The early Ashes of the Unbound interfaces could expose systems, but they did not yet belong to the same world. During 20–22 April I built the first shared UI language: a weathered-arcane presentation that could sit …
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A single-player save can pretend the local process is the whole truth. A persistent multiplayer game cannot. The moment Ashes of the Unbound gained a dedicated server, every convenient assumption about identity, …
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I started Ashes of the Unbound as a survival factory RPG. By the middle of April, the project already looked less like a single game and more like a small operating system whose processes happened to include combat, …
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Persistence became an explicit, versioned protocol instead of a reflection pass over whatever objects happened to exist.
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