- JavaScript 24.2%
- SCSS 19.6%
- Ink 19.3%
- TypeScript 13.9%
- CSS 12.9%
- Other 10.1%
| Filename | Latest commit message | Latest commit date |
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Name and status on one line, description full width beneath; ruled rows, no cards or pills. Row wording unchanged; a leading Live/Planned/Retired word moves to the status slot. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com> |
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| .github/workflows | ||
| docs | ||
| GameCult | ||
| output/pdf | ||
| scripts | ||
| site | ||
| .gitattributes | ||
| .gitignore | ||
| AGENTS.md | ||
| CLAUDE.md | ||
| README.md | ||
GameCult Site
gamecult-site is the public gamecult.org root site: studio pitch, projects, docs, blog, and the usual pile of ambitions trying to look organized in public.
Valuable here: the GameCult brand, defined in code: site/quartz.config.ts (configuration.theme: typefaces, weights, palette tokens) and site/quartz/styles/custom.scss (ground wash, layout, page-type variants). docs/brand-design-language.md explains which decisions there were deliberate. Anything with a visual surface in the swarm follows this rather than inventing a look. Second, the published content: GameCult/index.md (manifesto), GameCult/Projects/ (one public page per project), GameCult/Blog/, GameCult/Docs/.
Problem it solves: the studio needs one public face and one visual identity that every repo and agent can read from source, instead of prose descriptions that drift. The Quartz engine itself is shared and lives in GameCult/GameCult-Quartz; this repo owns only the content and the GameCult overlay.
Entry points: site/quartz.config.ts, site/quartz.layout.ts, docs/brand-design-language.md, GameCult/; build with scripts/quartz/quartz.ps1 build (see Local Development).
Live versus planned: live is the site at gamecult.org, deployed to GitHub Pages from main by .github/workflows/deploy-quartz.yml, built on the shared engine in GameCult/GameCult-Quartz (extraction rationale: docs/gamecult-quartz-extraction-plan.md). In progress is the masthead and one-column redesign campaign (docs/masthead-campaign.md and the docs/masthead-cut-*.spec.json cut specs); treat that document as the plan, not as a description of the site today.
The site builds against the shared GameCult-Quartz engine. This repo owns published content and the GameCult overlay.
Repo Shape
GameCult/: published Markdown contentsite/: GameCult-specific Quartz overlayquartz.config.tsquartz.layout.ts- custom components
- custom styles in
site/quartz/styles/custom.scss - static assets
quartz-site/public/: generated static outputscripts/quartz/quartz.ps1: local build/dev launcher.github/workflows/deploy-quartz.yml: Pages deploy workflow, delegated toGameCult-Quartz
Shared Engine Dependency
Local builds expect the shared engine repo to exist either:
- as a sibling checkout named
GameCult-Quartz, or - at the path provided through
GAMECULT_QUARTZ_ROOT
Install dependencies in GameCult-Quartz first:
cd ..\GameCult-Quartz
npm ci
Local Development
From this repo root:
.\scripts\quartz\quartz.ps1 dev
For a one-off production build:
.\scripts\quartz\quartz.ps1 build
The shared engine stages a runtime under .quartz-build/engine and writes the final static site to quartz-site/public.
Content Map
GameCult/index.md: root landing page and manifestoGameCult/Projects/: public project pagesGameCult/Blog/: posts, fiction, and announcementsGameCult/Docs/: documentation and infrastructure-facing pages
Aetheria lives on its own site at https://aetheria.gamecult.org; this repo links outward instead of pretending to be both things at once.