Build Worlds. Not Just Games.
New to EverArcade?
β‘οΈ Read: START_HERE.md
π Documentation: https://docs.everarcade.games
π Website: https://everarcade.games
π¦ Latest Release: https://github.com/lj26ft/everarcade-compiler/releases
| I want to... | Go here |
|---|---|
| Understand world.evr | START_HERE.md |
| Read the docs | https://docs.everarcade.games |
| Install locally | QUICKSTART.md |
| Verify a release | VERIFICATION.md |
| Read the architecture | ARCHITECTURE.md |
| Run examples | examples/ |
| Contribute | CONTRIBUTING.md |
| Explore specifications | docs/ |
EverArcade is an open-source deterministic game-runtime and creator-tooling repository. It focuses on packaging worlds, running them locally, recording execution evidence, and replay-verifying deterministic outcomes.
EverArcade is currently an open-source candidate with a proven local developer onboarding path. It is not production ready, not public-testnet ready, and not commercial ready.
Games and persistent worlds are hard to audit after they run. EverArcade explores a runtime model where world packages produce receipts, journals, checkpoints, and replay evidence so execution can be inspected and verified later.
The current goal is clarity and local proof, not live multiplayer federation, public settlement, commercial hosting, or production marketplace operation.
You can:
- create a local World from the Creator SDK;
- discover World templates and RustRigs;
- build and validate its metadata;
- package a local World Package;
- run a playable local World session;
- inspect generated receipts, journals, state, transcript, and replay proof material;
- use the documentation to understand which subsystems are alpha, experimental, scaffold, or planned.
Treat renderer, history, federation, XRPL settlement, Xahau hooks, GPU marketplace, public testnet, and commercial revenue areas as scaffold or experimental unless MATURITY.md says otherwise.
Prerequisites: Node.js 18+, Rust/Cargo. No network required after clone β dependencies ship in dist/vendor.tar.gz.
bash scripts/check_prerequisites.sh
CARGO_BUILD_JOBS=1 bash scripts/validate_developer_onboarding.sh
bash examples/reference-certified-world-v1/operator/verify.sh examples/reference-certified-world-v1Expected: Prerequisites: PASS, onboarding PASS, and REFERENCE CERTIFIED WORLD V1: PASS. CI enforces the same gate offline on Ubuntu and macOS.
Offline vendor policy: docs/build/offline-build-policy.md
Use this single path to reproduce the authoritative RC2 review target from a fresh clone:
git clone https://github.com/lj26ft/everarcade-compiler.git
cd everarcade-compiler
git checkout 53a17567e826c5d4f9b083e490cf1568bfe7534e
scripts/ci/check-rc2-commit-pins.sh
# Run the normal RC2 gate.
CARGO_BUILD_JOBS=1 scripts/ci/rc2-gate.sh
# Run must-fail fixture: self-attested fork must fail.
scripts/ci/rc2-fixture-self-attested-fork-must-fail.sh
# Run must-fail fixture: tampered payload must fail.
scripts/ci/rc2-fixture-tampered-payload-must-fail.shExpected result:
- The normal RC2 gate passes.
- The commit-pin consistency check passes.
- The self-attested-fork fixture fails verification.
- The tampered-payload fixture fails verification.
- If either must-fail fixture passes, RC2 is not valid.
The RC2 release has been independently reproduced and reviewed.
See: VERIFICATION.md
Manual First World flow:
TMPDIR="$(mktemp -d)"
PROJECT="$TMPDIR/frontier-world"
node creator-sdk/cli/everarcade.mjs world templates
node creator-sdk/cli/everarcade.mjs world rustrigs
node creator-sdk/cli/everarcade.mjs world init --template frontier --name frontier-world --dir "$PROJECT"
CARGO_BUILD_JOBS=1 node creator-sdk/cli/everarcade.mjs world run --project "$PROJECT"
node creator-sdk/cli/everarcade.mjs world package --project "$PROJECT"
node creator-sdk/cli/everarcade.mjs world verify --project "$PROJECT"Expected result:
WORLD VERIFY: PASS
Start with docs/first-world.md and the generated project map in docs/creator-sdk/world-project-map.md.
π Docs: https://docs.everarcade.games
π Website: https://everarcade.games
π¦ Releases: https://github.com/lj26ft/everarcade-compiler/releases
π Independent Verification: VERIFICATION.md
- Documentation directory:
DOCS.md - First-time visitor guide:
START_HERE.md - Minimal local path:
QUICKSTART.md - Architecture overview:
ARCHITECTURE.md - Compiler documentation root:
docs/index.md - Public websites,
docs.everarcade.games,vision.everarcade.games, and the world portal live ineverarcade-frontend. Seedocs/public-frontend-surface.md. - Documentation policy:
docs/DOCUMENTATION_POLICY.md - Maturity classifications:
MATURITY.md - Repository map:
REPOSITORY_MAP.md - Source/artifact and reproducibility policy:
REPOSITORY_POLICY.md - Public repository boundary:
REPOSITORY_BOUNDARY.md - Script manifest:
scripts/MANIFEST.md - Contributor guide:
docs/contributor-guide/index.md - Open-source readiness audit:
OPEN_SOURCE_READINESS.md - v0.1 public release readiness:
docs/open-source/v0.1-public-release-readiness.md
Public websites, docs.everarcade.games, vision.everarcade.games, and the world portal live in everarcade-frontend. This compiler repository links to those surfaces but does not own their Vercel/Docusaurus/portal presentation.
Placeholders:
everarcade-frontendhttps://docs.everarcade.gameshttps://vision.everarcade.games
Start with CONTRIBUTING.md, then read the contributor guide under docs/. Prefer targeted validation scripts over full workspace test runs unless a change requires broader validation.
Useful checks:
bash scripts/check_prerequisites.sh
CARGO_BUILD_JOBS=1 bash scripts/validate_developer_onboarding.sh
bash examples/reference-certified-world-v1/operator/verify.sh examples/reference-certified-world-v1
bash scripts/validate_open_source_readiness.sh
git diff --checkDo not claim production readiness from local PASS reports. PASS means the named local proof succeeded under the documented local conditions.