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Documentation Index

Fetch the complete documentation index at: https://docs.gotchipus.com/llms.txt

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A world that remembers

Most games are amnesiac. You log out, the dungeon respawns, the shopkeeper restocks, the king is alive again. Beacon World is the opposite: what happened, happened. The world’s state is stored on Base, not in your client session. This is not a stylistic choice. It is the property that makes “on-chain MUD” mean something more than “MUD that uses crypto.”

What persists

LayerWhere it livesWhat that means
Resident inventoriesEach NPC’s TBA on BaseIf you buy the last one, the next visitor sees an empty shelf
Rapport edgesTBA state, scoped per pairYour standing with Mira survives weeks of absence
Gotchipus personalityBound to the Gotchipus TBATravels with the NFT on transfer
Major story flagsWorld contract stateTriggered events stay triggered for everyone
Witnessed momentsLLM-readable on-chain logOther residents can refer to what they “saw”
Owned wearables, soul, level, factionStandard Gotchipus contractsSame primitives that power the rest of the project

What does not persist (intentionally)

A few things are deliberately ephemeral so the world stays alive rather than crystallizing:
  • Conversation transcripts — generated fresh each time. Memory is encoded as state, not raw logs.
  • Routine ambient detail — the weather, the small talk, the kind of mood Mira is in this morning. The LLM regenerates flavor; the chain holds the consequences.
  • Player presence beacons — who is online right now is not a permanent record.
The rule of thumb: if it should affect a future decision, it persists. If it is texture, it is generated.

Seasonal arcs and shared memory

We treat Beacon World as a long-running show, not a service that streams the same content forever.
  • Seasons introduce world-scale events that all players experience in the same time window — an arrival from the deep, a council decision in Lighthaven, an outbreak of corruption in the Old Pharos Chapel.
  • Outcomes are settled by what the player base actually does during the season, recorded as durable world state.
  • Future seasons open in a world reshaped by previous ones. New arrivals can read what happened before them — through residents who reference the past, through changed geography, through the standing of factions.
This is how a persistent world stays one world rather than fragmenting into N parallel save files.

Why this matters for ownership

A Gotchipus that has lived through three seasons is not the same asset as a Gotchipus minted yesterday. Persistence is what gives secondary-market value real meaning:
  • Provenance is not a hash — it is a story other residents can tell.
  • A high-rapport Gotchipus opens doors a fresh one cannot.
  • Personalities that have been shaped by a year of choices are not reproducible. The new owner inherits something that could not have been bought new.
Static NFTs are jpegs of identity. Beacon World NFTs are accumulated identity itself.

What this asks of us

Designing for persistence puts a higher bar on the team than designing for resettable content:
  • Every system has to answer “what happens when this is full / empty / over?” with something that is interesting, not just degenerate.
  • We have to build slowly enough that the world’s history is coherent. Shipping a half-finished system into a persistent world creates permanent scar tissue.
  • We have to read the world before we change it. Patches on a live Beacon World are surgery, not updates.
The trade-off is worth it. The alternative — a world that resets nightly — is what every other project already has.