G
GNOSIS
ASCII prison-cosmos roguelike
Menu
Browse
Home Product Characters Web wiki Bestiary Spell omnibus Technique omnibus Item omnibus Recipe omnibus Leaderboards Steam
Live server
Active characters: 5
Gryphtopher under the Black Bell
Server mode
Access
Log in Register
More
Support Privacy Terms
worlds_planes_overworld_wiki

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...

Updated
2026-04-19T11:06:55+00:00

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 W wiki 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.md and docs/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.go
  • internal/game/topology.go
  • internal/game/overworld.go
  • internal/game/plane_echo.go
  • internal/game/themes.go
  • internal/game/secret_dungeon.go
  • internal/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 5 local 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 5 is 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..5 floors (default fallback 4)
  • Structure: linear mini-chain with miniboss progression and final boss reward roll
  • Oracle guidance: Oracle Ember gives warm/cold hints to nearest chain.

Rare true-name path:

  • secret final has 45/1000 name-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
  • O enters overworld from floor 1 up-stair context
  • G opens 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, Insight 2
  • Shadow: Spellcraft 35, Insight 4

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 e at/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 Fortress and Vampire Mansion roots.
  • Goblin Tunnel entrances can appear on material floors at |depth| >= 8 (outside overworld/secret/seals/goblin-fortress sites).
  • Demon Castle Gate entrances can appear on material floors at positive depth >= 6 and themed band pressure (outside overworld/secret/seals and side-site kinds).
  • Lizard Kingdom Gate entrances can appear on material floors at |depth| >= 10 (outside overworld/secret/seals/lizard-kingdom sites).
  • Secret Gate entrances 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: