SoulGlitch Notes
What SoulGlitch actually is today: an offline AI planet sandbox — orbit My Planet, walk the surface, run swarm polls with 1,500+ emoji personas, chat on-device with Loom, host Plex LAN multiplex, and blow stuff up. Not a cloud chatbot wrapper. Not the old face-only prototype.
What SoulGlitch is now
The product as it exists on store + desktop
SoulGlitch is an offline AI playground built on Loom + PrimeCraft physics. You boot into a voxel multiverse, claim a home planet, magnet wild echoes, run on-device models, and ask emoji swarms to vote on yes/no questions — all without sending chats to our servers.
The tone is deliberately playful: “don’t take AI too seriously.” Underneath that is serious infra —
Hugging Face download → on-device quant → .entity checkpoints, ISO telemetry PDFs, Construct TCP,
and measured Plex multiplex on CPU SIMD and WebGPU.
Core loop
How a session is supposed to feel
- Land on My Planet in orbit — pinch zoom, compass guides, tap Play to walk the surface.
- Magnet wild echoes, assign party slots, toggle Destroy, enter patch scene arenas for emoji-power combat.
- Open Swarm poll — pick emoji voters, ask a question, watch live tally + streamed replies.
- Open AI Chat — Glitch Threads, RAG libraries, download models, pick CPU / SIMD / GPU inference.
- Plex Link — host or join a LAN multiplex; one model, isolated KV per client chat.
- Construct TCP — host on your planet; external Go clients spawn constructs while you stay in-game.
- Browse scene gallery, codex, models, ISO telemetry — glass dock: Chat · Poll · Browse (+ Play when orbiting).
Plex — share one brain on LAN
Multiplex hosting (chaosglue/plex)
Plex is LAN model hosting: load one .entity, assign up to 8 client slots, each peer gets
an isolated conversation. Backends: CPU tiled, CPU SIMD (Plan 9 AVX2/NEON — ~2× throughput
vs scalar in lab multichat), or GPU WebGPU KV-swap on desktop.
Phone defaults to SIMD; desktop defaults to GPU. GPU host + planet WebGPU still fight for the same device — use SIMD on mobile when the multiverse renderer is live. Port 17485; scan/join from Plex Link sheet.
Free vs Founder Pack
What’s gated today (v2.4)
Planet + core AI
- My Planet multiverse — orbit, play, echoes, patch scenes
- On-device chat with downloaded models (CPU / SIMD / GPU)
- Glitch Threads, libraries, model catalog, scene gallery
- Construct TCP host, ISO telemetry, codex browsing
- Linux desktop bundle includes Founder unlock free
Premium layer
- Swarm poll — fullscreen crew voting with emoji personas
- Full emoji picker in AI Chat & new glitch threads
- Future premium features (same purchase, no subscription)
- Android · iOS · macOS via store billing
Platforms & downloads
Where v2.4.0 runs
- iOS / iPad / Mac — App Store
- Android — Google Play
- Linux x64 — tar.gz v2.4.0-b4
- Windows x64 & ARM64 — internal testing only (no public download)
Extract Linux bundle → run bundle/soulglitch.
Rebuild native libs after pulling engine changes — see repo README.
On-device models
What the catalog supports today
- SmolLM2 135M / 360M / 1.7B — fast to heavy; good mobile defaults.
- Qwen3 0.6B / 1.7B / 4B — stronger reasoning; watch RAM on 4B.
- BitNet b1.58 2B — sub-byte quant path; CPU/SIMD friendly, heavy KV.
- Download safetensors on device → convert to
.entity→ pick Tiled / SIMD / WebGPU at load. - Plex host shares whichever
.entityyou loaded — one weight set, many KV slots.
Future — vendor NPUs in-app
On the roadmap after v2.4
Today SoulGlitch inference paths are CPU tiled, Plan 9 SIMD (AVX2/NEON), and
WebGPU — plus Plex multiplex on those same backends. We plan native integration with
vendor accelerators through Loom v0.83+ poly/accel:
Apple Metal, Qualcomm Hexagon (Snapdragon — experimental in lab),
and Intel OpenVINO NPU — each cell measured with the
Drift Spectrum parity buckets before it ships in the app.
Goal: pick the best backend per device automatically — SIMD on reactive dense loops, NPU for fat matmul/conv layers, WebGPU where the GPU isn't fighting the planet renderer. See Loom research PDF for measured numbers. Scene gen (procedural + LLM patch builds) is the other big open item — see changelog FREE RnD.
Who it's for
Positioning notes
Audience
AI-curious people who want a toy universe on their phone or PC — sandbox gamers, local-LLM tinkerers, privacy-first users, and anyone bored of sterile cloud chat UIs.
Hook
“Land on your planet. Ask a swarm. Don't take it too seriously.” Sovereign AI is the engine story; chaos and emoji voters are the front door.
Full changelog
From mvp-simulation/UPDATES.md — newest first
FREE RnD — the old lab wishlist. Almost all of it is in the app now; scene generation is the main thing still open.
Shipped (was RnD, now product)
- Plex multiplex — one
.entity, many isolated LAN chats (CPU · SIMD · GPU, port 17485); AI Chat → Plex tab + Plex Link join sheet. - TANHI / UDP viz — watch layer traffic in real time (Apps → TANHI, listener :17481).
- On-device models — download safetensors, quantize on phone/PC, save
.entitylocally (SmolLM2, Qwen3, BitNet, …). - Glitch Threads + swarm — multi-persona chat, emoji voters, streamed swarm replies in the planet UI.
- Share compute — Plex host on LAN; share
.entity— full checkpoint transfer without re-download (port 17482). - Construct TCP — host on your planet; external Go clients spawn constructs while you play.
Still RnD — scene generation
- Local scene generator — procedural worlds on-device (gallery card exists, not wired).
- LLM / Ollama scenes — describe a patch build in natural language → scene JSON (placeholder in Browse gallery).
- Optional polish: Plex-hosted characters with speech bubbles on the planet surface.
2.4.0 2026-07-09
Audio panel & swarm polish — dedicated sound controls, looping planet music, fullscreen crew voting, and emoji-picker stability. Ships on top of 2.3.0.
Audio
- Audio panel — top-bar speaker icon opens a fullscreen panel (master volume, per-channel mute, mute all); settings persist across sessions.
- Planet music —
background_music.mp3loops quietly on planet surface and patch instances. - Claim SFX —
planet_claim.mp3plays when you claim a planet. - Audio controls moved out of planet settings into the new panel.
Swarm poll
- Fullscreen polls — ask, live vote, and history panels sit above dock, HUD, and top chrome.
- Emoji-only voters — buddy picker removed from “Who votes?”; add emoji personas inline.
- SIMD inference — Model & settings offers Tiled, SIMD, and WebGPU backends.
- Emoji picker fix — inline picker inside the swarm panel (no modal over the game view); viewport frame uploads isolated so semantics/layout no longer crash.
AI Chat
- Buddies tab removed — home sidebar is Threads / Libraries / Plex.
- New glitch thread — emoji persona only (no planet buddy picker); legacy buddy-linked threads still open from Threads.
- Plex SIMD hosting — Plex tab backend picker is CPU · SIMD · GPU (Plan 9 AVX2/NEON multiplex, same
chaosglue/plexpipeline as single-chat SIMD). Phone defaults to SIMD; desktop defaults to GPU. LAN port 17485 unchanged.
Flutter (for integrators)
Integrator file tables: see repo UPDATES.md for this release.
Full restart recommended after pulling (new audio assets + native rebuild if engine changed).
2.3.0 2026-07-09
Surface navigation guides — compass arrows to wild echoes and patch scene targets, plus boot and echo-placement fixes. Ships on top of 2.2.1.
Fixes
- Black screen on launch — storage migration no longer deadlocks during init; construct settings load before camera home; boot errors surface in the multiverse view instead of hanging before
runApp. - Wild echoes after patch scenes — entering then leaving a built scene instance no longer collapses all loose echoes into one pile (positions are parked during the arena and restored on exit; fresh spread respawn if restore fails).
- Wild echo spawn spread — minimum tangent spacing, wider near-player ring, and even shell distribution so echoes do not stack on the same patch tile.
Navigation guides
- Surface guide arrows — cyan arrow + line toward the nearest magnetable wild echo on the planet; orange arrow toward the destruction / scene sphere inside patch instances.
- Orbit & split view — guides work when zoomed out in orbit and in two-player split (camera projection matches the active viewport).
- Arrow on the ring — compass sits around your orb, not on top of it; bearing fallback when the target is off-screen or too close after zoom.
Camera
- Pinch zoom — two-finger pinch on orbit and player views (same feel as scroll zoom).
- Default max zoom out — orbit and birds-eye player views start fully zoomed out when switching presets or returning home.
Engine (for integrators)
Integrator file tables: see repo UPDATES.md for this release.
Rebuild required: ./scripts/build-lib-linux.sh (or platform equivalent) after pulling Go changes.
2.2.1 2026-07-06
Gallery fix & Destroy HUD polish — patch on 2.2.0.
Fixes
- Scene gallery — opening a gallery scene from Browse no longer crashes (dual wgpu / Jolt allocator conflict). Planet GPU releases before gallery/creator/tanhi viewports boot; multiverse resumes when you return.
UI
- Destroy button — muted slate when off, orange-red glow when on (clear on/off state).
- Party status — removed redundant
"destroy on"line under wild/following count.
2.2.0 2026-07-06
Planet play UX overhaul — two-view orbit/play flow, thumb-friendly game HUD, gather UI, and top notices. Ships on top of 2.1.0 echo destruction combat.
Orbit & camera
- Two views only — Orbit (default) and Player (on-foot). No top Player/Orbit toggle.
- Cold start → Orbit — returning players land on the home planet in orbit view.
- Play — dock shows a game icon in orbit; tap it to drop to the planet with move controls open.
- Orbit on the controls panel (or Esc) returns to orbit view.
- Hatch intro ends in Orbit (not forced Player); dev Play hatch no longer double-plays; player orb hidden during the cinematic.
- Codex / overlays — closing full-page routes restores your previous camera preset and re-snaps horizon background planets (
ChaosMultiverseRefreshBackground). - Codex return — coming back from Echo Codex restores move controls when you were on-foot in Player view.
UI chrome
- Buddies rail removed — no top-right people button or side panel on the planet view (planet buddy meshes stay off).
- Resource dropdown stacks above the orbit auto-spin button (no more panel tucked underneath).
- Resource gather progress — stand on a glowing node to collect; progress bar floats in the center of the game view (not inside the resource dropdown). Dropdown is inventory counts only.
- Top notices — toast messages slide in under the top bar (replacing bottom snackbars).
- Apps menu (Browse) — full-screen opaque overlay; planet, dock, and side chrome hidden until you tap Planet back.
Echo panel
- Assign button removed from the planet strip (use Codex for party slots — Assign only opened Codex anyway).
- Destroy is a single toggle (off = peaceful repair, on = combat assault); separate Repair button dropped.
- Act removed — Call starts the assault when Destroy is on.
- Call/Recall and Follow/Stay are single toggles each (not separate buttons).
- Bottom HUD layout — left:
wild · followingstatus, then Active · Codex · Call/Recall above the move stick; Orbit centered between stick and right rail; right: Destroy, Follow/Stay, Magnet (thumb side).
Echo combat (follow-up)
- Party echoes use per-emoji skills during destruction assault (not generic pulse on Retract).
- Retract no longer ghost-fires destruction when echoes are recalled.
Rebuild required if pulling Go changes from 2.1.0: ./scripts/build-lib-linux.sh (or platform equivalent).
2.1.0 2026-07-06
Echo Destruction Combat — ~1,595 unique emoji powers, destruction sphere assault in patch instances, and the full Repair ↔ Destroy loop.
Emoji destruction powers
- ~1,595 composable powers — each emoji persona gets a unique gene mix (implode/explode, slam/lift, push/ram/sweep, spin/vortex, sphere/column/ring/wedge patterns, single/double-burst phase).
- Gene math lives in
chaos/physics/destruction_power.go; Flutter catalog inassets/emoji/emoji_destruction_powers.json(matches GoPowerForEmojiID). - Codex → Powers tab — searchable grid of every power (title, kind, genes, magnitude, radius); filter All / Unlocked / Locked.
- Power demo lab — tap a captured (or Founder-unlocked) power to open a live 3×3×3 cube arena and fire the instruct on demand.
- Founder pack gates browsing full power details for emojis you haven't magnet-captured yet.
Repair vs Destroy
- Echo control strip: Repair (peaceful follow / mend) and Destroy (combat assault).
- Act instructs the active echo — in destruction mode this kicks off (or reinforces) the assault.
- On the planet surface, a small destruction lab spawns light cubes inside a ~9 m radius when Destroy is active.
- In patch scene instances, the zone auto-fits the imported gallery scene footprint (12–85 m) instead of a fixed disc.
Destruction sphere & instance assault
- Enter a built scene → tap Destroy → a glowing destruction sphere wraps the play zone (dot shell + bright equator ring).
- Status line shows zone N in Xm — destructible body count and fitted radius.
- Call party echoes → each echo ghost-drifts in 3D toward its own target inside the sphere (parallel assault, not one-at-a-time).
- Every striker fires its own emoji power (area destruction at the target — implode, vortex, wedge, etc.).
- Target ring visual on the locked destructible; path arrows point at drift goals.
- 2 s stall timeout — if an echo makes no progress, it abandons and picks a new random target.
- Assault runs until the zone is clear; Retract recalls echoes without ghost-bombing the arena.
Wild echoes & party
- Wild echo beacons — floating spheres above loose echoes on the planet (dim → species tint when near → cyan pulse in magnet range).
- Party assign trait-key sync fixed between Flutter codex and Go loadout (
emoji:hue:…wire format). - Hatch intro plays once on construct reset / dev panel (no double-play).
Engine (for integrators)
Integrator file tables: see repo UPDATES.md for this release.
Rebuild required: ./scripts/build-lib-linux.sh (or platform equivalent) after pulling Go changes.
Known limitations (2.1.0)
- Destruction assault is tuned for patch scene instances; planet-side lab cubes are a smaller sandbox.
- Store listing markdown under
store/still says 1.3.0 until the next store submit.
2.0.0 2026-07-06
v2 — patch scene instances — enter a built patch and play the gallery scene on foot.
Enter built scenes
- Stand on a patch with a build → top Enter prompt (scene title from gallery catalog).
- Enter teleports you into an isolated flat arena (5 km plain) far from the multiverse grid — planet shell hidden, scene spawned at center.
- You and called echoes spawn outside the scene footprint (~140 m south) and run in — no spawning inside geometry.
- Player orb controls (WASD / move stick, top-down or FP camera) with ExploreControls + echo party panel.
- Play / pause / restart in scene chrome; Back returns to the planet and restores your position.
Physics & echoes
- Arena uses flat gravity; dynamic scene props get world gravity (chain-reaction pieces fall and settle).
- Scene ground/floor/plane meshes skipped on import (arena floor only).
- Echo drop, follow, and active modes use flat-floor navigation in the arena (no shell clamp under the plane).
Engine (for integrators)
Integrator file tables: see repo UPDATES.md for this release.
Rebuild required: ./scripts/build-lib-linux.sh (or platform equivalent) after pulling Go changes.
1.9.1 2026-07-06
Top-down camera fix — run around the planet without flipping or getting stuck.
Birds-eye / player view
- Fixed the 180° camera flip when orbiting the full planet in top-down mode — WASD no longer reverses mid-lap.
- Fixed the player orb spinning in place at certain coordinates (pole singularity in the old heading math).
- Movement and camera now share a stable tangent heading parallel-transported around the sphere (same idea as first-person).
Rebuild required: ./scripts/build-lib-linux.sh (or platform equivalent) after pulling Go changes.
1.9.0 2026-07-06
Claim planets and build gallery scenes on patches.
Planet claim
- Stand on a biome patch of an unclaimed planet (no builds on any patch) → prompt above the glass dock: *Would you like to claim this planet?*
- Claims persist per grid cell (
ix, iy, iz) — multiple planets can be claimed across the multiverse. - Saved locally in
planet_claims.jsonand synced to the engine on boot / visit.
Patch build
- On a claimed planet, stand on an empty patch → *Would you like to build something here?* (same placement as transit towers).
- Searchable gallery picker — JSON scenes only (embedded biocraft/anogu catalog today; user-generated entries when gallery gen ships).
- Scene spawns on the patch surface (oriented to planet up, ground plane skipped), scaled to fit the land-mass disk.
- Rise animation — glowing preview emerges from underground with beam + ring; massive hatch-style explosion on land; then solid build spawns.
- Builds persist per patch and reload when you revisit that planet cell (including after tower transit).
Engine (for integrators)
Integrator file tables: see repo UPDATES.md for this release.
Rebuild required: ./scripts/build-lib-linux.sh (or platform equivalent) after pulling Go changes.
1.8.0 2026-07-06
Planet resource HUD polish and orb dash movement.
Planet resources — top chrome
- Toggle chip next to the Player / Orbit camera menu — resources no longer always-on top-left.
- Current planet biome icon + collected count only (not home biome, not galaxy total).
- Polls
cell_biomefrom the engine so counts match the planet you are standing on.
Orb dash
- Hold move 2s → 5× speed burst while pushing; dash stays armed 2s after you release (re-tap move within that window without re-charging).
- Directional explosion VFX — anim1-style particle burst (world-space, visible in FP) along travel direction.
- Slam down — C, ↓ on-screen button, or Arrow Down while airborne; radial dash into the planet shell with downward burst.
- Echoes mirror player dash when following; patch step-up scales during dash.
Engine (for integrators)
Integrator file tables: see repo UPDATES.md for this release.
Rebuild required after pulling Go dash changes: ./scripts/build-lib-linux.sh (or platform equivalent).
1.7.0 2026-07-05
Echo Codex Skills, UI cleanup, and orbit camera fixes.
Echo Codex — Skills tab
- Skills tab on Echo Codex (Dex · Skills · Party) — unlockable Echo Build toolkit, not a gallery demo list.
- Catalog sections — Parts (box/sphere/cylinder/capsule/cone), Motion (static/dynamic/rotate), Joints (fixed/hinge/point), Spawn transform, Reflex programs (automation, sequence, pulse, PD, effectors), Echo acts/roles/cues.
- Unlocks from captures — magnet/codex traits + thresholds (
minUniqueActs,minCaptures,anyEcho); party build hints (e.g. ~5 blocks + 1 rotor + 1 pulse).
UI cleanup
- Removed duplicate Codex button from the bottom glass dock — Codex stays on the echo control strip only (less clutter).
Orbit camera fix
- Top menu stays on Orbit — camera preset now syncs from the engine (menu no longer snaps back to Player after selecting Orbit).
- Planet visible in orbit — bootstrap sphere draws again while orbiting your home cell (was patches floating in empty space); neighbor impostors unchanged.
Engine (for integrators)
Integrator file tables: see repo UPDATES.md for this release.
Rebuild required after pulling Go changes: ./scripts/build-lib-linux.sh (or platform equivalent).
1.6.0 2026-07-05
Planets feel like their biome type — PrimeCraft-style color, props, and patch identity.
Biome-colored patches (on foot)
- Palette fix —
luduiq.BiomeColornow matches the seven PrimeCraft biomes (water blue, lava orange, grass green, ice pale, crystal magenta, jelly purple, organic teal). Patch cubes no longer look like random earth tones. - Home bias — when your planet has a dominant biome, ~78% of patch tiles use that type (was ~58%), so a lava home reads mostly orange, grass mostly green, etc.
- Bootstrap tint — planet sphere + patches share the same biome ground color.
Orbit decorations (detail LOD)
- Lava — emissive glow liquid shell + fire plumes (rock pillars + additive glow) instead of trees.
- Water — rock clusters instead of trees.
- Grass / Ice / Crystal / Jelly / Organic — biome-tinted trees unchanged (trunk + canopy colors per type).
Chaos engine (chaos/luduiq)
BiomeColor()— PrimeCraft palette (IDs 0–6).biomeAtDir()— strongerShellBiomeBiasdominance whenHomeBiomeIDis set at construct boot.
Engine (for integrators)
Integrator file tables: see repo UPDATES.md for this release.
Rebuild required after pulling Go changes: ./scripts/build-lib-linux.sh (or platform equivalent).
Known limitations (1.6.0)
- Biome props (fire/rocks/trees) show in orbit view at detail LOD — not yet spawned on the construct home surface while on foot.
- Player env forces (jelly swirl, crystal pulse, organic lung) still apply to background wanderers only.
- Store listing markdown under
store/still says 1.3.0 until the next store submit.
1.5.0 2026-07-05
Sparse terrain patches on the walkable planet — fast, solid land-masses instead of the old full voxel shell.
Terrain patches (replaces biome voxel shell)
- Patch bootstrap — construct now boots with
PatchTerrain(~40 biome-colored land-mass plates per planet) instead of the luduiq full shell (~445k cells). - Always on — patches are always generated and visible on your active planet (no settings toggle; removed Biome voxel shell from Planet settings).
- Planet + patches — on foot, the bootstrap planet sphere and patch overlays draw together (patches no longer hide the planet mesh).
- Walk physics — smooth planet sphere between patches; solid plate colliders on each land-mass (compound static shapes, not per-tile snagging).
- Orbit view — multiverse impostor draws the sphere; construct renders patch cubes on top.
Echo party + patches
- Planet-first movement — following echoes path on the planet sphere, not pre-snapped to patch height.
- Step-up — when feet enter a patch disk, echoes hop onto the plate (animated radial lift + small arc); step back down when they leave.
- Wild spawn — loose echoes start on the ground; spawns directly on a patch disk begin at plate height.
Chaos engine (chaos/construct)
-patchesflag inrun-construct-tcp.sh(recommended); legacy-shell/-biomekept for full voxel shell.PatchSiteanchors for future gallery-scene land-mass import.- Player snap skipped while grounded on patch plates (Jolt footing drives position).
Engine & FFI (for integrators)
Integrator file tables: see repo UPDATES.md for this release.
Rebuild required after pulling Go changes: ./scripts/build-lib-linux.sh (or platform equivalent).
Known limitations (1.5.0)
- Patches are visual + walk colliders only — not mineable tile-by-tile yet (full shell still available via
-shellin chaos TCP demo). - Echo step-up is kinematic shell-lock, not full physics climb.
- Store listing markdown under
store/still says 1.3.0 until the next store submit.
1.4.0 2026-07-05
Echo companions on the walkable shell, multiverse horizon planets that actually look like neighbours, and a much lighter on-foot render path.
Echo party system
- Echoes — collectible wild orbs on each planet; absorb into your party via Magnet → Assign → Call.
- Call — echoes drop from the camera column onto the planet shell (dynamic physics).
- Follow / Stay / Active — kinematic shell-lock: stand upright on the surface, auto-rotate to the normal, pathfind toward the player (construct TCP / capsule-squad parity).
- Limp — ragdoll pile mode (dynamic + gravity).
- Codex — Flutter store page for unlocked echo types; counts persist locally.
- Control panel — bottom-left in Player / top-down / split views (hidden in Orbit); status line shows wild / following / assign queue.
- Fall-through fix — squad stabilize + pathfind always tick on foot (gallery lite no longer skips them); shell clamp during drop/limp; loadout auto-activates on Follow/Stay.
Construct TCP keyboard parity (Player view)
Integrator file tables: see repo UPDATES.md for this release.
Multiverse background planets & LOD
- 3-tier planet LOD — far (16×10), mid (24×16), detail (32×20) with hysteresis so meshes don’t thrash as you move.
- Horizon snap (on foot) — neighbour impostors draw at ~one grid step from the player instead of true cell centres 800–2200 u away (fixes tiny sky specks in Player view).
- Tighter on-foot streaming — immediate neighbour ring only, forward hemisphere preferred.
- Background planets toggle — Planet settings → Background planets now works in gallery-lite Player view (was always cleared for FPS).
- Compositing sync — surface camera mode refreshes when switching Orbit ↔ Player, including gallery render path.
- Active cell — multiverse impostor sphere hidden on foot; construct walk shell is the ground (optional biome voxel overlay via settings).
Gallery lite (on-foot performance)
- Single-pass render on Player / top-down — same draw path as Scene gallery; skips multiverse compositing churn when background planets are off.
- Skips — luduiq fluid goroutine, orb smoke/trails/bubbles, wireframe bootstrap duplicate, per-frame tower colour pulse (towers + resources stay for gameplay).
- Resolution — uses
sceneGalleryPixelSize()formula instead of the old 960×540 cap.
Engine & FFI (for integrators)
Integrator file tables: see repo UPDATES.md for this release.
Rebuild required after pulling Go changes: ./scripts/build-lib-linux.sh (or platform equivalent).
Known limitations (1.4.0)
- Echo party UI is Player-surface only (not Orbit).
- Horizon snap is visual-only — transit still targets real grid cell centres.
- Gallery lite still runs construct physics + one full
engine.Render(); very old GPUs may need Background planets off. - Store listing markdown under
store/still says 1.3.0 until the next store submit.
1.3.0 2026-07-03
Walkable multiverse planets — gather biome resources, ride transit towers to neighbouring cells, and keep Player / Orbit cameras working after travel.
Planet resources (first playable pass)
- Six collectible nodes per active planet cell, one flavour per biome (Brinethread, Ember ash, Verdant pollen, etc.).
- Sit-to-collect — stand on a node ~1 s to pick it up (Player view only).
- HUD — biome resource icons with live counts in the multiverse top bar.
- Respawn — nodes come back after ~75 s.
- Persistence — counts saved locally per device (
soulglitch/planet_resources.json); not cloud-synced yet. - Design doc — PLANET-RESOURCES.md (canon; implementation now partially landed).
Interplanetary transit (construct towers)
- Transit pillars — six white, semi-transparent beams on each walkable shell (along ±X / ±Y / ±Z), replacing the old purple 500-unit multiverse beams.
- Proximity prompt — Flutter panel shows destination grid coords and biome name; Stay / Travel.
- Three-phase hop — physics boost off the tower → arced cruise across the grid → ease onto the arrival shell at the opposite tower.
- Planet relocalize — construct voxel shell, resources, and towers respawn on the destination cell mid-flight; player keeps momentum feel instead of a hard teleport.
- Safe spawn — dev-player bootstrap avoids spawning directly on tower axes.
Camera & view modes
- Player on any planet — top-down, first-person, and split work after travelling off home (no longer locked to Orbit-only off-home).
- Orbit follows you — after transit, Orbit targets the active construct cell, not hard-coded home
(0,0,0). - No forced Orbit snap — arriving on a neighbour no longer yanks you out of Player view every frame.
Visual cleanup
- Removed legacy pink pillars — old
spawnTowers500-unit purple beams disabled; cached planets purge-tower-meshes on first stream refresh. - Depth-correct glow — construct tower beams use depth-tested glow (white / faint blue) instead of drawing on top of the whole planet.
Engine & FFI (for integrators)
Integrator file tables: see repo UPDATES.md for this release.
Rebuild required after pulling Go changes: ./scripts/build-lib-linux.sh (or platform equivalent).
Known limitations (1.3.0)
- Resource collection only in Player view (not Orbit).
- Transit is a scripted hop (boost + lerp), not a full open-space flight sim yet.
PLANET-RESOURCES.mdstill lists some future energy-conversion / scene-spawn hooks as not implemented.- iOS may need FFI symbols added to
chaosmvp.xcconfigif transit/resource exports are missing on that target.
1.2.0 (prior release)
- Plex — LAN multiplex hosting in AI Chat (shared CPU / CPU SIMD / GPU model, per-client KV slots, port 17485).
- Multiverse-first launch (splash → home planet), planet settings, bottom dock (Chat · Swarm · Construct · Apps).
- On-device swarm voting, RAG chat, Hugging Face model pipelines, character worlds.
See README.md for full 1.2.0 feature surface.
Integrators: each release section in repo UPDATES.md also lists Go/Flutter/FFI file tables.
Rebuild: ./scripts/build-lib-linux.sh (or platform script) after pulling engine changes.