ResonanceBreach is a minimalist browser-based ecosystem prototype. This iteration turns the scene into a calmer Resonance Garden: fewer active entities, softer terrain, slower motion, clearer cause and effect, and a closed ecological loop built around Rooted Blooms, Pollinator Drifters, Decomposers, fruit, residue, and soil renewal.
The project is now entering a more disciplined modular architecture phase. Current refactors are focused on clarifying subsystem boundaries, introducing an explicit world model and lightweight event layer, and making future ecology, rendering, and audio work easier to extend without re-entangling the prototype.
- Calmer motion and visuals: high-frequency pulsing, jitter, and dense overlays have been replaced with slower fades, softer gradients, and lower-frequency movement.
- Organic topography: the world now drifts through water, fertile, and solid regions with contour-like outlines and soft boundaries rather than grid-like or boxed structure.
- Reduced density: fewer entities are active at once, empty space is preserved, and only a subset of creatures visibly animate or sonify strongly at any given moment.
- First canonical species pass: Rooted Blooms, Pollinator Drifters, and Decomposers now have distinct behavior, lifecycle timing, morphology, and audio roles.
- Tool redesign: ATTENTION now uses RTS-style selection: click an entity to follow it, drag to create a listening region, while Grow, Feed, Repel, and Disrupt remain direct field tools.
- Closed ecological loop: blooms fruit, drifters improve bloom vitality, death leaves residue, decomposers recycle that residue, and returned nutrients support later bloom growth.
The garden now behaves as a slow closed loop:
- Rooted Blooms establish in fertile zones and grow through visible stages.
- Pollinator Drifters visit blooms, raising pollination and vitality.
- Fruit appears from healthy mature blooms.
- Death creates residue in place rather than deleting life instantly.
- Decomposers consume that residue and enrich local nutrients.
- Soil retains that returned fertility, supporting later bloom growth.
- Rooted Bloom – anchored producer with structured crown growth, fruiting, and quiet harmonic support.
- Pollinator Drifter – curved mobile helper that visibly visits blooms and adds sparse upper-register gestures.
- Decomposer – low-profile recycler that consumes residue and enriches local terrain.
The terrain continuously drifts through three soft region types:
- Water – gentle flow fields and looser movement.
- Fertile soil – supports plant growth and nutrient retention.
- Solid ground – resists life and behaves as a soft impassable region.
Each region is rendered with soft gradients and subtle contour-like outlines rather than hard edges or visible cells.
- Left click in ATTENTION: select an entity to follow and hear more clearly, or drag to define a listening region.
- Left click with other tools: place a persistent intervention field.
- Mouse wheel: zoom in and out.
- Right click / drag: pan the camera.
- WASD / Arrow keys: pan the camera.
- Hold Shift: slow time to
0.5×. - Hold Space: fast-forward to
2×. - R: restart immediately.
- Restart button: reseed the simulation.
Audio begins after the first user interaction to comply with browser autoplay restrictions.
npm install
npm run devBuild for production:
npm run buildsrc/app/bootstrap.tsandsrc/app/game.ts– startup, fixed-timestep loop, and subsystem orchestration.src/sim/world.tsandsrc/sim/ecology/simulation.ts– explicit world state ownership and systemic updates.src/sim/events.ts– lightweight typed world events and notifications.src/types/world.ts– shared world-facing types used across systems.src/render/renderer.ts– terrain gradients, contour rendering, field overlays, entity drawing, and focus masking.src/audio/audioEngine.ts– restrained ambient, grouped layers, and event-reactive audio.src/interaction/input.tsandsrc/interaction/tools.ts– player input and shared tool metadata.src/ui/hud.ts– ecological HUD, tool explanations, and field notes.src/config.ts– global simulation, camera, timing, terrain, and tool constants.
- The experience is meant to feel comfortable to observe for long stretches.
- Visual and audio density are intentionally constrained.
- Interactions should be legible: feeding, growth, reproduction, disruption, death, and nutrient return are all surfaced more clearly.