Refresh project atlas after public repo expansion
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@ -3,12 +3,13 @@ org: GameCult
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sourceLedger: docs/research/gamecult-org-repo-ledger.json
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recentChronicleWindowStart: 2026-04-18
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notes:
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- The JSON ledger is the machine-chewable evidence layer: repo metadata, root entries, README excerpts where present, early commits, recent commits, and recent-wave commits.
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- This YAML is the human layer: category, trajectory, ambition, current state, and the handful of commits that actually explain why the repo exists.
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- Forked repos are included because they are public org artifacts, but their histories are interpreted as dependency or toolchain decisions rather than GameCult-native product buildouts.
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- The JSON ledger is the machine-chewable evidence layer: repo metadata, root entries, README excerpts, and commit slices harvested from the current public org scan plus local clones where available.
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- This YAML is the human layer: category, trajectory, ambition, and presentation strategy for each public repo.
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- Not every public repo gets its own page. Aetheria repos defer to the dedicated Aetheria site, the CultCache/CultNet language ports fold into CultLib, and dependency-parking forks stay out of the public atlas because there is nothing new to say about them.
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repos:
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- repo: Aetheria-Economy
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page: /Projects/Aetheria-Economy
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page: https://aetheria.gamecult.org
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presentation: external-aetheria-site
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category: worlds-and-games
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kind: flagship-runtime
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status: active
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@ -19,19 +20,19 @@ repos:
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githubUrl: https://github.com/GameCult/Aetheria-Economy
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publicSurface: https://aetheria.gamecult.org
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foundingIdea: Build the playable Aetheria runtime instead of leaving the flagship universe as lore and mood alone.
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trajectory: Began as a 2020 Unity/client-server land rush, passed through playability and rendering waves in 2022, then revived around Unity 6, gravity surfaces, lore sync, and editor/tooling bridges in 2025-2026.
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ambition: Prove a shippable slice of the broader Aetheria machine without pretending the entire MMO-scale dream must land at once.
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currentState: Active flagship codebase with clear signs of revived systems work and tooling integration.
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trajectory: Began as a Unity/client-server land rush, passed through playability and rendering waves, and later re-emerged around Unity 6, gravity surfaces, lore sync, and editor bridges.
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ambition: Prove a shippable slice of the broader Aetheria machine without pretending the entire galaxy-scale dream has to land in one bite.
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currentState: Active flagship runtime, handled editorially by the dedicated Aetheria site rather than duplicated on GameCult.
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markers:
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- 2020-02-26: Initial Client/Server Communication
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- 2020-03-11: Porting Galaxy Editor
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- 2020-03-22: Database Support
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- 2022-08-08: Playability
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- 2025-07-10: Unity 6 Upgrade + Solid Gravity Surface
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- 2026-04-30: Add Epiphany Unity editor bridge
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- repo: AetheriaLore
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page: /Projects/AetheriaLore
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page: https://aetheria.gamecult.org
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presentation: external-aetheria-site
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category: worlds-and-games
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kind: canon-vault
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status: active
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@ -42,14 +43,13 @@ repos:
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githubUrl: https://github.com/GameCult/AetheriaLore
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publicSurface: https://aetheria.gamecult.org
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foundingIdea: Gather lore, design notes, fiction, and continuity work into one canonical, searchable home.
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trajectory: Started as vault import and worldbuilding recovery, then became a Quartz site, a public canon surface, and an editorial tool for reconciling old and new Aetheria material.
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ambition: Serve as the source of truth for the setting while staying public enough for contributors and curious strangers to orient themselves.
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currentState: Active vault and public site with hierarchy, media, stories, and continuity repairs in motion.
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trajectory: Started as vault import and worldbuilding recovery, then became a Quartz site, a canon surface, and an editorial workbench for reconciling old and new Aetheria material.
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ambition: Serve as the public source of truth for the setting without disappearing into private wiki sludge.
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currentState: Active vault and public site, intentionally left to speak for itself on the Aetheria domain.
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markers:
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- 2026-04-19: Add local RAG tooling for vault navigation
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- 2026-04-19: Add Narrative Themes
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- 2026-04-19: Static Wiki Site via Quartz
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- 2026-04-30: Restructure Aetheria front page and import story metadata
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- 2026-05-01: Restore visual Aetheria front page
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- 2026-05-01: Expand Aetheria game design hierarchy
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@ -65,52 +65,34 @@ repos:
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githubUrl: https://github.com/GameCult/CultPong
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foundingIdea: Take Pong, make the paddles expressive, add bash reversals, and aim for online competitive chaos.
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trajectory: Two public commits in one morning, full Unity project skeleton, then silence.
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ambition: Short-match competitive arcade game with ranked/tournament potential and a geometry-driven skill ceiling.
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currentState: Dormant public prototype; idea survives in studio memory and site copy.
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ambition: Short-match competitive arcade nonsense with ranked potential and a geometry-driven skill ceiling.
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currentState: Dormant public prototype whose founding joke still holds up.
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markers:
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- 2020-09-25: Initial commit
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- 2020-09-25: Initial Commit (broken due to version update)
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- repo: GCLP
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page: /Projects/GCLP
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category: studio-and-sites
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category: studio-systems
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kind: legacy-manifesto-seed
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status: dormant
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fork: false
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language: null
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createdAt: 2020-10-02
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lastPushAt: 2020-10-02
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lastPushAt: 2020-10-05
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githubUrl: https://github.com/GameCult/GCLP
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successorPage: /Docs/Bifrost
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foundingIdea: Drag work, governance, patronage, and compensation logic out of private memory and into software.
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trajectory: Public repo never advanced beyond a one-commit README stub, but the concept survived and later re-emerged as Bifrost.
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trajectory: Public repo never moved beyond a stub, but the idea survived and later re-emerged as Bifrost.
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ambition: A studio operating system for membership, work, governance, and payout logic.
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currentState: Fossil seed; historically important because the idea outlived the repo.
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currentState: Fossil seed; historically useful because the idea outlived the repo.
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markers:
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- 2020-10-02: Initial commit
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- repo: stride
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page: /Projects/stride
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category: forks-and-parked-dependencies
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kind: upstream-engine-fork
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status: parked
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fork: true
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language: C#
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createdAt: 2021-06-15
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lastPushAt: 2021-06-15
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githubUrl: https://github.com/GameCult/stride
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upstreamUrl: https://github.com/stride3d/stride
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foundingIdea: Keep a technically significant engine fork under org custody rather than relying on memory alone.
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trajectory: Forked from upstream and left largely untouched in public.
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ambition: Dependency control, reference value, possible patching surface if engine work demanded it.
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currentState: Historical fork, not a GameCult-native product buildout.
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markers:
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- 2021-06-15: Forked from stride3d/stride
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- repo: CultLib
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page: /Projects/CultLib
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category: libraries-and-protocols
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kind: shared-csharp-substrate
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category: shared-code
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kind: shared-runtime-family
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status: active
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fork: false
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language: C#
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@ -118,9 +100,9 @@ repos:
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lastPushAt: 2026-05-06
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githubUrl: https://github.com/GameCult/CultLib
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foundingIdea: Stop re-solving shared runtime, persistence, UI, and networking machinery in every bigger codebase.
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trajectory: Began with storage/security/UI cleanup, then pivoted into protocol, schema, and interop work as the broader tooling stack emerged.
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ambition: Become the boring, reusable center of gravity for GameCult's C# side.
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currentState: Active shared library with clear protocol and persistence responsibilities.
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trajectory: Started as C# runtime cleanup and pivoted hard into schema, persistence, and interop work. The one-day appearance of CultCache and CultNet siblings across TypeScript, Rust, and Python made it the obvious umbrella for a whole repo family.
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ambition: Become the boring center of gravity for the studio's persistence and protocol stack across languages.
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currentState: Active anchor repo and public landing page for the broader CultLib/CultCache/CultNet family.
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markers:
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- 2026-04-18: JSON backing store, I/O fixes, Networking Security
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- 2026-04-18: Complete CultUI Port and remove legacy UI prefabs and scripts
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@ -128,133 +110,10 @@ repos:
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- 2026-05-06: Bring legacy CultNet into the schema-v0 fold
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- 2026-05-06: Add CultNet C# interop peer harness
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- repo: gamecult-grav
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page: /Projects/gamecult-grav
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category: studio-and-sites
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kind: legacy-site-archive
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status: archival
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fork: false
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language: SCSS
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createdAt: 2020-08-09
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lastPushAt: 2026-04-20
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githubUrl: https://github.com/GameCult/gamecult-grav
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foundingIdea: Hold the public site in Grav and sync content through the CMS-era workflow.
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trajectory: Mostly GitSync noise and content churn; later demoted to archive status and mined for salvage during the Quartz migration.
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ambition: No longer to be the live site; now to preserve old copy, assets, and structure for reference.
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currentState: Archive and salvage quarry.
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markers:
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- 2022-07-02: Grav GitSync burst
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- 2026-04-20: Restore tracked GameCult logo asset
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- repo: gamecult-site
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page: /Projects/gamecult-site
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category: studio-and-sites
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kind: public-site
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status: active
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fork: false
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language: TypeScript
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createdAt: 2026-04-21
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lastPushAt: 2026-05-01
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githubUrl: https://github.com/GameCult/gamecult-site
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publicSurface: https://gamecult.org
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foundingIdea: Replace the old Grav site with a Git-friendly Quartz site that can actually hold the studio's current shape.
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trajectory: Exploded out of migration, then immediately became a venue for copy revision, layout repair, navigation redesign, repo surfacing, and shared-engine extraction.
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ambition: Serve as the living public front door for the studio, its projects, and its arguments.
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currentState: Active public surface built atop GameCult-Quartz.
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markers:
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- 2026-04-21: Initial Quartz site migration
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- 2026-04-21: Composite Studio overview sections
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- 2026-04-21: Merge homepage into Studio landing
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- 2026-04-22: Update GCLP page for Bifrost rollout
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- 2026-05-01: Switch site build to shared GameCult-Quartz
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- repo: repixelizer
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page: /Projects/repixelizer
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category: ai-and-tools
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kind: optimization-tool
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status: active
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fork: false
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language: Python
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createdAt: 2026-04-21
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lastPushAt: 2026-05-01
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githubUrl: https://github.com/GameCult/repixelizer
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publicSurface: https://repixelizer.gamecult.org
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foundingIdea: Make fake pixel art stop lying by solving for actual pixel coherence instead of merely shrinking images.
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trajectory: Rapid CLI bootstrap, metric and lattice experimentation, an extended tile-graph detour, then hosted queue/gui work and operationalization.
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ambition: Recover real-looking pixel structure from AI-ish or faux-pixel inputs while figuring out which parts of the algorithm actually deserve to live.
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currentState: Active experiment with visible signs of both ambition and self-correction.
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markers:
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- 2026-04-21: Bootstrap the repixelizer CLI project
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- 2026-04-22: Improve lattice inference with source evidence
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- 2026-04-22: Add line-aware refinement energy
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- 2026-04-22: Add experimental tile graph reconstruction mode
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- 2026-04-29: Log hosted queue and job pressure
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- 2026-05-01: Log Repixelizer job actors for ops summaries
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- repo: GameCult-Quartz
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page: /Projects/GameCult-Quartz
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category: studio-and-sites
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kind: shared-site-engine
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status: active
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fork: false
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language: TypeScript
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createdAt: 2026-05-01
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lastPushAt: 2026-05-07
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githubUrl: https://github.com/GameCult/GameCult-Quartz
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foundingIdea: Extract the shared site engine so GameCult's Quartz-based sites stop pretending duplicated forks are a strategy.
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trajectory: Extraction, metadata cleanup, preview fixes, art-first social cards, then a simplification pass on the card chrome.
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ambition: Shared static-site infrastructure with per-site overlays and meaningful divergence where it counts.
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currentState: Active shared engine repo.
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markers:
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- 2026-05-01: Extract shared GameCult-Quartz engine
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- 2026-05-01: Improve preview title and description extraction
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- 2026-05-01: Tighten social metadata generation
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- 2026-05-01: Add image-forward social card generation
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- 2026-05-07: Simplify social card chrome
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- repo: Ghostlight
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page: /Projects/Ghostlight
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category: ai-and-tools
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kind: social-agent-runtime
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status: active
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fork: false
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language: Python
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createdAt: 2026-05-01
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lastPushAt: 2026-05-06
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githubUrl: https://github.com/GameCult/Ghostlight
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foundingIdea: Build socially legible AI agents instead of sycophantic chatbot paste.
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trajectory: Started with state/persistence and documentation, narrowed into story-scene authoring and projection, then widened into lore grounding and CultNet/CultCache integration.
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ambition: Support authored scenes, simulations, and eventually richer social worlds with agents that can actually hold perspective and stance.
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currentState: Active experimental runtime with scene, state, and protocol work in motion.
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markers:
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- 2026-05-01: Scaffold Ghostlight persistence spine
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- 2026-05-01: Retarget Ghostlight toward Call of the Void authoring
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- 2026-05-01: Define prompt projection contract
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- 2026-05-01: Adopt Ink for branching scenes
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- 2026-05-06: Migrate state spine toward cultcache-py
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- 2026-05-06: Define the shared CultNet agent-state contract
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- repo: geometry-script
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page: /Projects/geometry-script
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category: forks-and-parked-dependencies
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kind: upstream-tool-fork
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status: parked
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fork: true
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language: Python
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createdAt: 2026-05-04
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lastPushAt: 2026-05-04
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githubUrl: https://github.com/GameCult/geometry-script
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upstreamUrl: https://github.com/carson-katri/geometry-script
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foundingIdea: Keep a promising procedural-geometry tool close enough to inspect or adapt if it became strategically useful.
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trajectory: Forked into the org and not publicly diverged afterward.
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ambition: Potential procedural-art or pipeline leverage, not a declared in-house flagship.
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currentState: Parked fork.
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markers:
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- 2026-05-04: Forked from carson-katri/geometry-script
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- repo: cultcache-ts
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page: /Projects/cultcache-ts
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category: libraries-and-protocols
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page: /Projects/CultLib
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presentation: folded-into-cultlib
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category: shared-code
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kind: typescript-persistence-port
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status: active
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fork: false
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lastPushAt: 2026-05-06
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githubUrl: https://github.com/GameCult/cultcache-ts
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foundingIdea: Bring the CultCache persistence model to the TypeScript side of the stack.
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trajectory: Clean one-day sprint from initial port through ergonomics, schema compatibility, exports, and raw-envelope optimization.
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trajectory: One-day sprint from initial port through built output, schema compatibility, and raw-envelope optimization.
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ambition: Quiet foundational storage for the studio's TypeScript tools.
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currentState: Fresh active port.
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currentState: Fresh active port, documented under CultLib rather than padded out into a redundant standalone page.
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markers:
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- 2026-05-06: Initial CultCacheTS port
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- 2026-05-06: Ship built output for consumers
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- 2026-05-06: Accept generated parse-style schemas in CultCacheTS
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- 2026-05-06: Add raw envelope fast path to CultCacheTS
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- repo: cultcache-rs
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page: /Projects/CultLib
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presentation: folded-into-cultlib
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category: shared-code
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kind: rust-persistence-port
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status: active
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fork: false
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language: Rust
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createdAt: 2026-05-06
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lastPushAt: 2026-05-06
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githubUrl: https://github.com/GameCult/cultcache-rs
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foundingIdea: Give the CultCache model a typed Rust home instead of making Rust consumers paw at generic envelopes.
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trajectory: Bootstrap, architecture notes, store hardening, registry tightening, slot formatter generation, and raw envelope fast paths all land in one concentrated burst.
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ambition: Typed Rust persistence with real schema identity and no reflective slop.
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currentState: Fresh active port, folded into the CultLib family page.
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markers:
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- 2026-05-06: Create Rust CultCache crate
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- 2026-05-06: Document CultCache Rust architecture
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- 2026-05-06: Harden CultCache store persistence
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- 2026-05-06: Add raw envelope fast path to cultcache-rs
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- repo: cultcache-py
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page: /Projects/CultLib
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presentation: folded-into-cultlib
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category: shared-code
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kind: python-persistence-port
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status: active
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fork: false
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language: Python
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createdAt: 2026-05-06
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lastPushAt: 2026-05-06
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githubUrl: https://github.com/GameCult/cultcache-py
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foundingIdea: Bring the CultCache persistence pattern to Python control-plane and bootstrap surfaces.
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trajectory: Tiny public start: scaffold the port, then add slot formatting for cross-runtime DatabaseEntry compatibility.
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ambition: A dependency-light Python persistence layer that still speaks the same schema language as the rest of the family.
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currentState: Young but clearly scoped family member, documented under CultLib.
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markers:
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- 2026-05-06: Scaffold cultcache-py
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- 2026-05-06: Add DatabaseEntry slot formatter
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- repo: cultnet-ts
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page: /Projects/cultnet-ts
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category: libraries-and-protocols
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page: /Projects/CultLib
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presentation: folded-into-cultlib
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category: shared-code
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kind: typescript-network-layer
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status: active
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fork: false
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@ -285,16 +185,244 @@ repos:
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foundingIdea: Give the TypeScript side a real CultNet client and interop story.
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trajectory: One-day build from initial client to wire compatibility, generated contracts, schema discovery, local replication, and CI-backed interop checks.
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ambition: Cross-runtime message and schema flow without bespoke wire misery.
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currentState: Fresh active protocol client.
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currentState: Fresh active protocol client, folded into the CultLib family page.
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markers:
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- 2026-05-06: Build the first CultNet TypeScript client
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- 2026-05-06: Add explicit CultLib wire-contract compatibility
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- 2026-05-06: Add CultNet schema discovery catalog
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- 2026-05-06: Add cross-runtime CultNet interop harness
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- repo: cultnet-rs
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page: /Projects/CultLib
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presentation: folded-into-cultlib
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category: shared-code
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kind: rust-network-layer
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status: active
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fork: false
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language: Rust
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createdAt: 2026-05-06
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lastPushAt: 2026-05-06
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githubUrl: https://github.com/GameCult/cultnet-rs
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foundingIdea: Give Rust peers the same typed CultNet vocabulary, framing, and replication seams as the rest of the stack.
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trajectory: Bootstrap, schema discovery, raw replication lanes, and an interop peer example all land on the same day.
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ambition: A boring, shareable wire layer for Rust neighbors in the swarm.
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currentState: Fresh active protocol crate, covered via the CultLib page.
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markers:
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- 2026-05-06: Create CultNet Rust core
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- 2026-05-06: Add schema discovery to cultnet-rs
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- 2026-05-06: Add raw local replication lane to cultnet-rs
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- 2026-05-06: Add CultNet Rust interop peer example
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- repo: gamecult-grav
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page: /Projects/gamecult-grav
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category: studio-systems
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kind: legacy-site-archive
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status: archival
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fork: false
|
||||
language: SCSS
|
||||
createdAt: 2020-08-09
|
||||
lastPushAt: 2026-04-20
|
||||
githubUrl: https://github.com/GameCult/gamecult-grav
|
||||
foundingIdea: Hold the public site in Grav and sync content through the CMS-era workflow.
|
||||
trajectory: Mostly GitSync churn, later demoted to archive status and mined for salvage during the Quartz migration.
|
||||
ambition: No longer to be the live site; now to preserve old copy, assets, and structure for reference.
|
||||
currentState: Archive and salvage quarry.
|
||||
markers:
|
||||
- 2022-07-02: Grav GitSync burst
|
||||
- 2026-04-20: Restore tracked GameCult logo asset
|
||||
|
||||
- repo: gamecult-site
|
||||
page: /Projects/gamecult-site
|
||||
category: studio-systems
|
||||
kind: public-site
|
||||
status: active
|
||||
fork: false
|
||||
language: TypeScript
|
||||
createdAt: 2026-04-21
|
||||
lastPushAt: 2026-05-07
|
||||
githubUrl: https://github.com/GameCult/gamecult-site
|
||||
publicSurface: https://gamecult.org
|
||||
foundingIdea: Replace the old Grav site with a Git-friendly Quartz site that can actually hold the studio's current shape.
|
||||
trajectory: Exploded out of migration, then became a venue for copy revision, layout repair, navigation redesign, repo surfacing, and shared-engine extraction. The latest pass turns it into a curated repo atlas instead of a giant undifferentiated org dump.
|
||||
ambition: Serve as the living public front door for the studio, its arguments, and the subset of its repo sprawl that still deserves daylight.
|
||||
currentState: Active public surface built atop GameCult-Quartz, now with a curated projects atlas.
|
||||
markers:
|
||||
- 2026-04-21: Initial Quartz site migration
|
||||
- 2026-04-21: Merge homepage into Studio landing
|
||||
- 2026-05-01: Switch site build to shared GameCult-Quartz
|
||||
- 2026-05-07: Add public repo atlas and projects dropdown
|
||||
|
||||
- repo: GameCult-Quartz
|
||||
page: /Projects/GameCult-Quartz
|
||||
category: studio-systems
|
||||
kind: shared-site-engine
|
||||
status: active
|
||||
fork: false
|
||||
language: TypeScript
|
||||
createdAt: 2026-05-01
|
||||
lastPushAt: 2026-05-07
|
||||
githubUrl: https://github.com/GameCult/GameCult-Quartz
|
||||
foundingIdea: Extract the shared site engine so GameCult's Quartz-based sites stop pretending duplicated forks are a strategy.
|
||||
trajectory: Extraction, metadata cleanup, preview fixes, art-forward social cards, and a later simplification pass once the chrome started showing off.
|
||||
ambition: Shared static-site infrastructure with per-site overlays and real divergence where it counts.
|
||||
currentState: Active shared site engine.
|
||||
markers:
|
||||
- 2026-05-01: Extract shared GameCult-Quartz engine
|
||||
- 2026-05-01: Improve preview title and description extraction
|
||||
- 2026-05-01: Add image-forward social card generation
|
||||
- 2026-05-07: Simplify social card chrome
|
||||
|
||||
- repo: Ghostlight
|
||||
page: /Projects/Ghostlight
|
||||
category: agents-and-interfaces
|
||||
kind: social-agent-runtime
|
||||
status: active
|
||||
fork: false
|
||||
language: Python
|
||||
createdAt: 2026-05-01
|
||||
lastPushAt: 2026-05-06
|
||||
githubUrl: https://github.com/GameCult/Ghostlight
|
||||
foundingIdea: Build socially legible AI agents instead of sycophantic chatbot paste.
|
||||
trajectory: Started with state/persistence and docs, narrowed into scene authoring and projection, then widened into lore grounding and CultCache/CultNet integration.
|
||||
ambition: Support authored scenes, simulations, and eventually richer social worlds with agents that can actually hold perspective and stance.
|
||||
currentState: Active social-runtime experiment.
|
||||
markers:
|
||||
- 2026-05-01: Scaffold Ghostlight persistence spine
|
||||
- 2026-05-01: Retarget Ghostlight toward Call of the Void authoring
|
||||
- 2026-05-01: Define prompt projection contract
|
||||
- 2026-05-06: Migrate state spine toward cultcache-py
|
||||
- 2026-05-06: Define the shared CultNet agent-state contract
|
||||
|
||||
- repo: VoidBot
|
||||
page: /Projects/VoidBot
|
||||
category: agents-and-interfaces
|
||||
kind: discord-assistant
|
||||
status: active
|
||||
fork: false
|
||||
language: TypeScript
|
||||
createdAt: 2026-04-24
|
||||
lastPushAt: 2026-05-06
|
||||
githubUrl: https://github.com/GameCult/VoidBot
|
||||
foundingIdea: Build a Discord-native assistant that can answer from history, repos, and lore, then hand deeper work off to Codex.
|
||||
trajectory: The repo already has a serious architecture in README form; recent public history hardens moderation state, persona plumbing, backups, and CultNet/CultCache interop.
|
||||
ambition: A room-aware assistant with retrieval teeth and a proper escape hatch into heavier tooling.
|
||||
currentState: Active Discord assistant and retrieval runtime.
|
||||
markers:
|
||||
- 2026-04-24: Initial public repo creation
|
||||
- 2026-05-06: Move moderation state behind CultCacheTS
|
||||
- 2026-05-06: Point CultCacheTS submodule at GameCult upstream
|
||||
- 2026-05-06: Add shared Discord persona webhook pipe
|
||||
- 2026-05-06: Record CultNet interop lab evidence
|
||||
|
||||
- repo: Epiphany
|
||||
page: /Projects/Epiphany
|
||||
category: agents-and-interfaces
|
||||
kind: coding-harness
|
||||
status: active
|
||||
fork: false
|
||||
language: Rust
|
||||
createdAt: 2026-04-23
|
||||
lastPushAt: 2026-05-07
|
||||
githubUrl: https://github.com/GameCult/Epiphany
|
||||
foundingIdea: Build a coding harness where the model has to model the machine it is changing instead of free-climbing on transcript vibes.
|
||||
trajectory: The README establishes the full typed-state thesis; the current public commit wave is all about repo birth, heartbeat physiology, memory distillation, and repo-owned organs.
|
||||
ambition: Turn agentic coding from token fog into a maintained control system with maps, evidence, verification, and bounded authority.
|
||||
currentState: Active harness fork with a sharply defined architectural doctrine.
|
||||
markers:
|
||||
- 2026-04-23: Initial public repo creation
|
||||
- 2026-05-07: Make repo personality distillation birth-only
|
||||
- 2026-05-07: Add repo memory distiller packet
|
||||
- 2026-05-07: Wire repo birth startup valve
|
||||
- 2026-05-07: Seed heartbeat physiology at repo birth
|
||||
|
||||
- repo: EpiphanyAquarium
|
||||
page: /Projects/EpiphanyAquarium
|
||||
category: agents-and-interfaces
|
||||
kind: operator-interface
|
||||
status: active
|
||||
fork: false
|
||||
language: TypeScript
|
||||
createdAt: 2026-05-05
|
||||
lastPushAt: 2026-05-07
|
||||
githubUrl: https://github.com/GameCult/EpiphanyAquarium
|
||||
foundingIdea: Give Epiphany a local, sensory operator surface instead of forcing all coordination through terminal prose.
|
||||
trajectory: The repo starts with the aquarium thesis already intact, then immediately fusses over interface feel through synth control lanes, sfxr golf, readability metrics, and sound targets.
|
||||
ambition: A tactile control room for agent systems with local affordances, inspectable state, and enough taste to feel alive.
|
||||
currentState: Active operator interface with obvious audio/interface personality work.
|
||||
markers:
|
||||
- 2026-05-05: Initial public repo creation
|
||||
- 2026-05-07: Add modular synth control lanes
|
||||
- 2026-05-07: Golf classic sfxr patch scripts
|
||||
- 2026-05-07: Add synth script readability metrics
|
||||
- 2026-05-07: Add wobble bass synth golf target
|
||||
|
||||
- repo: Heimdall
|
||||
page: /Projects/Heimdall
|
||||
category: studio-systems
|
||||
kind: identity-authority
|
||||
status: active
|
||||
fork: false
|
||||
language: TypeScript
|
||||
createdAt: 2026-04-26
|
||||
lastPushAt: 2026-04-29
|
||||
githubUrl: https://github.com/GameCult/Heimdall
|
||||
foundingIdea: Stop rebuilding provider OAuth and entitlement glue inside every hosted app.
|
||||
trajectory: Public history is a concentrated implementation burst around Repixelizer, StreamPixels, Twitch verification, credential handoff, token scope normalization, and managed auth seams.
|
||||
ambition: One shared identity authority for Yggdrasil-hosted apps, with signed claims and local verification instead of a shared-auth swamp.
|
||||
currentState: Active auth service with real consumer seams already visible.
|
||||
markers:
|
||||
- 2026-04-26: Initial public repo creation
|
||||
- 2026-04-29: Add StreamPixels managed auth seams
|
||||
- 2026-04-29: Persist StreamPixels credential handoff state
|
||||
- 2026-04-29: Normalize OAuth token scopes
|
||||
- 2026-04-29: Refresh managed provider credentials on resolve
|
||||
|
||||
- repo: repixelizer
|
||||
page: /Projects/repixelizer
|
||||
category: visual-labs
|
||||
kind: optimization-tool
|
||||
status: active
|
||||
fork: false
|
||||
language: Python
|
||||
createdAt: 2026-04-21
|
||||
lastPushAt: 2026-05-01
|
||||
githubUrl: https://github.com/GameCult/repixelizer
|
||||
publicSurface: https://repixelizer.gamecult.org
|
||||
foundingIdea: Make fake pixel art stop lying by solving for actual pixel coherence instead of merely shrinking images.
|
||||
trajectory: Rapid CLI bootstrap, lattice and metric experimentation, a tile-graph detour, and then hosted queue/gui work once the experiment demanded a public surface.
|
||||
ambition: Recover real-looking pixel structure from AI-ish or faux-pixel inputs while figuring out which parts of the algorithm actually deserve to live.
|
||||
currentState: Active experiment with both ambition and self-correction visible in public.
|
||||
markers:
|
||||
- 2026-04-21: Bootstrap the repixelizer CLI project
|
||||
- 2026-04-22: Improve lattice inference with source evidence
|
||||
- 2026-04-22: Add line-aware refinement energy
|
||||
- 2026-04-22: Add experimental tile graph reconstruction mode
|
||||
- 2026-04-29: Log hosted queue and job pressure
|
||||
|
||||
- repo: VibeGeometry
|
||||
page: /Projects/VibeGeometry
|
||||
category: visual-labs
|
||||
kind: procedural-geometry-lab
|
||||
status: active
|
||||
fork: false
|
||||
language: Python
|
||||
createdAt: 2026-05-04
|
||||
lastPushAt: 2026-05-07
|
||||
githubUrl: https://github.com/GameCult/VibeGeometry
|
||||
foundingIdea: Build an evidence-driven pipeline for local agents authoring Blender geometry-node scenes.
|
||||
trajectory: Started as architecture and persistence scaffolding, then dived almost immediately into CSG grammar, parity fixtures, native bridge probing, mesh generation, and performance work.
|
||||
ambition: Make procedural scene generation inspectable enough that render evidence can actually steer the machine.
|
||||
currentState: Active research lab already deep in the geometry kernel weeds.
|
||||
markers:
|
||||
- 2026-05-04: Initial public repo creation
|
||||
- 2026-05-07: Add CSG tree API surface
|
||||
- 2026-05-07: Get RealtimeCSG native bridge generating meshes
|
||||
- 2026-05-07: Add CSG perf fixtures and polygon category splitting
|
||||
- 2026-05-07: Advance CSG category kernel groundwork
|
||||
|
||||
- repo: epiphany-graph-rs
|
||||
page: /Projects/epiphany-graph-rs
|
||||
category: libraries-and-protocols
|
||||
category: shared-code
|
||||
kind: graph-layout-research
|
||||
status: active
|
||||
fork: false
|
||||
|
|
@ -303,8 +431,8 @@ repos:
|
|||
lastPushAt: 2026-05-07
|
||||
githubUrl: https://github.com/GameCult/epiphany-graph-rs
|
||||
foundingIdea: Build a graph-layout engine that respects structure, clustering, and readability instead of just repulsion and luck.
|
||||
trajectory: One-day research burst from crate bootstrap to 3D layout, structural analysis, Barnes-Hut repulsion, sweeps, and quality metrics.
|
||||
ambition: Make large semantic/social systems more interpretable and tunable.
|
||||
trajectory: One-day research burst from crate bootstrap to 3D layout, structural analysis, Barnes-Hut repulsion, and quality metrics.
|
||||
ambition: Make large semantic and social systems more interpretable and tunable.
|
||||
currentState: Brand-new active research repo.
|
||||
markers:
|
||||
- 2026-05-07: Initial hybrid graph layout crate
|
||||
|
|
@ -312,3 +440,41 @@ repos:
|
|||
- 2026-05-07: Add realtime 3D layout solver
|
||||
- 2026-05-07: Add Barnes-Hut 3D repulsion
|
||||
- 2026-05-07: Add layout structure quality metrics
|
||||
|
||||
- repo: geometry-script
|
||||
page: null
|
||||
presentation: omitted-from-site
|
||||
category: forks-and-dependencies
|
||||
kind: upstream-tool-fork
|
||||
status: parked
|
||||
fork: true
|
||||
language: null
|
||||
createdAt: 2026-05-04
|
||||
lastPushAt: 2026-05-04
|
||||
githubUrl: https://github.com/GameCult/geometry-script
|
||||
upstreamUrl: https://github.com/carson-katri/geometry-script
|
||||
foundingIdea: Keep a promising procedural-geometry dependency close enough to inspect if needed.
|
||||
trajectory: Forked into the org and not publicly diverged afterward.
|
||||
ambition: Reference value, not a GameCult-native product story.
|
||||
currentState: Omitted from the site atlas because there is nothing new to say beyond "we forked this once."
|
||||
markers:
|
||||
- 2026-05-04: Forked from carson-katri/geometry-script
|
||||
|
||||
- repo: stride
|
||||
page: null
|
||||
presentation: omitted-from-site
|
||||
category: forks-and-dependencies
|
||||
kind: upstream-engine-fork
|
||||
status: parked
|
||||
fork: true
|
||||
language: null
|
||||
createdAt: 2021-06-15
|
||||
lastPushAt: 2021-06-15
|
||||
githubUrl: https://github.com/GameCult/stride
|
||||
upstreamUrl: https://github.com/stride3d/stride
|
||||
foundingIdea: Keep an engine fork under org custody instead of relying on memory alone.
|
||||
trajectory: Forked from upstream and parked.
|
||||
ambition: Possible patch surface if engine work ever demanded it.
|
||||
currentState: Omitted from the site atlas because the public story is just "this dependency existed here once."
|
||||
markers:
|
||||
- 2021-06-15: Forked from stride3d/stride
|
||||
|
|
|
|||
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Reference in a new issue