Sunday, February 8, 2026

git-game

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.


No comments:

Post a Comment