A substrate-paradigm world-building game. You speak natural language; the architecture composes geometry, rules, characters, and physics into something walkable around you in three dimensions. Multiplayer. Open vocabulary. Real persistence.
Type a small Doric temple, half-ruined, with marble columns in the build console and a stack of plinth + fluted columns + entablature + gabled roof appears 20 metres in front of you, in real time, walkable, with the materials and proportions a Doric temple actually has. Type a Brutalist concrete temple, colossal and the same compositional structure appears in concrete, untapered, four times scale. Type twelve ancient standing stones in a ring and twelve weathered monoliths arrange themselves around a circle.
The architecture beneath it is what makes this work. The model that resolves your sentence runs on commodity hardware. The runtime that interprets the resolved structure into geometry is shared and open. The grammar that validates well-formedness rejects nonsense before it reaches the renderer. The substrate that holds it together composes state, dynamics, perception, cognition, communication, identity, commands, gameplay rules, items, factions, time, mood, knowledge, and modding through one operator vocabulary.
Wander Around isn't trying to be Minecraft, VRChat, or AI Dungeon. The closest description: each of those at the seams it doesn't reach. Minecraft has the inhabitable world but no language-resolved generation. AI Dungeon has language-driven worlds but no inhabitable form. VRChat has multiplayer presence but no substrate beneath the avatars. Substrate paradigm closes the gap: a multiplayer simulated world whose entire ontology — objects, rules, perception, inhabitants, language, time, mood — composes from one HRR substrate, drives one set of atoms, runs one server, and ships as one $20 download.
The world publishes its tool-schema at /api/agent/schema in the same JSON-Schema format every major agent harness already understands. Nous Research's Hermes, the OpenAI tool-use format, Anthropic's tool API, OpenClaw, LangChain, LlamaIndex, Pydantic-AI, Agno — or your own hand-rolled planner — can spawn into a Wander world as a real embodied entity, perceive the substrate, and act through the same nine verbs a human player has. No .dll. No Lua. No engine plugin.
You point your agent at /api/agent/dispatch, hand it the schema, and the agent inhabits the world. If your agent picks up a sword, every other player sees it pick up the sword, because what got picked up is an op-tree node that everyone's client renders the same way. This is the substrate paradigm at the play layer: the world isn't a binary blob your agent has to learn to navigate — it's a compositional algebra it already speaks.
Reference Hermes-Llama-3.1-8B agent at /examples/hermes-wanderer.py. Tool-call envelopes accept OpenAI and Anthropic formats interchangeably.
Built at the Prometheus7 Institute. The architecture is open; the launch artifact is a $20 download. Substrate paradigm is the thesis. Read it →