Private lab · deterministic prototype

Delta

Private procedural-horror RPG experiment where deterministic state and local AI support a world that reacts to what the player leaves unsaid.

Overview

Problem

Adaptive narrative systems become hard to reason about when state, model output and game consequences cannot be replayed or audited.

Design

The prototype separates deterministic game state from model-assisted language and preserves replayable state transitions.

Outcome

A narrative-system architecture where adaptation can remain inspectable instead of becoming an opaque model side effect.

Verification

Public disclosure covers the design boundary and deterministic intent, not private content or runtime access.

Procedural narrativeDeterminismLocal AIGame systemsGamesAINarrative systems

Architecture

  1. deterministic authoritative state
  2. event ledger
  3. replay
  4. model-assisted language
  5. client/server boundary
  6. procedural horror systems
Public architecture diagram for Delta

Components

component

Deterministic core

Authoritative state transitions and replay anchor.

component

Event ledger

Inspectable durable record of authoritative changes.

component

Language layer

Model-assisted text that does not own authoritative state.

component

Client

Presentation and interaction against bounded authoritative state.

Decisions

active

Language never owns authoritative state

Replayability and verification require state transitions to remain deterministic.

active

Silence may remain meaningful

The horror model should not force immediate reaction merely because the player does not speak.

Timeline

  1. Deterministic core modelmilestone · prototype
  2. Public replay principlesmilestone · documented
  3. Narrative-system design and deterministic intent are public; runtime state and unreleased content remain private — experimentalevidence · 2026-08-11

Experiments

Releases

No project-specific public release record.

Evidence

experimental

Narrative-system design and deterministic intent are public; runtime state and unreleased content remain private

Narrative-system design and deterministic intent are public; runtime state and unreleased content remain private

source-contract · checked 2026-08-11 · fresh until 2027-02-07

Boundaries

The website describes the design contract only; game state, private prompts, local models and unreleased content are not exposed.

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