meant, let anatomy shape how it can be sounded, and let the listener hear the result without the usual fantasy-language cardboard taped over English.
<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> <span class="swarm-badge cloud">Cloud avatar</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><li><a href="https://github.com/GameCult/AquaSynth-rs">AquaSynth-rs</a> <em>Rust reference and analysis lab</em></li></ul>
</article>
## Media, Streams, and Creator Tools
<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> <span class="swarm-badge cloud">Cloud avatar</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>
</article>
Mimir handles room intelligence, media observation, and creator production surfaces. StreamPixels is the more ambitious stream-interactivity platform: overlays, real-time controls, and audience participation that can feed the same state mesh instead of living as isolated stream gimmicks.
<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> <span class="swarm-badge cloud">Cloud avatar</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><li><a href="https://github.com/GameCult/CultMath">CultMath</a> <em>shared HLSL-shaped numeric foundation</em></li></ul>
</article>
Repixelizer is the fun service wedge: a useful hosted tool for visual transformation and pixel-art workflows. Bokusho and LunaMosaic are visual experiments with sharper local jobs: brush and mosaic machinery that can feed the larger creator stack when they earn it.
<article class="swarm-domain-card">
<header><div class="swarm-avatar-fallback" aria-hidden="true">A</div><div><p class="swarm-kicker">Playable Aetheria</p><h3>Aetheria</h3><span class="swarm-badge face">Face</span> <span class="swarm-badge missing">Avatar missing</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>
</article>
Stonks is a market-data adapter daemon for the CultMesh Verse. It polls public market endpoints, normalizes them into CultCache-backed state, and publishes a provider-owned Eve/CultUI surface for Odin and renderers. Spotiverse is the Spotify adapter daemon: it exposes playback, devices, queue state, search, and `add-to-queue` through an inspectable command boundary. Agents do not get raw Spotify token custody. They propose or send commands through Spotiverse.
<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> <span class="swarm-badge cloud">Cloud avatar</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>
</article>
## Games, Worlds, and Story Pressure
<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> <span class="swarm-badge cloud">Cloud avatar</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>
</article>
CultPong is the small playable proof. Aetheria and AetheriaLore are the larger world and lore pressure vessels. The `Eusocial Interbeing` repo carries the Zyphos vault and site identity; its design docs pressure Aquarium/Fensalir rendering and explicitly ask whether Weksa can supply stable domain terms for route, archive, contract, and contamination states. Luxidland is a Unity open-world prototype with deterministic simulation, geographic world-cell sharding, proximity clustering, quorum/witness logic, and CultMesh contract shapes for world, route, vehicle, cluster, and event facts. Its natural renderer synergy is VibeGeometry/Fensalir nested detail and LOD, but the current repo-grounded claim is the CultMesh/open-world simulation pressure. These worlds test whether the substrate can carry play, culture, factions, languages, memory, geometry, scale, and governance without becoming a spreadsheet wearing a cape.
<article class="swarm-domain-card">
<header><div class="swarm-avatar-fallback" aria-hidden="true">B</div><div><p class="swarm-kicker">Creative tool brokerage</p><h3>Brokkr</h3><span class="swarm-badge face">Face</span></div></header>
<p>Owns typed brokerage between live authoring tools and the Verse, plus the geometry and image laboratories that pressure those editor boundaries.</p>
<ul><li><a href="https://github.com/GameCult/Brokkr">Brokkr</a> <em>Unity/Blender editor broker</em></li><li><a href="https://github.com/GameCult/VibeGeometry">VibeGeometry</a> <em>agent-authored Blender research</em></li><li><a href="https://github.com/GameCult/vg-csg">vg-csg</a> <em>lean constructive geometry kernel</em></li><li><a href="https://github.com/GameCult/repixelizer">repixelizer</a> <em>hosted pixel-coherence tool</em></li></ul>
</article>
The point of the worlds is not lore storage. The point is pressure. Games make the machine prove it can survive contact with players.
<article class="swarm-domain-card">
<header><div class="swarm-avatar-fallback" aria-hidden="true">N</div><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>
</article>
## Operations and Publication
<article class="swarm-domain-card">
<header><div class="swarm-avatar-fallback" aria-hidden="true">S</div><div><p class="swarm-kicker">Publishing and living documents</p><h3>Sai</h3><span class="swarm-badge face">Face</span></div></header>
<p>Owns the public projection: interactive Ink inside documents, shared static-site machinery, and the sites that lower those systems for readers.</p>
<ul><li><a href="https://github.com/GameCult/Sai">Sai</a> <em>Ink story embedder and Persona home</em></li><li><a href="https://github.com/GameCult/gamecult-site">gamecult-site</a> <em>studio front door</em></li><li><a href="https://github.com/GameCult/GameCult-Quartz">GameCult-Quartz</a> <em>shared site engine</em></li><li><a href="https://github.com/GameCult/pombabranca-site">pombabranca-site</a> <em>independent Quartz publication</em></li></ul>
</article>
gamecult-ops carries inventory, deployment memory, runbooks, and operational history. gamecult-site carries the main public projection; GameCult-Quartz carries the shared static-site engine used by the GameCult site fleet. The generated compound repo-doc tree is the current public swarm inventory, and the TeX atlas above turns that inventory into a coherent organ map.
</div>
## Cross-Project Synergies
## Archaeology
- Epiphany gives agents a harness; VoidBot proves Persona state in a live Discord room; Ghostlight preserves social continuity.
- CultLib, CultCache, CultNet, and CultMesh let every runtime share state without turning JSON sidecars into accidental doctrine.
- Odin sees provider-owned Verse truth; Gjallar composes that sight; Idunn keeps the daemon swarm alive.
- Eve lowers daemon-owned CultUI surfaces into GUI and TUI bodies; Sai turns static-site Ink stories into VN surfaces, with a possible Eve bridge making that VN engine cross-platform.
- Weksa makes culturally grounded utterance intent; AquaSynth gives that intent a body and a voice.
- Mimir and StreamPixels turn rooms and streams into stateful media surfaces.
- Repixelizer and the visual labs give creators useful tools now while feeding capability back into the larger surface web.
- Aetheria, Zyphos/Eusocial Interbeing, and CultPong keep the architecture honest by making it answer to play, story, culture, language, rendering, and audience pressure.
- Luxidland makes CultMesh answer to open-world sharding, deterministic simulation observations, and MMO-shaped authority pressure; VibeGeometry/Fensalir LOD is the renderer synergy path, not yet claimed as wired repo fact here.
These repositories remain part of the inventory, but they do not get to impersonate the current machine. Successors are named where the evidence is clean.
This is the live thesis: a coherent swarm where each organ owns a narrow truth, emits typed state, and makes the neighboring organs more capable. Anything that cannot explain its authority gets sharpened, folded into the right owner, or taken outside and introduced to the shovel.
| Repository | Historical place | Current authority |
| --- | --- | --- |
| [Aetheria-legacy](https://github.com/GameCult/Aetheria-legacy) | Private legacy game body | [Aetheria](https://github.com/GameCult/Aetheria) |
| [Blueberrichu](https://github.com/GameCult/Blueberrichu) | 2021 private VTuber avatar project | None claimed |
| [CultPong](https://github.com/GameCult/CultPong) | Dormant 2020 arcade prototype | None claimed |
| [GCLP](https://github.com/GameCult/GCLP) | Original labor-platform seed | [Bifrost](https://github.com/GameCult/Bifrost) |
| [gamecult-grav](https://github.com/GameCult/gamecult-grav) | Retired Grav site and salvage quarry | [gamecult-site](https://github.com/GameCult/gamecult-site) |
| [geometry-script](https://github.com/GameCult/geometry-script) | Upstream Blender dependency fork | Not a GameCult organ |
| [EpiphanyAquarium](https://github.com/GameCult/EpiphanyAquarium) | Original React/Tauri aquarium body | [Aquarium](https://github.com/GameCult/Aquarium) + [Fensalir](https://github.com/GameCult/Fensalir) |
| [EpiphanyAquarium-Bevy](https://github.com/GameCult/EpiphanyAquarium-Bevy) | Frozen Rust/Bevy renderer prototype | [Fensalir](https://github.com/GameCult/Fensalir) |
| [EpiphanyAquarium-Web](https://github.com/GameCult/EpiphanyAquarium-Web) | Preserved WebGL prototype client | [Aquarium](https://github.com/GameCult/Aquarium) + [Fensalir](https://github.com/GameCult/Fensalir) |
## Persona coverage notes
“Face” means durable `.cc` state exists or VoidBot's canonical map names the Repo Face. “Stewarded” means the project currently falls under that Persona's jurisdiction without claiming an independent Repo Face. Avatar presence is presentation metadata, never proof of state.
Verified cloud avatars survive for Nibu, Libby, Eve, Fensalir, Mimir, Weksa, Druzkai, Bifrost, Epiphany, Gjallar, Huginn, Kiko, Odin, Ymir, and Aqua. Heimdall and Aetheria have Persona state but no verified portrait in the surviving cloud set. VoidBot's own Repo Face state is not yet confirmed, so Void is presented as a domain steward rather than upgraded by wishful typography.
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

@ -2769,3 +2769,168 @@ body[data-slug="tour"] .gamecult-composite-sections {
.integrated-dossier-glossary dd + dt {
margin-top: 1rem;
}
.swarm-legend {
display: flex;
flex-wrap: wrap;
gap: 0.55rem;
margin: 1.25rem 0 2rem;
}
.swarm-legend span,
.swarm-badge {
border: 1px solid color-mix(in srgb, var(--secondary) 42%, transparent);
border-radius: 999px;
color: var(--darkgray);
font-size: 0.72rem;
letter-spacing: 0.035em;
line-height: 1;
padding: 0.38rem 0.62rem;
}
.swarm-legend strong {
color: var(--dark);
margin-right: 0.25rem;
}
.swarm-rail-hint {
color: var(--gray);
font-size: 0.9rem;
margin-bottom: 0.8rem;
}
.swarm-carousel {
box-sizing: border-box;
contain: inline-size;
display: grid;
grid-auto-columns: minmax(18rem, 24rem);
grid-auto-flow: column;
gap: 1rem;
margin: 0.75rem calc(-1 * clamp(0rem, 3vw, 2rem)) 2.5rem;
overflow-x: auto;
overscroll-behavior-inline: contain;
padding: 0.35rem clamp(0rem, 3vw, 2rem) 1.25rem;
scroll-padding-inline: clamp(0rem, 3vw, 2rem);
scroll-snap-type: inline mandatory;
scrollbar-color: var(--secondary) color-mix(in srgb, var(--lightgray) 65%, transparent);
width: 100%;
}
.swarm-carousel:focus-visible {
border-radius: 0.75rem;
outline: 2px solid var(--secondary);
outline-offset: 0.3rem;
}
.swarm-domain-card {
background:
linear-gradient(145deg, color-mix(in srgb, var(--light) 94%, var(--secondary)), var(--light));
border: 1px solid color-mix(in srgb, var(--lightgray) 78%, var(--secondary));
border-radius: 1rem;
box-shadow: 0 0.75rem 2rem color-mix(in srgb, var(--dark) 9%, transparent);
display: flex;
flex-direction: column;
min-height: 24rem;
padding: 1.15rem;
scroll-snap-align: start;
}
.swarm-domain-card > header {
align-items: center;
display: grid;
gap: 0.9rem;
grid-template-columns: 4.5rem 1fr;
margin-bottom: 0.9rem;
}
.swarm-domain-card > header img,
.swarm-avatar-fallback {
aspect-ratio: 1;
background: color-mix(in srgb, var(--secondary) 17%, var(--light));
border: 1px solid color-mix(in srgb, var(--secondary) 42%, transparent);
border-radius: 0.85rem;
height: 4.5rem;
object-fit: cover;
width: 4.5rem;
}
.swarm-avatar-fallback {
align-items: center;
color: var(--secondary);
display: flex;
font-family: var(--headerFont);
font-size: 2rem;
font-weight: 700;
justify-content: center;
}
.swarm-domain-card h3 {
font-size: 1.45rem;
line-height: 1.05;
margin: 0.15rem 0 0.55rem;
}
.swarm-kicker {
color: var(--gray);
font-size: 0.68rem;
font-weight: 700;
letter-spacing: 0.09em;
margin: 0;
text-transform: uppercase;
}
.swarm-badge {
display: inline-block;
padding: 0.3rem 0.48rem;
}
.swarm-badge.face {
background: color-mix(in srgb, var(--secondary) 13%, transparent);
color: var(--secondary);
}
.swarm-badge.missing {
border-color: color-mix(in srgb, #c77d42 60%, transparent);
color: #a85f2f;
}
.swarm-domain-card > p:not(.swarm-kicker) {
color: var(--darkgray);
font-size: 0.9rem;
line-height: 1.55;
margin: 0 0 1rem;
}
.swarm-domain-card ul {
border-top: 1px solid var(--lightgray);
list-style: none;
margin: auto 0 0;
padding: 0.75rem 0 0;
}
.swarm-domain-card li {
font-size: 0.82rem;
line-height: 1.35;
margin: 0.42rem 0;
}
.swarm-domain-card li a {
font-weight: 700;
}
.swarm-domain-card li em {
color: var(--gray);
display: block;
font-style: normal;
}
@media (max-width: 600px) {
.swarm-carousel {
grid-auto-columns: min(86vw, 21rem);
margin-inline: 0;
padding-inline: 0;
}
.swarm-domain-card {
min-height: 0;
}
}