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DELVE/HOLD

DELVE/HOLD is a persistent-world game designed as a proving ground for CultMesh and the broader Aetheria architecture.

One shared world is projected through two modes:

  • DELVE — cooperative expeditions into procedurally generated living dungeons.
  • HOLD — cozy workshop play about manual magic growing into a networked magical factory.

One Godot C# client contains both modes. One central C# world host owns the canonical simulation, and the two processes communicate through CultMesh.

The published project notes live in Delvehold/. The site is a thin consumer of the shared GameCult-Quartz engine and deploys to delvehold.gamecult.org.

Local documentation build

The launcher expects GameCult-Quartz beside this repository or at GAMECULT_QUARTZ_ROOT.

.\scripts\quartz\quartz.ps1 build

Generated output is written to quartz-site/public/.

Local runtime

The first runtime foundation expects the admitted CultLib worktree at F:\Projects\CultLib-aetheria-authority and Godot 4.7.2 Mono at F:\Applications\Godot_v4.7.2-stable_mono_win64. Build and exercise the Godot-to-host CultMesh path, including a host restart, with:

.\scripts\verify-runtime.ps1

Open the project in the Godot editor with:

.\scripts\open-godot.ps1

About

A cozy shared factory and cooperative dungeon RPG in one persistent CultMesh world.

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