Text Cultivation
A game prototype where matter is written as Chinese characters. The player moves "me" (我) around and writes materials into the scene. The dev log is at version 11, and no real player has tried it yet.
- TYPE
- A game prototype where matter is written as Chinese characters
- STATUS
- Logged up to version 11, no real playtest yet
- WHEN
- 2026
- BUILT WITH
- Written in Rust, runs on Bevy, glyphs rendered from an atlas
Pick a material, then write
I'll start with dujie (渡劫). The arrow keys or WASD move "me" (我), number keys 1-4 pick water, fire, metal, or wood, and holding or dragging the left mouse button writes the material into the scene. You can't just type other characters. Each character costs 1 lingqi (灵力), the pool caps at 180 and refills 12 points per second, so writing nonstop from a full pool empties it in about 10 seconds.
The sandbox lets you write steam, water, ice, fire, lightning, wood, and metal, which is good for testing rules one at a time. Genesis (创世) automatically runs an ecology of sand, water, fungus, moss, bugs, dung, and remains. Stone is only decoration, and I can tune the parameters and the time scale. Across the project there are 18 material types and 17 glyphs. "Elixir" (丹), "yuan" (元), and "cloud" (云) are still in the code but unused.
FIG. 1 · Which characters can be placed, and what temperature turns them into
Schematic. The material entries and the seven temperature conversions are drawn from the current code parameters. K is the temperature unit. Genesis runs its own ecology rules, and the temperature conversions on the right only apply to dujie and the sandbox.
How a piece of wood catches fire
Every character carries temperature, mass, charge, and fuel. The glyph on screen changes with the material type, and the game doesn't break characters into radicals or read their meaning. This physics is a simplified simulation, not calibrated against real experiments. Figure 1 only lists the seven temperature conversions, and nothing changes exactly at the threshold. The full update also covers heat, electricity, and motion, and genesis follows separate ecology rules.
Take fire lighting wood. A fire picks one neighbor within 48 px for local heat exchange, and adds extra heat while it has fuel. If a wood within 36 px is above 500 K this frame, the fire can take its fuel. Above 600 K, the wood turns to ash and spawns fire, giving up part of its mass and fuel. Fire keeps burning its own fuel and is deleted once it runs out.
FIG. 2 · Heat goes out, fuel comes back
Schematic, drawn from the code parameters for local heat exchange, burning, and wood-to-ash conversion. Circles mark the effective ranges, and the character positions are illustrative. The ranges for heat exchange and fuel-taking are different.
How far the fire actually spread
The measurements I can show come from automated experiments in the dev log. One fire was placed in the middle of a row of wood, and five observation points recorded the horizontal positions of the left and right flame fronts. This run burned through 40 pieces of wood in 3.6 seconds. The figure shows only these five points, with no starting point added and no smoothed curve. It shows how far the fire spread this once, not that every run goes this fast.
FIG. 3 · Five observations after lighting the middle of a wood row
From an automated experiment in the dev log. Each observation records the positions of both flame fronts, in px.
How the eleven versions changed
Early versions were a combat slice between "me" (我) and "yao" (妖, a monster). Sandbox and dujie were added later, and the two-character recipes were replaced by rules that update on temperature, charge, and motion. Version 9 added genesis, version 10 let the player write characters, spend lingqi, and restart after death, and version 11 fixed the bug where fire couldn't light wood.
FIG. 4 · From a combat slice to material rules
Schematic table of the changes from v1 to v11, organized from the dev log. All dates are document verification or build dates. 2026-05-24 comes from the v9.3 verification record.
What I haven't verified yet
- "Mountain" (山), "forest" (林), and "sword" (剑) are not in the material list. "Players will recognize them on their own" is still just a design idea, never checked with a real playtest. The genesis UI also displays names like "fungus film" (菌膜) and "moss clump" (苔丛) by count, so naming isn't entirely left to the player.
- Dujie records the cause of death, freezes for 2.4 real seconds, then rebuilds the whole world. The daodian (道典) doesn't save the scene after death. There is no formal completion goal or win state yet.
- Version 11 has a Windows build, but the web version is still at v8.3.
- Automated experiments can check the physics relations. Whether a real player can read why things happen, and whether the pacing of lingqi and of lightning and fire feels right, still waits for playtesting.