A deterministic, single-player MUD with persistent simulation and system-driven gameplay.
"A simulated world where dialogue describes the state — it does not create it."
| Title | Ghelmyon |
| Genre | Simulation RPG / Text-based MUD |
| Mode | Single-player |
| Platform | Browser-based (CLI also available) |
| Engine | Custom Python engine (~700k lines) |
| Development | Solo developer |
| Status | Active development — playtest/demo phase |
| Website | maxwellcranston.com |
Ghelmyon is a deterministic, text-based simulation where player actions are resolved by game systems rather than scripted outcomes. Dialogue is generated from the current world state, but all mechanics — combat, reputation, inventory, and NPC behavior — are fixed and persistent.
Ghelmyon is a single-player MUD built around a deterministic simulation engine.
Every action produces a typed event that mutates world state: combat resolves through dice-based mechanics, NPCs follow schedules, relationships evolve over time, and factions react to player behavior.
A language model is used only for narration and dialogue. It receives structured state and produces descriptive text, but cannot alter outcomes or introduce new game data.
The result is a system where stories emerge from interacting mechanics rather than authored scripts.
The game is split into two layers:
This separation ensures consistency and replayability.
The mechanics are resolved first; the narration reflects the results.
Screenshots and gameplay recordings coming soon.
For early access or press copies, use the contact details below.
| Website | maxwellcranston.com |
| Demo | maxwellcranston.com/intro |
| Wiki | docs.maxwellcranston.com |