Game systems · Chaos System consumer

Dungeon Dice

A local-first fantasy RPG vertical slice where real simulated dice, persistent characters, and a living tavern make the world remember what happened.

Living Tavern vertical slice.NET 10C#Chaos EngineIn development

The current slice

The game is now a place, not only a d20.

The original physical-d20 proof has grown into a Living Tavern vertical slice: a navigable tavern interior, a bounded exterior crossroads, a camera and lighting rig, ambient room and outdoor audio, animated patrons and a tavern cat, character interactions, tavern dice play, and campaign state that can carry consequences home.

The slice also reaches beyond the tavern. A first crypt adventure loop uses generated room/layout data, exploration, a physical search roll, a return path, and an outcome that can change what the tavern remembers. The result is a small but coherent game loop rather than a disconnected collection of technology demonstrations.

Ownership stays deliberate. Chaos supplies generic scene, rendering, physics, audio, animation, and generated-asset capability. Dungeon Dice owns die types, face numbering, physical-versus-resolved results, characters, relationships, adventure rules, progression, and the campaign record. A model may eventually propose character intent; the game still decides what is legal and the dice still resolve uncertainty.

  • Living Tavern composition with interior, exterior, camera, lighting, and navigation
  • Persistent campaign state, characters, conversations, reactions, and returning consequences
  • Physical dice simulation with settling, face identity, cocked results, and explicit rules
  • Generated tavern, character, animation, audio, terrain, and crypt assets
  • First crypt adventure with bounded exploration and a physical search resolution
  • Chaos Engine runtime integration without a second game-specific engine
Current state

The current development HEAD is a playable vertical slice centred on the Living Tavern and first crypt loop, not a finished RPG. Broader procedural adventures, full progression and loot, local character intelligence, and speech remain development direction rather than claims about the current product.

Chaos System: the reusable layer underneath Purrfect Chaos: the other consumer