The world is no longer static scenery — it reacts.
unmake
reckoning at the tower. The narrative spine is complete: tunnels open → descend → Hollow Hill → name the Hollow Crown → carry the older name → unmake the Dark.:focus-visible
; prefers-reduced-motion
.A deterministic engine holds all mechanical truth; two autonomous LLM agents improvise on top; a governance layer reins them in; OKFS feeds them canon; media renders it.
flowchart TB
subgraph HARD["Hard Engine — engine/game/ (the only authority)"]
STATE["GameState · dice · combat · crafting · travel<br/>evil_ticker · DoomClock · challenges · contracts"]
SKILLS["@skill registry — engine/skills/<br/>roll_dice · resolve_combat · craft_item · move_to · confront_darkness"]
end
subgraph AGENTS["Two Agents — engine/agents/"]
DRIVER["Storyteller / Driver<br/>big model · drives world · Evaluator gate + retry"]
ASSIST["Assistant<br/>small model · unreliable companion<br/>AssistantDirector: when / with-what / how-reliably"]
end
subgraph GOV["Governance — engine/governance/ + engine/mcp/"]
PRE["PRE interceptors — shape the prompt<br/>LoreInject · DoomBeat · EvilPhaseTone · StorytellerMind · AwarenessGate"]
POST["POST audit — SceneRulesEngine R001-R005<br/>RulesGovernor records LLM overreach"]
end
subgraph KNOW["OKFS Knowledge — knowledge/"]
OKFS["one concept per .md + frontmatter + links<br/>lore · NPCs · items · arcs · runbooks · metrics<br/>content-hashed _index.json"]
end
subgraph MEDIA["Media — engine/media/ (graceful degradation)"]
IMG["ComfyUI images / cutscenes"]
VOICE["Voxtral TTS / STT"]
end
OBS["Oracle — engine/observability/ · /api/metrics"]
SKILLS <--> STATE
AGENTS -- "propose, never decide" --> SKILLS
PRE --> AGENTS --> POST
KNOW -. "RAG / progressive disclosure" .-> AGENTS
AGENTS --> MEDIA
AGENTS --> OBS
POST --> OBS
The balance we chase: let the AIs run loose enough to surprise; rein them with the engine + governance enough to stay coherent and fair.
| System | What it does | Key tools |
|---|---|---|
| Deterministic dice / skill engine | ||
| All randomness is engine-rolled and reproducible. The LLM must call a tool before narrating any outcome. | ||
roll_dice , resolve_skill_check |
||
| Grounded combat | ||
| Engine-authoritative d20 to-hit, damage dice, fear/exhaustion, fleeing, defending, and sympathy — the “unmaking” damage that works against clockwork foes. | ||
resolve_combat , query_combat_state |
||
| Crafting | ||
| Baking, herbalism, tinkering. Engine consumes inputs, grants output; recipes gate on location & ingredients. | craft_item , list_recipes |
|
| The Doom Clock | ||
Turns evil drift into a story — arcs quiet_life → whisper → march → convergence → consumed , once-only world-sign beats (cog-harvesters, brass scarecrow, vines, the opened tunnels, the tower), and the terminal consumed ending if you never push back. Engagement (rising when you confront the Dark) slows the tick ~40%, but decays — so you must keep pushing. |
||
confront_darkness |
||
| The reactive world | ||
Doom Clock beats reshape the map — each fires declarative effects (flags, discoveries, rumors, NPC relocations) onto GameState . Crossing a beat unlocks new ground, displaces villagers, and gates notice-board postings. The world remembers. |
||
apply_beat_effects |
||
| Set-pieces | ||
| Authored, world-gated challenges — the tunnel-mouth (a branching underground descent) and the warden barrow (Hollow Hill — learn the older name or trust the faceless Assistant). Presented by the engine, resolved by the standard challenge system, with per-node scene art and riddles. | ||
start_set_piece |
||
| NPC movement | ||
Named villagers relocate as the Dark spreads — Aldric abandons the forest margin, Greta leaves the shrine, the gate thins. npcs_at reflects it; displaced villagers are marked and wear road-worn faces. Maris does not move. |
||
npc_moves effects |
||
| The Forge | ||
| Brann Holt’s smithy off the square — station-gated recipes (mend a blade, forge a warded blade, reforge a relic). The mundane anchor: honest anti-Dark gear, craftable only at the anvil. | craft_item (station: forge) |
|
| The convergence | ||
The approach to the clockwork tower as ordered reckoning beats and the player’s last engine-resolved choice (stand / unmake / walk_away ), adjudicated on d20 + engagement vs a progress-scaled DC. Learning the older name in Hollow Hill sharpens the unmake roll. |
||
resolve_reckoning |
||
| The unreliable Assistant Director | ||
| Each turn, from trust, your struggle, the evil phase, and how recently it last appeared, decides whether the Assistant shows up, with what (quip / hint / lore / warning / gift), and how reliably (low trust → its advice may mislead). Help feels earned and uncertain, never owed. | ||
grant_hint , reveal_lore , change_form , assistant_gift |
||
| Ephemeral structured challenges (the novel bit) | ||
The Storyteller can compose a rule-bound encounter mid-narration — a skill_gauntlet , decision_tree , puzzle , or dice_table — by handing the engine a declarative spec validated against a fixed schema. The AI supplies structure; the engine adjudicates the outcome. An improvising narrator that can’t cheat its own dice. |
||
start_challenge , resolve_challenge |
||
| Notice board & contracts | ||
Opt-in work in three tempers: mundane (dawn-bread, a tinker’s lost cog), bounty (the wandering scarecrow), and anti_dark (still the harvester — raises engagement). The board reacts to the world — postings appear as their beat-flags fire, with signpost poster art. Rewards are engine-granted on genuine completion. |
||
list_contracts , accept_contract , complete_contract |
||
| Chance encounters | ||
Seeded, deterministic rolls on arrival — from the destination edge’s danger_dc and the evil phase. Yields none (calm), a harmless discovery (engine-granted reward), or an ambush naming a clockwork-tagged foe. |
||
query_encounter_foes |
||
| The Oracle | ||
A slim observability backbone. Every turn — latency, eval score, governance violations, the Assistant’s intervention/gift rate, evil drift — is recorded and rolled into aggregates at /api/metrics , so pacing (the heart of the dread) stays visible. |
||
GET /api/metrics |
||
| Knowledge at runtime | ||
| Agents search the OKFS bundle and pull a single concept’s body — progressive disclosure, not 3,000 lines at once. | query_knowledge , read_concept |