🌍 Worldcraft — an AI Game Where Your World Grows Forever Worldcraft, a new AI text-adventure game built in pure Pipe and running on the OpenCode Zen free tier at $0.00 per session, generates a personalized world from a free-text briefing and player profile, saves it as a reusable JSON artifact, and expands it on demand during play. The game uses a fixed resource pack of 16 items, 8 NPCs, 10 monsters, 10 room templates, 6 quest templates, and 3 factions, with the LLM only selecting from these validated building blocks to prevent hallucinations and ensure deterministic game mechanics. ← All posts← Alle BeitrĂ€ge ../blog.html 🌍 Worldcraft — an AI Game Where Your World Grows Forever The sequel to our Aldenmoor adventure goes one step further: you don't play a fixed world — you describe one. Worldcraft generates your personal text adventure from a free-text briefing plus a player profile, saves it as a reusable JSON artifact, grows it on demand while you play erweitere welt 
 , and hands you a fresh win condition whenever the old one is done neues abenteuer . All of it built in pure Pipe, all of it running on the OpenCode Zen free tier at exactly $0.00 per session. Where Aldenmoor /blog/adventure-aldenmoor.html answered "can Pipe host an AI game?" , Worldcraft answers a harder question: can an LLM be a game designer without breaking the game? The answer is yes — but only because the language lets us draw a hard line between what the model decides and what stays deterministic. What the player experiences cd worldcraft ../bin/pipe worldcraft.pipe Weltnamen eingeben: nebeltal Profil — Schwierigkeit leicht/normal/schwer : leicht Profil — Spielstil kaempfer/haendlerin/erkunderin/lore : erkunderin Beschreibe deine Welt: Schwebende Inseln ĂŒber einem Wolkenmeer. Ein alter Himmelshafen, in dem noch ein Luftschiff verrottet. fertig About two minutes later you stand on a rotting sky-harbor pier — with a torch and rope in your inventory profile bonus , a trader selling potions somewhere in the fog, monsters lurking in rooms the model picked to fit your theme, and atmospheric room texts written specifically about your world. Then: erweitere welt einen verborgenen Wolkentempel Die Welt wĂ€chst: 2 neue RĂ€ume tpl turm 2, tpl dungeon , neue Begegnungen erwartet dich. neues abenteuer after winning Ein neues Abenteuer beginnt: 1 neue Aufgabe n , mit einer frischen Quest im Log. The core idea: a fixed resource pack meets a free-text wish The failure mode of "AI-generated games" is well known: the model invents a sword that deals 999 damage, places a shopkeeper in a room that doesn't exist, or writes a quest whose target was never placed. Worldcraft solves this structurally, not by prompt-hoping: A fixed resource pack pack core.json holds every building block — 16 items, 8 NPCs, 10 monsters, 10 room templates, 6 quest templates, 3 factions. Every entry carries mechanical values HP, defense, loot, prices and semantic tags. The LLM only selects. Its design call receives a compact catalog ids, names, tags — token-cheap plus the player's briefing and profile, and returns which ids to use. It may also derive NPC personalities from the wish — but only text . Deterministic validation and normalization. Pure-Pipe functions check every id against the pack, then overwrite whatever stats the model produced with pack values. Hallucinations die here, before they ever reach the database. Map validation. A BFS from the start room must reach every room; exits must point to existing rooms; the win condition must be reachable. Invalid maps trigger up to three regeneration attempts — then a fully deterministic fallback world takes over so the player is never stuck. Feature 1 — Worlds are artifacts, not sessions Every generated world is serialized into worlds/