A co-op action RPG in a procedural world: one player hosts, the others join. The world has to be the same for everyone — the ground, the weather, the spot where a mushroom grows — and still feel alive: a village, crafts, beasts and dungeons.
A 16 × 16 km continent is computed from the world seed: heights, seven biomes, rivers, ruins. None of it is stored — the server and the clients compute the same thing in integers, without the engine's randomness. The world database keeps only what players changed: a felled tree, a forge they built, a cleared dungeon.
The player moves in 60 Hz ticks with rollback: the client predicts its step, the server confirms, a mismatch is re-simulated. So everything the next tick depends on — a slide, a wall run, riding down a snowy slope — is described as state that can be replayed to the same result.
Four villagers with names, a temper and requests; the relationship with each grows separately. Crafts are trades with their own level: alchemy, cooking, smithing, fishing. Metal is smelted from ore at a forge, an item is named after its metal, and its level comes from the metal and the smith's skill.
As of 12 October — 5 days since the first commit: 44 commits, 102 scripts, about 32,600 lines of GDScript. It builds for macOS and Windows. What gets done each day is in the diary below.






