Mythweft
An authoring tool for game worlds — their places, their inhabitants, and their goals. The builder is the product.
Graph-first
Worlds, zones, locations, characters, and goals are all typed nodes joined by typed edges. One model, one set of tools, every feature.
AI-assisted
An assistant reasons over the graph to find orphans, propose links, and expand loose NPCs. The human always decides; the AI fills forward on request.
Engine-neutral
Author once, export a versioned world bundle. Any engine consumes it through a thin adapter. The engine choice can be deferred indefinitely.
What is built
- ✓ Phase 0Typed node & edge schema (Zod), the canonical world model.
- ✓ Phase 1Single source of truth with two projections — a text DSL (round-trip stable) and a React Flow visual editor — plus JSON persistence.
- ✓ Phase 1.5Versioned world bundle and a JS reference runtime that keeps the format honest (walk, gate a goal, talk to an NPC).
- ✓ Phase 2Progressively-fillable character records compiling dual-mode to an LLM persona prompt or a scripted behavior plan.
- ✓ Phase 3The goal graph with requires / unlocks / gated-by edges.
- ✓ Phase 4Zones and multi-world / multiverse links.
- ◑ Phase 5The AI gap-finder — the no-LLM orphan and consistency checks are live; the generative tier is stubbed behind a server seam.