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