Stages 1–9 · Pipeline overview

Nine Stages, Three Cadences

Every artefact the player will ever touch has passed through nine stages, in order, at three cadences: three stages run once per world, five run per artefact and one runs per inspection.

Stages 1–3 run once, at world creation: they produce the chronology, the cultures, the geology and a simulated century of scholarship for the player to inherit. Stages 4–8 run every time the world needs a new artefact, building a physical object, dressing it and scoring it against the tag vocabulary. Only stage 9 repeats per inspection, because the player's beliefs and available registers shift between viewings; the same object can read differently on Tuesday than it did on Monday.

once per world 1 · seed 2 · chronology 3 · corpus per artefact 4 · grammar 5 · plausibility 6 · materials 7 · decoration 8 · classification per inspection 9 · description re-runs whenever the player looks again
The three cadences. Rows run left to right; a row's outputs feed the row below.

Structure first, meaning last

The grammar in stage 4 produces geometry with no idea what it's for; classification in stage 8 reads that geometry back and scores it against functional tags; the description in stage 9 hedges even those scores through registers and the player's interpretive lens. Nothing upstream ever branches on "make a sword".

Visibility levels

Every property the pipeline produces sits at one of four visibility levels, and the level is part of the type system's contract.

LevelMeaningExamples
ObservableDirectly perceptible on inspectionComponent structure, decoration layers, material identity
InferableRecoverable by reasoning from observablesMaterial provenance, motif significance
OccludedGround truth the player can only inferChronology, culture profiles, true tag scores
Engine-internalNot a world fact at allThe seed, plausibility checking, corpus simulation

The interpretive lens (the game's core mechanic) operates on observable and inferable properties only. It can reorder, reframe and de-emphasise; it cannot reveal occluded properties and it cannot hide observable ones. Every wrong belief the player forms traces back to their own filtering.

What exists today

The implementation restarted from scratch for launch and is being rebuilt against a 377-task MVP roadmap; 120 tasks were done at the time of writing. Milestone 1 (runtime, the full type system, the seeded PRNG, the developer workbench) is complete. Milestone 2 is the generation pipeline itself, at 80 of 158 tasks.

Where it lives Spec: docs/05-generation-architecture.md · Engine: src/lib/engine/generation/ · Authored data: src/lib/data/ · Types: src/lib/types/