Demiurge

Demiurge is a playable AI world engine that combines nation-scale Chronicle play with town-scale Godhand play on one event-log simulation core.

Status
v0.1.0
Updated
Jul 2026
Tools
Python, JavaScript, HTML, CSS, ai-simulation

The problem

Demiurge is a playable AI world engine that combines nation-scale Chronicle play with town-scale Godhand play on one event-log simulation core.

What I built

Demiurge is a playable AI world engine that combines nation-scale Chronicle play with town-scale Godhand play on one event-log simulation core. It is map-first, event-log-first, and designed so a player can issue freeform nation actions, guide settlements indirectly, intervene with God Tools, and inspect how the world reacted.

How it works

  • Procedural world seed with polities, regions, settlements, resources, biomes, and separate region tags vs. polity/settlement tags.
  • Append-only event log as the single source of truth.
  • Deterministic state projection from events.
  • Consolidator that archives old event chunks into a durable narrative summary event.
  • Rewind by event-log fork instead of destructive rollback.

Tradeoffs and limits

This project does not currently have a hosted demo. Run and verification instructions live in the repository when available.

What I learned

python -m unittest discover -s backend/tests

Documents

Resume

Download PDF
Preview of Aden Ramirez's technical resume