Build Roadmap

From nothing to a stable civilisation loop. Each phase unlocks the next. Nothing is skipped.

Infrastructure

Getting the world to exist

Phase 01Foundation
Complete
  • Project scaffold, folder structure, config.js
  • SQLite schema, flush-to-disk on chronicle tick
  • World grid - Float32Array, 4 channels (R/T/C/H)
  • Entity spawning (flora, fauna, terrain)
  • Season cycle - 4 seasons, 36 days each, 20 min = 1 sim day
Phase 02Scintillae
Complete
  • Scintilla spawn, needs decay (satiety / thirst / fatigue / health / safety / fear)
  • Aging and life stages (child / adolescent / adult / elder)
  • Death - starvation, thirst, predator, old age
  • Perception - local radius, fog of war, biome modifiers
  • Heuristic policy - action selection by need urgency
  • Persistent goal system - commit windows, directional wander
  • Stamina - fast-cycling bar, drains on hunt/flee, slows movement
  • Skills via procedural memory - forage/hunt/drink improve with practice
Phase 03Substrate
Complete
  • Micro tick loop (20/sec), cognitive tick (every 5 micro), chronicle tick (every sim day)
  • Immutable event log via EventEmitter + SQLite
  • SIGINT handler, clean shutdown with flush
  • Railway deploy, persistent volume, env vars
Phase 04World fidelity
Complete
  • Azgaar map integration - 1000×1000 voronoi grid, real biome data
  • Biome rasterization - voronoi polygons stamped into grid, per-cell biome lookup
  • Entity biome gating - water only on river/coastline, prey only on plains/forest
  • Resource stock system - each flora/fauna has finite stock, depletes, respawns with new random amount
  • Fauna AI - taunt system, apex chase, prey flock/flee, large prey charge
  • Day/night cycle - perception penalty, fear baseline, stamina cost, canvas overlay
  • Land cell precomputation - iterate only non-ocean cells in regen/decay loops

Current work

Survival loop stabilisation

Phase 05World generation
  • Chunk-based entity placement - 50×50 cell chunks, feature budgets per biome type
  • Biome feature budgets - guaranteed minimums, controlled maximums per chunk
  • Apex separation enforcement - minimum distance between predator spawns (~80 cells)
  • Spawn anchor from entity density - post-gen scan, not grid resource channel
  • Haven lock - anchor 0 always at Azgaar spawnHavenCenter
Phase 06Observer split
  • Admin.js split - clean JSON API endpoints (Railway) vs frontend console (Vercel)
  • CORS + bearer token auth replacing session cookie
  • Cardinal Time smooth interpolation - server source of truth, 5s poll, client-side fill
  • Event feed filter - type dropdown (deaths / food / social / all), activity counter in strip
  • Map inspect mode - click any entity/scintilla for inline detail panel

Social emergence

First signs of civilisation

Phase 07Continuity
  • Memory layers active - episodic / semantic / procedural / social decay and reinforcement
  • Knowledge artifacts - lifecycle (spread / mutate / decay / myth), confidence tracking
  • Knowledge gates behavior - agents who know a location path there, those who don't wander
  • Fear distortion - memories recalled under high fear are less accurate
  • Elder knowledge value - elder procedural memory stabilises group survival rate
Phase 08Social layer
  • Reproduction and gestation - trust threshold, bonding duration, shelter condition
  • Genetic inheritance with mutation - trait weighted average + noise
  • Group identity - in-group vs stranger distinction in policy
  • Group formation detection and DB write
  • Primitive signals - approach / flee / follow / threat tokens
  • Terrain memory - desire paths accumulate from repeated movement, decay slowly
  • Death leaves traces - corpse as scavenger resource, fear memory trigger for witnesses
Phase 09Groq integration
  • Chronicle narration - one paragraph per sim day from event stream, per-group + global
  • Continuity distillation - episodic → semantic compression via Groq
  • Communication utterances - inter-scintilla signals with LLM-generated content
  • Groq client with rate limit handling, retry, token budget

Deep emergence

What we're actually watching for

Phase 10Language
  • Signal co-occurrence tracking - repeated signal + context = weak association
  • Token stabilisation - reinforced associations become shared tokens
  • Token transmission - imitation spreads stable tokens to nearby agents
  • Dialect divergence - cross-group token overlap tracking
  • Semantic drift - meaning of a token changes over 10 generations
  • Naming system - scintillae develop names for recurring entities/locations
Phase 11Institutional emergence
  • Settlements - repeated return to fixed location becomes home, detectable as DB pattern
  • Leadership - high trust + resource success → proto-authority, others defer
  • Norms - consistently punished/rewarded behaviors become social rules
  • Trade routes - resource exchange paths that survive across individual agents
  • Rituals - repeated group behaviors with no direct survival function
  • Farming seed - agents tending depleted resource locations before respawn