Longhearth

A persistent world simulation where player and NPC decisions reshape shared knowledge and world state across generations, with lineage, houses and families, land, and competing control at its center.

  1. The question

    Can a simulated world remember what its characters do?

    The experiment asks what changes when the persistent object is a house rather than one player character, and when the consequences of player and NPC decisions continue across generations.

  2. The experiment

    The house is the persistent unit.

    The implementation centers an append-only event log, state projections, autonomous household members, inheritance, grievances, lineage, and world ticks. Control can pass to an heir who already exists while the house and its accumulated history remain.

  3. Why it remains

    Continuity becomes a system constraint.

    Longhearth remains a hobby project for exploring how a persistent world can preserve consequence, bound attention, and separate model narration from authoritative state.

What this note can prove.

This note records an implemented experiment and the question behind it. It does not turn private source into public evidence or present an experiment as a measured business outcome.

Private implementation
The repository and design records are private. This note describes the implemented world model and documented design rules; it does not present a public demo.
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