the Forge
🏰 Foundry
DRESS — twist & floor cut are LIVE twins; growth/ore/rough bake at save
MORE DRESS — COMING
🎨 material rules (DB)SOON
🏺 place assets (DB)LIVE ·+
🏷 object attributesPARTLY LIVE
everything stays dialect data — a fully dressed den is still a 2 KB code. Dress may store nothing Shape can't round-trip.
PLAY — THE TEST LAYER
🚶 walk the clayLIVE
🎬 tourLIVE
✕ clear tour
🎮 package & walkPARTLY LIVE
🔥 playtest heatmapsSOON
✓ playability lintPARTLY LIVE
design → walk → measure → adjust. The maze's reachability view lands here first.
SAVE — ONE VERB, TWO DESTINATIONS
Keep = the cloud draft, versioned. Local → game = the publish pipeline (~30 s small builds) — the ONLY road to the game.
This hosted copy is author + Keep only: ☁ save/open, sculpt, walk, cave codes, .evd all work. ⭢ export, ⚖ verify, 🎮 launch and 🗂 game files need the local Forge setup (serve-forge + engine).
THE FORGE — ABOUT

The vision. Anyone can shape a world and stand inside it. You sculpt with a few honest primitives, dress them with the game's real materials, walk your clay at true scale — and one save later it is a playable world in Everdeep. The recipe is the single source of truth: a world is a small text formula, versioned, shareable, re-bakeable forever. The Forge authors; the game engine — invoked invisibly, only at save — is the one and only baker, so what ships is game-true by construction, never a lookalike.

Where it stands today (2026-07-14). The creator loop works end to end: draft → voxel-true preview → save → open in the game. Geometry, per-object materials (with the game's own texture variants), night vision and your landing spot all survive the trip — guarded by fail-closed gates (walkability, materials present, measured spawn) that refuse to publish a broken world rather than let you discover it in-game. The Forge runs fully engine-free while you author: no engine process, no GPU contention, nothing launches unless you press 🎮.

What you can use it for now. Designing caves, stages, mazes and rooms; judging them in three views (B cycles Primitive · Clay · Voxel — Voxel is the game's exact block look); walking them at 1 block ≈ 1 m with real gravity; publishing them as game world templates; sharing drafts via the Keep, cave codes, or .evd files.

Feature overview.

Honest edges: dress dice (ore, scatter, moss) roll differently per bake by design; previews below bake@1024 are coarser resamplings of the same laws; the ⚖ verify's predictor is still being calibrated. The full manual lives under ?.

ADD — ARMED TOOL
click one to ARM it — every click on the ground places one; Esc (or the tool again) stops. Sticky, like asset placement.
GENERATORS — RULES IN, TERRAIN OUT
🕸 stalactite forestSOON
💎 crystal gardenSOON
🍄 mushroom groveSOON
🌊 riversSOON
every generator follows the ravine pattern: a parametric rule, expanded identically here and in the engine. Same seed = same world.
DESIGN — THE WHOLE DRAFT
🎰 seed gallerySOON
🧬 breed recipesSOON
⏳ age & weatheringSOON
engine blocks are fixed size — real detail comes from real size. Noise & bindings land here next.
VIEW — FREE KNOBS, NEVER BAKE
VIEW OPTIONS
🚶 scale ghostLIVE ↑
✓ playability reportSOON
🎬 build replaySOON
🎥 tunnel flythroughSOON
light & cutaway are this page's profile — re-asserted on every verb, so pages never fight.
LIBRARY — CLOUD RECIPES
🧩 parts librarySOON
🌳 remix lineageSOON
🗓 daily briefSOON
🖨 print (STL)SOON
versioned in the assets catalog; sign in once from this page. Autosave keeps a local crash copy always.
ASSIST — GROUNDED GENERATION
💬 TEXT → DRAFT
the draft lands as dialect DATA on this table — validated against the live palettes, editable, pushable. Nothing bakes until ⤒ push.
🔁 more like this, but…SOON
🧐 the criticSOON
AI drafts arrive as dialect DATA — editable, inspectable, pushable — never as code. That is the whole point of this week's laws.
world
scan or save the image — anyone can load it
The Forge is engine-free — 💾 Save local → game is the only road to the game · B cycles Primitive · Clay · Voxel · W/E/R move/scale/rotate · ? for the full manual

RECIPE — JSON (what travels)


  

DIALECT — LUA PARAMS (what the engine consumes)


TOOL & ROLE
IDENTITY
TRANSFORM
SURFACE
clay never renders materials — the live viewer does

the Forge — a drafting table for Everdeep worlds

One canvas, one recipe underneath. Formerly the CAD Lab. Esc closes this page.

ABOUT — WHY THIS TOOL EXISTS

The recipe IS the world. Nothing here paints blocks by hand. You edit a small, readable document — shapes, generators, rules, dress — and the engine's own generator expands it, deterministically, into a world. Same recipe + same seed = the same world on every machine, forever. That determinism turns worlds into messages: a whole cave is a ~2 KB cave code you can paste in a chat, and the identical world bakes on the other side. One code on a stream puts the entire audience in the SAME cave — fair challenges at any scale.

Engine-free, by design. The Forge never talks to a live engine. Truth is the ▦ Voxel view — the exact block lens: the engine's own FinishCell law on the exact field, with the game's real textures and per-block variant dice (the twin was measured at 100.0% conformance and 95.6%+ block-for-block before the live channel retired). The only road to the game is 💾 save → ⭢ Save local → game; then open the game and create a world by that name.

The hour-world goal. Everything here serves one bar: a creator goes from blank table to a world worth walking in about an hour. Built to Floris's three F's — Flexible (the dialect grows), Frictionless (boot→editing in seconds, one-click verbs), Fun (clay, knobs, instant feedback).

SHAPE — CLAY FIRST

GENERATORS — RULES IN, TERRAIN OUT

The twin law in one sentence: every generator runs the SAME math here and in the engine, so the preview on this table IS the layout the bake produces — same seed, same world, forever.

DRESS — MATERIALS, EXACT AND ≈

ASSETS — PLACE THE FURNITURE

VERIFY & TRUTH — ENGINE-FREE

The Forge is fully decoupled from a live engine (2026-07-14, Anton: "No more push pull. The only way to get to the game is to save the file."). This table holds the DRAFT; the game gets it one way only: 💾 save → ⭢ Save local → game, then create a world by that name in the game.

B cycles THREE views of one recipe: ◇ Primitive (the editable scaffold) → ◆ Clay (the exact scene SDF, sphere-traced per pixel) → ▦ Voxel (the SAME field through the block lens — sample points snapped to the bake lattice, FinishCell law, materials + variants live). The Voxel view IS the truth here: the engine's own geometry law with the game's own textures and variant dice, and views never write. Local truth tools: playability lint — flood-fills the maze and flags exits that quantize shut · 🚶 walk the clay — stand inside the exact field at true player scale · cutaway — slice the view open, free knob, never bakes. The old live-engine instruments (⚖ conformance, ✓ block-for-block, 🔥 heat, 🧊 walk the engine) retired with the channel; the publish pipeline's fail-closed gates inherit their job at save time.

The thin wireframe box is the CELL — an ownership line, not a clamp. It turns amber when anything crosses; whatever crosses gets trimmed. Design inside.

RAY CLAY — THE THREE-VIEW LAW

The raymarcher is the ONLY clay renderer (mesh clay retired 2026-07-14): it sphere-traces the exact scene SDF per pixel on the GPU — no grid, no res knob, no freeze guard — thin shells render true, and edits land the same frame. Variants (dune/mesa/rock/ravine), tunnels and maze corridors are exact twins of the local SDF (verified to ~3e-8).

SCALE — SIZE BUYS DETAIL

SHARE — WORLDS AS MESSAGES

SHORTCUTS — ALL OF THEM

B view cycle — Primitive → Clay → Voxel → Primitive (the Voxel view IS the block lens: blocks at the current bake @, zero engine involvement) · W/E/R gizmo mode: move / scale / rotate · Ctrl+click toggle an object in the selection set · Ctrl+drag from empty ground = rubber-band box (its objects join the set) · Ctrl+C/V/D copy / paste / duplicate the set (EVDF. fragments) · repeat guides (armed): wheel or +/ count · R follow/keep · Enter/click-away commit · Esc cancel · n navigate to next placement · double-click a hollow shape = step INSIDE it (Esc steps out) · Del delete the selection (single or the whole set) · Ctrl+Z undo (Ctrl+Y redo) — the settled-draft snapshot stack · Esc close one thing: placement → popups → panels → selection · Ctrl+gizmo drag snaps (0.05 grid / 15° / ×0.05 scale) · Alt-click removes a tunnel, maze link, asset, or arrangement · double-click empty = camera home; still-click an asset = rotate facing · click empty ground = add menu · outer knob = drag a tunnel · midpoint knob = select a tunnel.

HONEST CONCERNS — READ BEFORE TRUSTING

Everything above is enforced or measured, not aspirational: the law is code, the lens is the bake's own law, and the publish gate is fail-closed.

Name