Next Iteration — the Chronicle¶
What stories emerge when you don't tell any?
Meanwhile, in some village, on some seed
- The inn caught fire. Nobody lit it.
- Kira (cautious) fled to the square. Tomas (brave) ran the other way with a bucket.
- Five people reached for three buckets. Two went home empty-handed.
- Erik left the warmth of the fire at two in the morning to fetch wood. The fire had been dying.
- Mira walked to the forest for berries she remembered. The bush was stripped yesterday.
- Mira didn't make it out of the smithy.
Next Iteration is a simulation engine in which a village of fifty named people forages, gathers at the campfire on cold nights, fights or flees a fire, remembers where the berries were, and sometimes dies — and in which every one of those things can be asked how did this happen? and answered. Nobody scripts it. The world runs on a graph of places, people and things; small independent systems apply simple rules to that graph; and the stories are what falls out.
This site is two wikis and a bridge between them.
The world in player words: places, people, needs, memory, fire, what you can do.
Engine components, systems, interfaces, API, vocabulary, how it all connects.
Player word ↔ engine term ↔ page ↔ design section.
How to read these pages¶
Every page carries a status, because the wiki describes what is while the design document describes what will be:
| Badge | Meaning |
|---|---|
| designed · Phase 1 | Designed in detail; not yet running. The numbers are the design's numbers and may be tuned. |
| built · 1b | Running on main since the named increment. |
| planned · Phase 4 | Scoped to a later phase; the page says what is known. |
Every page also ends with a History table — one row per phase that introduced or changed the thing — and a See also trail. The What's new pages collect those rows per phase.
The project is at the start of Phase 1 (Foundations): the design is complete, the first increment is being built. Almost everything here is designed. That is deliberate: the wiki is written before the code so that what a player would expect, and what a developer would need, are visible while they are still cheap to change.