Technology
Four systems built in-house, because nothing off the shelf did the job. Each one is owned outright by the studio.
The systems
Irregular Grid Island Generation
Islands are generated on a relaxed irregular quad grid, in the lineage of Townscaper, but at archipelago scale and with rivers, cliffs, shore shelves and biomes on top. Deterministic from a seed, and audited on every single generate.
- Fifteen island archetypes and six coastal traits combine into 960 island patterns before the seed varies a single one.
- Rivers routed from headwater to sea with waterfalls, shore shelves and three cliff styles.
- Streaming in 250 m regions, an island in most of them, built around the player and released behind.
- Local edits with incremental rebuild, save and load, and an editor dock.
- A terrain report gives PASS, WARN or FAIL per rule. All eighteen recipes pass.
What it gives us: a hand-crafted look without hand-crafting. That is the whole reason a solo studio can ship a world this size.
Ship Building System
Ships are not vehicles with a float value. They are rigid bodies welded out of the pieces the player placed, and they behave accordingly.
- A half-metre grid with twenty-four orientations; pieces weld by shared face area and split again when cut.
- Buoyancy computed per piece from sampled volume and centroid, plus sealed-air compartments.
- Flooding solved by breadth-first search through the real openings in the hull.
- Foil drag, apparent-wind sail, oars, hinged rudder and a slipway lift.
- Thirteen procedural shapes, with hull-start, hull-expand and curved-plank authoring tools.
What it gives us: a ship that is wrong floats wrong. The player can feel the mistake.
Structure Kit
Thirty-one timber and stone parts on sockets, placed on terrain or on a moving ship deck, with footings that reach down to fit uneven ground. No terrain editing required.
- Doors that open, stairs, roofs, floors, walls and docks.
- The same catalogue works on land and at sea, so a deckhouse is just a house on a hull.
Shared wave model
One wave function drives the shader, the ships and the swimmer.
- The sea you see, the sea that lifts your hull and the sea you fall into are the same sea.
- Coast foam, water effects and wakes read off the same surface.
VoxelWave Base AI
A planning engine built as its own product: hierarchical task planning with behaviour trees, state machines, utility scoring and rules, written in Rust with no unsafe code.
- Twenty crates and around a hundred and fifty tests.
- Separate machines for events, economy, NPC behaviour, combat and dialogue.
- Measured at six hundred people across three towns at sixty frames per second, with an eighteen-thousand-person stress run on an earlier project.
It is not connected to Arventus yet. We would rather say so than imply the villagers are already alive.
How it is verified
Claims on this site are checkable, and the checks run on every change.
Tests gate the build
Headless tests run on every change. Known defects are tracked with exact counts and quarantined; if a count moves, the run fails. Nothing is quietly re-baselined.
Numbers name their fixture
Every performance figure we publish says what it was measured on. A number without a fixture is an opinion.
Gaps are written down
Each system carries its own document listing what works, what does not and where it breaks. Full technical documentation is available to partners on request.
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