The ClockWork Dark A reactive game world called The ClockWork Dark uses a deterministic engine for mechanics, two autonomous LLM agents for improvisation, and a governance layer to maintain coherence. The system balances AI freedom with engine-enforced rules to ensure surprising yet fair storytelling, featuring a Doom Clock that reshapes the world as players confront the Dark. 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