The current vertical slice
Build the place around the loop.
The current development HEAD is a Living Tavern slice rather than a menu wrapped around a dice demo. The player can move through an authored tavern and bounded exterior crossroads, meet persistent characters, trigger conversations and reactions, play tavern dice, hear room and outdoor ambience, and return to a campaign state that can remember outcomes.
Physical truth stays in the game boundary.
Chaos supplies the generic mechanics: transforms, rigid bodies, collision, settling, rendering, and generated-mesh loading. Dungeon Dice supplies the meaning: d4 through d20 and percentile behaviour, face numbering, cocked-versus-settled semantics, physical results, modifiers, rerolls, Advantage, Disadvantage, and the final game resolution. A modifier can change a rule around a roll; it cannot silently rewrite the face the die showed.
That distinction is more than a design slogan. The game-owned evaluator waits for physical state to settle, preserves face identity and confidence, and keeps a cocked result distinct from a usable result. The same boundary can then be reused when a roll happens at the tavern table or inside an adventure.
A tavern is a system, not a menu.
The current composition includes a persistent home, a social table, named character presence, ambient patrons, a cat, camera focus and exploration bands, lighting changes between interior and exterior, spatial audio, generated animation clips, and a bounded world outside the door. These are small systems, but they make the tavern a place the player can inhabit rather than a screen that dispatches buttons.
Generated content crosses a clean seam.
Dungeon Dice owns its catalogue and composition. Chaos Generator produces reusable meshes, layouts, animation, and audio assets from those explicit definitions; Chaos Engine loads and runs the output. The tavern, player, patrons, terrain, and first crypt are game composition. The runtime does not need to know that a mesh means “tavern barrel” or that a polyhedron means “d20”.
The first crypt makes the loop consequential.
A constrained first crypt adventure can be entered from a tavern hook, explored through generated room/layout data, resolved with a physical search roll, and exited back to the tavern. Success can leave a recovered object in the home space; failure can leave the crypt unresolved. The implementation is intentionally bounded, but it is enough to test whether adventure state can cross the threshold without becoming a separate toy.
Local AI is a future capability, not a current claim.
Dungeon Dice is designed to use small local models for bounded character intent, with the game validating every proposal. The current llamactl baseline is a Rust control plane for local model process lifecycle, authentication, health, and model management. It does not yet proxy inference, own request activity, or provide resource admission. Treating it as shared infrastructure is the direction; describing the game as AI-integrated today would be ahead of the evidence.