Technical spec + architecture · v2
WARDENSEED whitepaper v2
Deterministic narrative simulation engine for persistent worlds
0. Executive summary
Wardenseed is not a game system in the conventional sense. It is a digital reality compiler that reconstructs the world from event streams.
Three foundational axioms:
- Truth = Event Ledger
- Perception = Ephemeral feed
- Meaning = Projection Engine
1. System architecture (official diagram)
1.1 Core architecture diagram
┌────────────────────────────┐
│ USER ACTIONS │
└────────────┬───────────────┘
│
▼
┌────────────────────────────┐
│ GAME EVENT LEDGER │
│ (Immutable Source of Truth)│
└────────────┬───────────────┘
│
┌────────────────┴────────────────┐
▼ ▼
┌──────────────────────────┐ ┌──────────────────────────┐
│ REALM EVENT FEED │ │ CHRONICLE SYSTEM │
│ (Ephemeral Perception) │ │ (Time Segmentation Layer)│
└────────────┬─────────────┘ └────────────┬─────────────┘
│ │
└──────────────┬────────────────────┘
▼
┌────────────────────────────────────┐
│ PROJECTION ENGINE v1.0.0 │
│ Deterministic Narrative Compiler │
└────────────┬───────────────────────┘
▼
┌────────────────────────────────────┐
│ PRESENTATION LAYER │
│ (UI / Chronicle / AI / Export) │
└────────────────────────────────────┘2. Core system definitions
2.1 Game Event Ledger (truth layer)
type GameEvent = {
id: string
type: string
timestamp: number
payload: unknown
}Properties:
- Append-only
- Globally consistent
- Replayable
- Source of all projections
2.2 Realm Event Feed (perception layer)
- Client-side only
- TTL-based (~30s)
- UI-driven feedback loop
Shape:
type RealmFeedEvent = {
type: "WALLET_LINKED" | "GENESIS_DONE" | "ANCHOR_QUEUED"
at: number
}2.3 Projection Engine (narrative layer)
type ProjectionInput = {
ledger: GameEvent[]
feedFlags: Record<string, boolean>
locale: string
policy?: ProjectionPolicy
}type ProjectionResult = {
lines: ProjectionLine[]
meta: ProjectionMeta
engineVersion: "1.0.0"
capabilities: EngineCapabilities
}3. Projection engine capabilities
type EngineCapabilities = {
feedOverlay: true
ledgerReplay: true
fallbackAllowed: true
}Meaning:
- The engine is introspectable at runtime
- UI can adapt without tight coupling to world truth
- Future engine versions can remain backward compatible
4. Chronicle system (temporal layer)
4.1 Concept
Chronicle is an orchestration layer, not a competing narrative engine.
4.2 Pipeline
Time range
↓
Window partitioning
↓
Ledger segments
↓
runProjectionEngine per segment
↓
Stitched narrative output4.3 Time partitioning rules
- UTC-based segmentation
- Deterministic windows
- Max range: 60 days
- Max granularity: hourly (short range only)
5. Token-less economy model
5.1 Core principle
In Wardenseed, value accrues from event creation and durable world impact - not from a fungible gameplay token.
5.2 Economic unit: "World State Change"
The economy is indexed by:
- Event density
- Narrative impact
- World persistence
5.3 Resource model
| Resource | Meaning |
|---|---|
| Growth | Increase in tree / biome state |
| Decay | Natural entropy of the world |
| Harvest | Extraction from accumulated state |
| Lineage | Continuity between related events |
5.4 Why no token?
- Avoid financial distortion of core gameplay loops
- Preserve narrative integrity
- Reduce speculation-driven behavior
6. AI narrative layer (deep spec)
6.1 Position in architecture
Projection Engine output
↓
AI narrative layer
↓
Adaptive summaries / insights / UX tuning6.2 Functions
1. Narrative compression
- Summarize long timelines
- Remove redundancy
- Extract a coherent story arc
2. Anomaly detection
- Event spikes
- Abnormal decay or growth patterns
- Rare state transitions
3. Adaptive UI hints
- Calm mode
- Active mode
- Crisis mode
6.3 AI input contract
type AIInput = {
projection: ProjectionResult[]
context: {
realmId: string
timeframe: string
}
}6.4 AI output
type AIOutput = {
summary: string
insights: string[]
uiHints: string[]
}7. Developer SDK spec (ProjectionEngine API)
7.1 Core API
ProjectionEngine.run(input: ProjectionInput): ProjectionResult7.2 Static utilities
- ProjectionEngine.version
- ProjectionEngine.capabilities
- ProjectionEngine.normalizePastSlice()
- ProjectionEngine.emptyPastSlice()
7.3 Contract guarantee
- Deterministic output
- No side effects
- No internal engine state between calls
- Versioned output schema
7.4 Example usage
const result = ProjectionEngine.run({
ledger,
feedFlags,
locale: "en"
})8. Data flow guarantee
Invariant rules:
- Ledger is never mutated in place.
- Feed events are not persisted as authoritative truth.
- Engine never stores hidden world state between invocations.
- Chronicle never alters projection semantics - only batches inputs.
9. Design philosophy
9.1 Reality separation principle Truth ≠ Perception ≠ Meaning ≠ Presentation.
9.2 Deterministic narrative principle Story is computed, not hand-authored as opaque state.
9.3 Replayability principle Any durable state in the system must be reconstructible from ledger + engine version.
10. Competitive differentiation
Traditional games
- Stateful runtime
- UI-coupled logic
- Non-replayable story paths
Typical Web3 games
- Token-centric economy loops
- Weak narrative coherence across sessions
Wardenseed
- Event-sourced world
- Deterministic narrative compiler
- Time-aware projection system
- UI-decoupled architecture
11. Future extensions
Phase A - Chronicle scaling
- Long-range replay
- Narrative stitching optimization
Phase B - Weighted projection engine
- Salience model
- Importance-based rendering
Phase C - AI world layer
- Autonomous narrative generation
- Adaptive world evolution suggestions
12. Final system definition
Wardenseed is a deterministic, event-sourced narrative simulation engine that compiles immutable world events into replayable and time-aware digital realities.