PADARAX
✦ · ✦
A living world that moves without you.
NPCs with memories. A chronicle that endures.
History made by the choices of everyone inside it.
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What It Is

A world that was already happening
before you arrived.

Most game worlds wait for the player. Padarax does not. The people inside it have histories, habits, and things they have not told you yet. They are running whether you are there or not.

I. Memory
NPCs Who Remember
Every conversation is in the chronicle. The people of the world carry it — and speak of you when you're not there. Memory is retrieved by the NPC as a tool call, not pushed by the system.
II. Agency
A World That Moves
They have schedules. Debts. Appointments they won't miss. Leave for a week and return to find the town changed without you. The agency loop runs on every NPC whether or not a player is present.
III. Chronicle
History Made Real
A typed event log is the single source of truth. NPC memory, world state, storytelling, and diegetic history all read from it. You won't read it in a menu — you'll hear it from people who were there.
The Architecture

One record of what happened.

Every system in Padarax reads from and writes to a single typed event log. There is no separate NPC database, no hidden state. The chronicle is the world.

01 The Chronicle

Every conversation, trade, fight, and whispered secret is logged as a typed chronicle event with a timestamp and importance score. Four systems read from it: NPC memory, level-of-detail state handoff, the storyteller layer, and diegetic world history.

# chronicle event schema { type: "DIALOGUE", year: 1442, location: "Niverport.Market", actors: ["player", "Aldric"], importance: 0.74, summary: "Stranger asked about the granary" }
02 NPC Agent Loop

Each NPC is built from three layers: a persona that anchors who they are, a memory retrieved via tool call (the NPC decides when to remember), and an agency loop that determines what they do next. Reflection passes distil raw events into insights when accumulated experience crosses a threshold.

# NPC architecture NPC ├── persona who they are ├── memory tool-call RAG retrieval │ └── reflect raw events → insights ├── agency daily schedule + goals └── social edges in the world graph
03 Information Spread

Knowledge has provenance. Every fact an NPC knows traces back to a logged event — which is how you know whether it is reliable, how rumours can be distinguished from records, and how information travels along social graph edges to people who were not present to witness it.

# how Mira learned this event "coin found at the well" → witnessed by: Mira → told to: Aldric, Sevan, Tova → distorted by: Aldric (mistrusted source) → importance: 0.31 (rumour)
04 World Simulation

The world runs on ticks whether or not a player is logged in. NPCs pursue goals, schedules shift, events accumulate in the chronicle. When a player reconnects, the storyteller layer surfaces what changed — not as a menu dump, but through the people who lived through it.

# offline tick summary (Phase III) player offline: 7 days chronicle events written: 143 notable: Sevan departed — no road known Tova raised prices — drought Aldric: 11 days silent
Wrought With Python TypeScript Tauri · Rust Neo4j FastAPI LiteLLM Vite
The Chronicle Ahead

Where the world is going.

Padarax is built in stages. Each one extends what the world can remember, do, and become.

Phase I The First Town Shipped

A living town with a cast of real characters. They remember, they scheme, they gossip. The world's first chronicle entries are written.

NPC memory Dialogue Combat Economy Multiplayer
Phase II Beyond the Walls In Progress

Quests born from NPC want and need. New locations the world generates as the story demands them. A history that travels — and distorts as it goes.

Quest generation Cross-location travel Rumour
Phase III Leave and Return Next

The hardest test: be gone a week. Come back and find that things happened. Alliances shifted. A merchant went under. A rumour about you has had time to spread.

World simulation Offline ticks Storyteller Information spread
Phase IV – VII Terrain, Factions, and the Deep Game Long Horizon

Real terrain shaped by climate. An ecology that evolved before the first settlement. Factions that outlast any one person. Trade routes that form because of where you built. A camp that becomes a village with its own chronicle.

Procedural terrain Climate simulation Factions Reputation Settlements Generational play