Aethergrid is a fork-in-spirit of the Mythos World Simulator: it keeps the useful simulation ideas, but the default presentation is rebuilt around a pixel‑isometric diorama look (layered height, visible walls, cozy “mini‑universe” vibe).
The core goal is simple: the world should feel alive.
- Fixed isometric view (orthographic-style feel).
- Layered terrain (height steps + wall faces + overlays).
- Pixel pipeline (sprite atlases + metadata in-repo; no editor required to run).
- Ambient motion (water shimmer, wind, particles, subtle light shifts).
- Agents with readable intent (idle loops, turns, micro-walks, interactions).
- Optional “thinking” agent that can talk + act from a strict action set.
This repo contains both frontend and backend. The exact run commands may evolve; see:
docs/DEV_GUIDE.md
Windows + WSL (dedicated GUI window): run ./run_gui.sh from WSL.
Fallback Electron launch is available via run_desktop.cmd (or run_all.cmd) from the repo root.
Users do not need any sprite editor installed to run Aethergrid.
The repo commits only:
- exported atlases (
.png/.webp) - atlas metadata (
.json) docs/CREDITS.mdand any license notes
If someone wants to edit art, they can use any compatible pixel editor and re-export.
See:
docs/ASSETS.md
docs/ARCHITECTURE.md— system overviewdocs/WORLD_FORMAT.md— worldpack format (tiles/heights/spawns)docs/AI_AGENT_PROTOCOL.md— optional “thinking” character protocoldocs/ROADMAP.md— milestones
External assets must be listed in docs/CREDITS.md with license + source.