Gnosis Worlds, Planes, and Overworld Wiki
This page has been reviewed against the current terminal/server build and the latest portal documentation surfaces. For exact live catalogs and tuning values, use the source-driven...
Gnosis Worlds, Planes, and Overworld Wiki
Documentation Freshness (2026-04-19)
- This page has been reviewed against the current terminal/server build and the latest portal documentation surfaces.
- For exact live catalogs and tuning values, use the source-driven portal compendiums:
/bestiary/spell-omnibus/technique-omnibus/item-omnibus/recipe-omnibus
- In-game references are available through the
Wwiki menu (including generated spell/component compendiums). - World/floor map reference is in-game via
P; the website map page is intentionally hidden. - Multiplayer host/deployment details live in
docs/multiplayer_server_wiki.mdanddocs/server_portal_setup.md.
Current Build Delta (2026-04-19)
- Deep floors now have a depth-scaled chance to spawn Lizard Kingdom Gates (
FeatureLizardKingdomGate). - Using a Lizard Kingdom Gate enters Lizard Kingdom side sites (
SiteLizardKingdom) with lizard society-biased populations. - Lizard Kingdom floors use dedicated cave themes (
Outer Warrens->Royal Sinkhalls) and integrate with map/examine/senses/clairvoyance text. - This update is live in terminal mode and server mode; hosted clients inherit the behavior from the game build.
This page documents how world structure currently works in the Go terminal build.
1. Scope
Primary code:
internal/game/worlds.gointernal/game/topology.gointernal/game/overworld.gointernal/game/plane_echo.gointernal/game/themes.gointernal/game/secret_dungeon.gointernal/game/portal.go
2. Persistent World Model
The game world is a persistent site graph, not a one-run stack of disposable floors.
- Sites (tower, dungeon, vault, etc.) are nodes.
- Each normal site has
5local floors (floorsPerRegion). - Going past a site edge can open a linked parent/child site, so depth is effectively unbounded.
- Some links are sealed dead ends by design.
State is saved per world profile and survives restarts.
3. Infinite Up/Down Progression (Implemented Form)
Current implementation of “infinite floors” is:
- effectively infinite depth through linked sites
- each site contributes a fixed local floor count
- ascents create higher branch sites; descents create deeper branch sites
So the infinite part is the site chain, not one single endless floor-index array.
4. Theme Bands, Guardians, and Djinn
Depth is grouped into 5-depth bands.
- Every band has a deterministic theme/archetype from the world seed.
- Depth polarity changes flavor:
- higher/negative depths bias angelic/choir pressure
- deeper/positive depths bias demonic/pit pressure
- Band position
5is the guardian cadence point (group boss floor).
Djinn system:
- one themed Djinn can exist per band
- chamber reveal depends on full survey progress for that band
- defeating Djinn increases long-term elemental mastery.
5. Secret Dungeon Chains
Per root+band plan, hidden chains are seeded deterministically.
- Spawn chance per band:
36% - Chain length:
3..5floors (default fallback 4) - Structure: linear mini-chain with miniboss progression and final boss reward roll
- Oracle guidance:
Oracle Embergives warm/cold hints to nearest chain.
Rare true-name path:
- secret final has
45/1000name-tablet roll
6. Rebirth Pillars and Spawn
Every generated world tries to maintain a rebirth pillar pair near UpStairs.
- Pillars are stamped around the local spawn anchor where geometry allows.
- New/reincarnated vessels enter at the site entry stair and therefore appear between/at the rebirth gate structure.
7. Overworld (Floor 0)
Overworld is a dedicated site kind:
- local floor index
0 - route-node destinations to known roots
- travel can trigger encounter maps before destination handoff
Oenters overworld from floor 1 up-stair contextGopens route menu on overworld
Overworld nodes are physically represented with stair markers and pillar framing.
8. Plane Layering
Supported planes:
- Material
- Astral
- Shadow
Shifting:
- keys
[/]in normal mode - focus cost:
3 - requirements:
- Astral: Spellcraft
20, Insight2 - Shadow: Spellcraft
35, Insight4
Important behavior:
- plane position is remembered per
region/floor/plane - moving in astral/shadow does not move your material position
- returning to material restores your remembered material location
9. Echo Synchronization Across Planes
For loaded same-region/floor plane copies, the engine mirrors:
- tile kind and many tile flags
- features (with portal preservation caveat)
- ground items
Actors are simulated separately per plane. This is why plane-specific threats can exist even when geometry echoes.
10. Portals (House of Doors)
Portal network unlock gate:
- known table:
Yesod - known form:
Step - known element:
Void
Anchor weave requirements:
- must be in sanctum
Scrap 3,Herbs 2,Obols 10- focus cost
5
Travel:
- use
eat/near anchor context - focus cost
4 - anchor list persists on soul and survives reincarnation.
11. Determinism and Persistence
World-level determinism is driven by selected world seed.
- world catalog supports multiple named worlds
- world creation accepts either numeric seeds or freeform seed phrases; phrase input is deterministically hashed into the internal numeric seed
- each world has its own save file under
data/worlds/ - saves flush during resolved turn simulation (
persistCampaign()in turn loop)
This is what allows stable revisits, archaeology, and long-running base/route development.
12. Practical Notes
- Floor maps are fixed size (
72x28) in current build. - Plane traversal is progression-gated; you do not start with full cross-plane mobility.
- Overworld, secret chains, and final seals are special site kinds with distinct generation rules.
13. Side Sites and Gate Rules
Current world generation mixes root-site routing with depth-gated side-site gates:
- Overworld root destinations include normal roots plus dedicated
Goblin FortressandVampire Mansionroots. Goblin Tunnelentrances can appear on material floors at|depth| >= 8(outside overworld/secret/seals/goblin-fortress sites).Demon Castle Gateentrances can appear on material floors at positive depth>= 6and themed band pressure (outside overworld/secret/seals and side-site kinds).Lizard Kingdom Gateentrances can appear on material floors at|depth| >= 10(outside overworld/secret/seals/lizard-kingdom sites).Secret Gateentrances are band-seeded and begin at|depth| >= 61.
All gate chances are further scaled by world configurator spawn-rate multipliers, so server/world setup directly changes how often side-site entrances appear.
Related pages: