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The Hollow Heart Reliquary loading screen

The Hollow Heart Reliquary

The reliquary is ready. Begin when you are prepared to enter the game.

This deliberate first gesture permits the browser to activate game audio. Loading begins only after you choose to enter.

THE LIFE BEFORE THE ROLE

The Hollow Heart Reliquary does not ask which class you choose. It asks what sort of person could have become that class.

Each life begins with one of six birth origins and twenty-four childhood scenes. Choices change a large trait registry spanning mental, physical, social, moral, emotional, spiritual, combat, survival, skill, and shadow dimensions. Circumstances change beside traits. Age advances. A choice can strengthen an ability while narrowing another future, establish a disposition that later work rewards, or alter the moral foundation from which an adult decision will be judged.

The role system reads the resulting person. It scores role families against traits and circumstances, can produce a hybrid title, grants appropriate practice traits and starting equipment, and opens a particular relation to the world. The player receives an intelligible consequence of childhood rather than a menu selection disguised as destiny. Auto Childhood can accelerate the sequence, but it still passes through the same state mutations; it does not substitute a generic adult.

Time is the main currency

Adult life resolves month by month. Training, production, gathering, travel, patronage, danger work, commissioned magic, and moral petitions consume time and alter resources, reputation, moral valence, access, and risk. Regions and settlements are not interchangeable scenery: travel gates depend upon the character and world state, while deterministic geography allows a saved life to return to the same places. Rare relics are awarded by authoritative world rules and at most once per life.

Moral petitions interrupt ordinary optimization. They create situations in which the profitable, reputable, safe, loyal, compassionate, and self-consistent actions may not coincide. The game records the response and lets later systems encounter the person produced by it. Moral alignment is not a decorative meter appended to combat; it is one of the histories through which the world decides what this life has become.

Death continues the simulation

At mortality, succession is constrained by the actual family that the life produced. A living child or legally eligible grandchild can inherit; the game must not fabricate a convenient heir. Save data includes childhood progress, role, inventory, world position, pending events, morality, family, and lineage. Continuing through a descendant turns an individual build into a family history whose advantages and injuries were made in prior lives.

The world is deterministic where continuity requires it

Region generation and landmark placement use reproducible state so that travel is not redrawn into a different geography whenever a life is loaded. The WorldSystem resolves monthly actions, travel gates, reputation, moral events, and rare relic rules; the CharacterManager owns traits, circumstances, inventory, morality, and family; the RoleSystem scores the person produced by childhood. These divisions are functional boundaries in the project, not a list of fictional institutions. Each is responsible for a part of the saved life and must agree with the others when time advances.

The save file is versioned JSON under Godot's user data directory. Loading validates and reconstructs domain state rather than assigning arbitrary keys blindly. Childhood progress, pending petitions, world position, role, inventory, family, and lineage must return together because restoring only the visible character sheet would produce a different life. The same requirement governs succession: a descendant is selected from eligible family records already present in state, not generated to keep a play-through convenient.

The browser build is the game, not a video of it

The public export downloads the Godot package and WebAssembly engine, then begins only after an intentional gesture so the browser may activate audio. Keyboard, mouse, and touch pass through one input boundary. Wide and compact layouts must keep controls reachable and visibly focused. Master, music, effects, and interface audio have separate buses whose levels persist. These details matter because the life systems are unusable if a menu can be reached only at one window size or if reloading destroys the player's settings.

Production art and audio are tracked through an asset-credit record; marketplace resources retain their licenses, and generated originals record their origin. The release process keeps the previous public build until a candidate has passed direct Windows and browser execution. That is a delivery rule born from the game itself: an export command can succeed while a preloaded resource is absent, a parser error occurs only at runtime, or a browser header prevents the engine from starting. The accepted artifact is the one a player can actually enter and continue.