A pulp text dungeon crawler. You explore rooms, fight, find things, read flavor text. The catch: no LLM anywhere in it. No bound spirit does the writing. Every word is hand-authored or grown from a deterministic procedural grammar.
why no bound spirit
I wanted the game to be:
- Reproducible. Same seed, same run, forever.
- Offline. No API key, no rate limit, no outage to apologize for.
- Cheap. Zero inference cost per session.
- Inspectable. I can read every line of generated prose and say exactly why it appeared.
Working inside that vow forced better design. The grammar system turned out to be more interesting than any prompt I could have written.
current status
In active development. Combat and discovery are in. What remains is content, balance, and the lessons only fifty hours of playtesting will teach.