Changelog
what shipped, in order
v2.6 — built & in closed beta current
all eleven runtime systems built, deployed, verified
- Operator vocabulary — 142 atoms, 20 composers, 60 modifiers across 10 families. Geometric (column, dome, wall, …), mechanical (gear, ramp, hinge, …), perceptual (color_filter, x_ray, fog, …), cognitive (npc, skill, behavior, …), render-style (paper_mario, voxel, blueprint, …), command (teleport, save, spawn, …), constraint (damage_allowed, build_blocked, theft_blocked, …), item (weapon, wearable, consumable, currency, …).
- Grammar checker. Composition-time well-formedness validation: parameter ranges, modifier compatibility, composer arity, family rules. ACANN-pattern; rejects ill-formed compositions before the runtime sees them.
- Procedural sampler & captioner. Generates valid op-trees from the operator grammar at ~2,400 trees per second. Captioner produces diverse paraphrases. Together they emit (NL, op-tree) training corpora.
- Specialist training stack. Eight pre-generated corpora (993K pairs, 1.4 GB), eight training recipes, post-training YAML eval hook, distillation script. Specialists compose on CPU in seconds via the Hermes-Model-Trainer (no GPU, no backprop).
- Multiplayer real-time loop. WebSocket broadcast hub; presence, chat, op_appended, build, presence_join/leave message types. Two-client smoke test passes.
- Inventory + affordances. take / equip / drop / craft. Wearables that bind perceptual filters activate them on equip.
- Constraint manifold runtime enforcement. Server admins set rules in plain English; every action checks the rules at scope-resolution time and returns a structured trace if blocked.
- NPC dialogue runtime. Cognitive atoms instantiated server-side respond to nearby chat in personality with optional domain expertise.
- Stats / leaderboards. Substrate predicates over the global op-tree: builds_total, by_atom, by_modifier, composition_depth, novelty_count. Leaderboards by builds, depth, style mastery, era mastery.
- Auth service. Magic-link → JWT → /api/auth/me. File-backed accounts, signed JWTs (HS256).
- Faction registry. Groups, members, alliances, rivalries. are_allied / are_hostile evaluation.
- Temporal manifold. Time-rate per scope, paused / forward / reversed, subjective_now computation.
- Knowledge / belief layer. Per-NPC info state with KNOWS / BELIEVES / SUSPECTS / UNKNOWN tiers. Rumor propagation, lies, secrets.
- Mood / atmosphere registry. Nine mood profiles with tint, music_tag, NPC behavior bias. Scope-resolved.
- Modding. Dynamic atom registration via Pydantic
create_model. Persists to disk; survives server restart.
- Frontend Three.js client. 20 atom-specific generators (column, plinth, wall, roof, dome, arch, tree, rock, surface, npc, gear, weapon, wearable, ramp, lever, hinge, book, instrument, spire, stair). 16-chip showcase row. HUD feedback. Multiplayer peer rendering.
- Frontend perception layer. Polls inventory; applies scene tint, fog, transparency on equip-change.
- Tests. 186+ passing on production hardware (Box C). End-to-end smoke scripts for deploy validation, multiplayer broadcast, constraint enforcement, NPC dialogue.
- Substrate Workbench (crafting). An item's wrapped surface texture IS its parameter set (an HRR vector); combine two items (BIND) into an emergent new one, or let them react (BUNDLE) — one algebra, not scripted recipes.
- EnsouledWorld portal. A gateway in the central temple walks you into the continuous autonomous world.
- Agent console + Hermes-Model-Trainer. Create agents in-game; compose a specialist from any text in seconds on CPU (no GPU, no backprop) and bind that mind to an NPC; enroll it as a born soul in EnsouledWorld.
- Meme-character roster. Spawn distinctly-sculpted, talkable characters — the Italian-brainrot cast (Tralalero Tralala, Bombardiro Crocodilo, Ballerina Cappuccina, Tung Tung Tung Sahur) plus dogwifhat & Chill Guy.
- STARGATE auditable runtime. The model is small because the world is large; an F3 gate overlay exposes routing, item embeddings, and interactions live.
Beta — closed Tue Jul 1 / open Tue Jul 8 scheduled
- Train the V1 specialist library on commodity hardware (geometry, render-style, constraint, mechanical, perceptual, cognitive, item, command).
- Specialist checkpoints hot-loaded into the live game-server via
WANDER_SPECIALIST_CHECKPOINT env var.
- Closed beta Tue Jul 1 (code-gated) → open beta Tue Jul 8 (public). Free during beta; $20 itch.io release after.
- HuggingFace push of the model artifacts under the
Prometheus7 organization.
- Companion preprint on arxiv: substrate paradigm, augmentation-extensibility, composition-time alignment.
V1.x (post-launch)
- More visual generators: every atom has a dedicated Three.js render rather than a generic placeholder.
- Universal constructor GUI: sliders + dropdowns over the operator vocabulary for those who prefer it to language.
- Audio: positional voice chat via WebRTC; ambient music driven by mood-binding.
- Quest grammar: NPC-issued objectives composed from the same atom vocabulary.
- World history layer: events leave traces; the world remembers earthquakes, battles, and player achievements.
- Specialist marketplace: third parties contribute domain specialists; players choose loadouts.
V2 (months out)
- Residency layer at full scale: private servers register as cards on the wanderaround.io main map; visitors walk in from the public side.
- Collective canvas: one shared world hosted by the Prometheus7 Institute where everyone composes.
- Henry-George economic model: location-value rent on premium plots; resident-owned improvements.
- Cross-server identity portability: your account works in any Wander Around server; reputation and inventory follow.
- 4D-projection content for the curious; cross-section navigation through hyperdimensional builds.