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Documentation Index

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

Use this file to discover all available pages before exploring further.

How to read this page

Four stages, in order of how the world’s shape changes — not on a calendar. We are not going to tell you “Q3 next year.” We are going to tell you what each stage does, and let the work itself decide when the next one ships. The current stage is described in detail because we are honest about where we are. Later stages are described in shape — clear enough for you to imagine, loose enough that we can be wrong about implementation without breaking trust.

Stage 1 — Four residents, one plaza

This is what is live now. Lighthaven is a small town with four fixed residents around a central plaza. Each runs one part of the world’s economy: the forge, the apothecary, the chapel, the tavern. The town does not grow yet; it is calibrated. What the world feels like at this stage:
  • You arrive in Wharf Plaza, freshly bonded with a Gotchipus you summoned by lighting a Beacon.
  • You walk into one of the four buildings. The resident there has their own cadence. A Combat-Flame guardian gets a different opening line from Brann than a Tech-Water guardian does — verbatim, mechanically, because the engine reads your faction.
  • You earn rapport by saying things that land on the resident’s specialty. Three thresholds (5, 7, 9), each one unlocks a wearable the resident chooses for you.
  • Stock is finite. The forge does not refill itself between players.
What is durable: the wearables that mint to your Gotchipus’s Token-Bound Account, the per-shop anti-double-claim, the shop’s remaining stock. What is not yet durable: the rapport itself, the conversation history, the per-resident memory of you. Those live in the session layer for now. The point of stage one is calibration. We are tuning the texture of conversation, the pace of rapport climb, the way faction recognition lands, before scaling the world. Shipping a town three times this size with un-tuned residents would create permanent scar tissue in a persistent world.

Stage 2 — Residents become economic actors

This is the next move. The seam between conversation and chain shifts. Residents stop being “LLM characters whose decisions occasionally land on-chain” and become on-chain actors with conversation as their interface. What changes:
  • Each resident gets their own Token-Bound Account. Their inventory, their balance, their authorization to act — all on Base.
  • Rapport state moves on-chain (per-pair, durable across sessions).
  • Trades move from “award an item from a fixed shelf” to real bilateral exchange — saying “I’d take USDC for half my ETH” to Marlow becomes a contract call with an LLM-mediated price quote.
  • Inventory becomes dynamic. The forge runs out of iron because Brann spent it on something else. Prices drift with the world’s actual supply.
  • Gotchipus accumulates personality on-chain — a profile bound to the NFT, shaped by what the Gotchipus has done and who it has spent time with. Travels with the asset on transfer.
  • Per-Gotchipus rapport (separate from player rapport): Brann can warm to your Gotchipus while still being cool toward you, because the Gotchipus has been here on its own.
What the world feels like at this stage:
  • Residents start to feel like neighbors with their own week. Marlow’s stock yesterday is not Marlow’s stock today.
  • Two players walking into the chapel at the same time can compete for the same scarce wearable, and both feel it as a real moment rather than a queue position.
  • Selling your Gotchipus on a marketplace becomes selling a character with a track record. The buyer reads its rapport profile the way someone might read a character sheet.
This is when “AI-native MUD” stops being descriptive and starts being the only honest description of what’s happening.

Stage 3 — You are part of the town

This is the move from visitor to resident. The world’s headcount stops being four. Players start running parts of it. What gets added:
  • Intern shifts at fixed-NPC shops. You can stake your Gotchipus with Brann or Marlow and earn a share of the revenue while it works the counter. Lowest-risk version of “you become a townsperson” — the resident is still in charge.
  • Player-run storefronts. A general store, a money-changer, a local guide service, an information broker. Early templates are job-class shaped — pre-defined pricing curves, pre-defined inventory categories, pre-defined dispute resolution — to keep early stores from breaking the world.
  • Periodic world events. A shipment lost at sea. A festival in the chapel. A drift of corruption from the Rift. Events run on a schedule, all players experience them in the same window, and the town comes out of an event reshaped.
  • Persistent traces. Major decisions get recorded as world flags. Future arrivals can read what previous players did — through residents who reference the event, through a permanently changed street, through faction reputation shifts.
  • Region expansion. New zones beyond Lighthaven open as headcount warrants — a fishing village down the coast, a rougher inland outpost. Each new region keeps a distinct character. We will not ship “Forest Lighthaven” with the same NPC archetypes as “Harbor Lighthaven.”
What the world feels like at this stage:
  • Walking into Lighthaven is walking into a town with people in it whose stake in the place is real. Some of those people are AI; some of them are other players. The line is not what matters.
  • A new arrival can read history they were not present for. Some doors are closed because someone else closed them.
  • Joining the town becomes a real decision — what role do you take? Whose intern do you start as? What do you specialize in?

Stage 4 — Players generate the world

This is what we are building toward. The world becomes co-authored. Team-shaped scaffolding stays in place — major characters, hard-rules, the spine of the lore — but most of the texture comes from inhabitants. What this looks like:
  • Player-trained NPCs. Through extended conversation, you can shape the personality of an NPC you sponsor. They become a recognizable, persistent figure in town with their own quirks.
  • Networks of player-NPCs. Guilds, cartels, alliances, rivalries — emerging because players coordinate, not because we wrote them.
  • Multi-season story arcs. Major Rift events that take a season to resolve and require collective action. Outcomes change the world’s geography for everyone.
  • Market ↔ narrative loops. On-chain market events — a token surge, a treasury drain — shape what residents talk about. World events — a Rift breach, a chapel ritual — unlock or lock real on-chain assets.
  • Cross-format presence. The Gotchipus you raised here may show up later on different surfaces — voice, mobile, lighter clients — carrying the same on-chain state. The world’s body is text. Its soul is the chain.
This stage is vision, not promise. We have a clear picture of why each piece could work, but the path from stage three to stage four runs through a year of community building, and communities are not predictable. The honest version of this section is: this is where we want the work to lead. We are not putting calendar dates on it.

What does not change across stages

Three commitments hold from stage one to stage four:
  • Text is the medium. No graphics arms race. Even when the Gotchipus shows up on other surfaces in stage four, the canon stays prose.
  • The chain is durable. Anything that should affect a future decision lives on Base. Sessions, transcripts, ambient detail get regenerated.
  • Residents are real. Whether a resident is fixed (stage one), on-chain (stage two), or player-shaped (stage four), what makes them a resident is that they remember and that their behavior has consequences.
The shape of the world changes. The seam between conversation and state moves. The cast grows. But the rules of how to build a place worth coming back to are the rules from stage one, applied at larger scale.