license: public domain CC0
THE GIT‑MULTIVERSE MMO
A 2D Roguelike MMO Set Inside a Living, Version‑Controlled Universe
1. Overview
The Git‑Multiverse MMO is a 2D roguelike MUD‑style online world where players explore a procedurally generated universe built from the metaphysics of software development.
Every room is a commit.
Every zone is a branch.
Every world event is a merge.
Every anomaly is a conflict.
Every NPC is a contributor.
Every quest is a refactor.
Every season is a release cycle.
Every player is a maintainer.
The world is alive — literally.
Components have agents.
Rooms have personalities.
NPCs have memory models.
The engine has semantics.
The ontology evolves.
Drift is both a danger and a narrative force.
This is a semantic MMO, not just a game.
2. Core Gameplay Loop
Players:
- explore commit‑rooms
- fight bugs
- resolve merge conflicts
- refactor corrupted zones
- collaborate on quests
- stabilize anomalies
- upgrade NPCs
- unlock new branches
- participate in seasonal events
- influence the metaphysics of the world
The loop blends:
- roguelike movement
- MUD‑style text interaction
- MMO persistence
- semantic world simulation
- narrative AI agents
- version‑controlled metaphysics
3. World Structure
The world is a giant repository, rendered as a 2D grid of rooms.
3.1 Room Types
- CommitRoom — stable, predictable
- BlameRoom — accusatory NPCs, guilt mechanics
- MergeRoom — chaotic, multi‑path
- ConflictRoom — overlapping geometry, paradox physics
- AnomalyRoom — corrupted metaphysics
- RootRoom — the origin of the universe
- DetachedHeadRoom — existential dread
- UIRegressionRoom — introduced in the OS Regression questline
Rooms are generated from:
- commit metadata
- churn
- authorship
- file diffs
- emotional tone
- code complexity
4. NPCs
NPCs are contributors, maintainers, ghosts of past commits, or emergent entities.
4.1 Memory Models
- Stable — remembers everything
- Decaying — forgets over time
- Reversed — remembers backwards
- Forked — holds contradictory memories
- Fragmented — remembers only anomalies
- UIConfused — introduced in OS Regression
- MenuLost — introduced in OS Regression
4.2 NPC Roles
- Guide
- Companion
- Bug
- Maintainer
- Reviewer
- Ghost of a Reverted Commit
NPCs can:
- join quests
- betray players
- merge with other NPCs
- fork into variants
- become corrupted
- become maintainers
5. Companions
Companions are semantic actors with:
- MemoryModel
- Capabilities
- Constraints
- QuestHooks
- Agents
5.1 Dogcow
- MemoryModel: Decaying
- Capabilities: DetectDeprecatedUI, BarkAtMisalignedButtons
- Quest: “The Moofening”
5.2 K‑9
- MemoryModel: Stable
- Capabilities: ParseLogs, DetectParadoxes
- Quest: “The Merge of Rassilon”
5.3 Bit (TRON)
- MemoryModel: Forked
- Capabilities: BinaryTruth, DriftDetection
- Quest: “The Binary Oracle”
5.4 Automan
- MemoryModel: Fragmented
- Capabilities: WalkThroughGeometry, RewritePhysics
- Quest: “The Automan Glitch”
5.5 Additional Companions
- Rubber Duck
- Clippy
- Segmentation Fault Fairy
- Null Pointer Cat
- Merge Conflict Twins
6. Quests
Quests are narrative engines with their own state machines.
6.1 Quest Scopes
- Local
- BranchWide
- RepoWide
6.2 Quest Types
- Refactor the Ancient Module
- Resolve the Merge Conflict of Ages
- Recover the Lost Patch
- Stabilize the Anomaly
- Traverse the Reversed Timeline
- Debug the Ghost of Commit 0xDEAD
- Rebase the World
7. Major Questline: The Great OS Regression
A repo‑wide event where the World Operating System downgrades itself through multiple eras:
Phase 1 — Stable Era
Everything normal.
Phase 2 — Legacy Toolkit Regression
Buttons move. Menus shift. NPCs panic.
Phase 3 — The Dark Age of Toolkits
Bitmap fonts. Non‑resizable windows. Corporate Gray.
Phase 4 — Terminal Mode
The entire UI becomes text‑based.
Phase 5 — The Rebase
Players gather stability tokens to upgrade the OS to v6.0.
This questline:
- tests drift detection
- forces ontology expansion
- stresses the living component library
- becomes a seasonal highlight
8. Seasons
Each season introduces:
- new metaphysics
- new anomalies
- new room types
- new NPC memory models
- new quests
- new world events
- new lore arcs
- new component capabilities
Examples:
- Season 1: The Linux Kernel Arc
- Season 2: The Scripting Guilds
- Season 3: Hardware Cataclysm
- Season 4: The Merge Conflict War
- Season 5: The RGB Apocalypse
9. The Living Component Library (Minimal MMO Version)
9.1 Core Interfaces
interface IRoom {
RoomType: RoomType;
Capabilities: Capability[];
Constraints: Constraint[];
EngineVersion: string;
enter(player: Player): void;
update(dt: number): void;
}
interface IQuest {
QuestScope: QuestScope;
MemoryRequirements: MemoryModel[];
triggers: Trigger[];
advance(state: QuestState): void;
}
interface INPC {
MemoryModel: MemoryModel;
Role: NPCRole;
Capabilities: Capability[];
speak(): Dialogue;
update(dt: number): void;
}
interface IGlobalSystem {
EngineVersion: string;
Capabilities: Capability[];
enforceInvariants(): void;
resolveConflicts(): void;
}
9.2 Controlled Vocabularies
enum RoomType {
CommitRoom,
BlameRoom,
MergeRoom,
ConflictRoom,
AnomalyRoom,
RootRoom,
DetachedHeadRoom,
UIRegressionRoom
}
enum QuestScope {
Local,
BranchWide,
RepoWide
}
enum MemoryModel {
Stable,
Decaying,
Reversed,
Forked,
Fragmented,
UIConfused,
MenuLost
}
enum PhysicsModel {
Realistic,
Cartoon,
LegacyToolkit,
TerminalMode,
ModernCompositor
}
enum Capability {
Physics2D,
Physics3D,
CollisionEvents,
Deterministic,
NonEuclideanCompatible,
EmotionalStateful,
LocalTimeReversible,
Patchable,
Serializable,
UIElementMovable,
UIElementDeprecated,
UIElementTerminalOnly,
UIElementRequiresCompositor
}
enum Constraint {
RequiresStableTime,
RequiresRoomLocalState,
RequiresNPCMemory,
RequiresEventLoop,
RequiresToolkitV3,
RequiresTerminalDriver
}
10. Drift Detection and Governance
Drift is inevitable — even in a controlled engine.
10.1 Drift Failure Modes
- new physics models appear without vocabulary entries
- NPCs behave inconsistently
- quests assume new metaphysics
- rooms introduce untracked invariants
- UI regressions create new semantics
If drift persists for even one day, it becomes canon.
10.2 Drift Detection Mechanisms
- AI code reviewers
- background drift detector
- daily semantic diff
- ontology migration pipeline
- drift budget enforcement
10.3 Drift as Content
Drift can trigger:
- anomalies
- quests
- seasonal arcs
- world events
11. Lore and In‑Jokes
The Git‑Multiverse is full of references:
- The Ghost of Commit 0xDEAD
- The Maintainer’s Gauntlet
- The Patch of Theseus
- The Forked NPC
- The Reviewer Who Never Approves Anything
- The Sacred Tabs vs Spaces War
- The Forbidden Directory: /dev/null
- The Legendary Bug #1
These become:
- quests
- NPCs
- items
- world events
- seasonal arcs
12. Conclusion
The Git‑Multiverse MMO is a living, semantic, version‑controlled universe where:
- rooms are commits
- quests are refactors
- NPCs are contributors
- anomalies are bugs
- seasons are release cycles
- drift is both danger and content
- the ontology is the metaphysics
- the orchestrator is the DM
- the component library is alive
- the world evolves like software
It is a roguelike.
It is a MUD.
It is an MMO.
It is a semantic playground.
It is a mythology of software.
And it works because the universe is yours to define.