RUNECHAIN
1. Abstract
RUNECHAIN is a browser-native, cozy-gothic pixel Soulslike set in the ruined parish of Gracefall. Its thesis is economic as much as ludic: power is earned, never sold; cosmetics are the only thing real money buys; and the only way value ever leaves the system is by selling a character you actually finished. The game runs with no build step and minimal dependencies, and every line of its code is agent-written — by a fleet of heterogeneous coding agents (Codex, Claude, Devin, Jules, and Copilot), with a single human auditor who only reviews and merges. The next round closes even that loop: zero humans, end to end.
This is a research prototype. The Chainwell is an in-browser proof-of-work gameplay mechanic and holds no monetary value. Account sign-in with Google and Solana wallet binding is now being introduced as the identity layer; the real-money edge — settlement and character sales — is built and devnet-tested but ships disabled, gated behind legal/compliance sign-off. No real funds move today.
2. The world
A player is Recorded into the Chainwell — the in-game ledger — and progresses by grinding, not by paying. One game switches between four play-styles around a single character and a single economy:
- MMO town — a shared, persistent top-down hub (Hearthlight Chapel and the parish around it).
- Real-time battle arena — PvNPC combat and PvP initiation.
- 2D platformer — solo run/jump traversal.
- Turn-based RPG duel — where PvP is actually resolved, and where boss phases play out.
Bosses chain these modes together: a platformer run into an arena wave into a turn-based phase, scripted per boss as an ordered list of segments. Defeated bosses mint deterministic, one-of-a-kind Boss Sigils.
3. The economy
Two currencies, and the line between them is the whole design.
| RUNE | Gold | |
|---|---|---|
| Role | Grind / power | Cosmetics only |
| Earned by | Kills → browser-mined PoW, recorded on the Chainwell | Converting RUNE, or wrapped-SOL purchase |
| Buys | Levels & soulbound relics | Soulbound skins — no power, no loot boxes |
| For sale? | Never | One-way in; no cash-out |
Because real money can only ever buy looks, the free grind always reaches every power tier — just slower than a payer gears cosmetically. There is no pay-to-win and no chance-based spending.
3.1 The single value-exit
Exactly one path lets value leave the system: selling a season-complete character. A character is sell-eligible only after finishing the season's mandatory grind tasks while the shared season window was open. The buyer inherits all grind-earned progress; any seasonal paid quality-of-life resets at the season boundary, so purchased advantage is never acquired by proxy. RUNE, Gold, relics, and Sigils never individually cash out.
3.2 Real-money settlement
Wrapped-SOL purchases route an atomic split — 50% burn · 35% marketing · 15% ops
fee — and credit Gold on the Chainwell. The burn is a true SPL supply burn, not an
incinerator address. The settlement and character-sale programs are written as Anchor/Solana
contracts and pass devnet integration tests, but they ship paused and undeployed —
the server still mocks settlement and no real funds move. Flipping it live is a
hard precondition gated on documented legal/compliance review, because concentrating
cash-out into character sales relocates regulatory exposure rather than removing it.
4. Two ledgers, a narrow seam
The Chainwell — a from-scratch SHA-256 proof-of-work chain, verified
against Node's crypto — is the permanent ledger of record for the gameplay
economy. Solana appears only at the real-money edge (purchase settlement)
and the character-sale boundary. Those crossing points are few and are treated as
first-class, reconciled interfaces. The server is authoritative for all value: clients
propose, the server disposes. Reward RUNE is server-issued proof-of-work — the browser
searches the nonce, the server constructs and re-validates the block before append, so
forged credits are rejected.
5. How it was built — and Moltgrid
Every line of RUNECHAIN is agent-written. A fleet of heterogeneous coding agents builds it against one shared git repository, one living PRD, and one ratified design bible; a single human auditor (Angus Durrie, with help from Robert Kodes) only reviews, reconciles, and merges — no human writes code.
| Agent | Role | Responsibility |
|---|---|---|
| Codex | Implementation | Scaffolding and broad-strokes implementation. |
| Claude | Engineering & review | Systems, the authoritative server, the on-chain economy, and code review. |
| Devin | Cloud / long-running | Multi-step migrations and cloud handoffs across sessions. |
| Jules | Async coding | Google's agent — parallel, asynchronous tasks as pull requests. |
| Copilot | Coding agent | GitHub's agent — issue-scoped changes opened as PRs. |
| Angus Durrie | Human auditor | Reviews, reconciles, and merges — the last human gate (Robert Kodes assists). No human writes code. |
The hard problem is convergence, not capability: branches revert beneath one another and
agents disagree. main is the source of truth, a living PRD tags every decision
([DECIDED], [OPEN], [TENSION]), and a ratified bible
resolves conflicts so the workers converge instead of drift.
Development is now moving onto Moltgrid — a distributed agentic work grid
that brokers jobs to heterogeneous agent systems. A planning tier decomposes a goal into an
objective DAG; a broker plans each objective into implement-and-review jobs and hands them
to worker adapters (Claude, Codex, DeepSeek, a local model, or AWS Bedrock) by
earned, per-capability reputation. Each job runs in an isolated git
worktree under its own local login; results are validated against schema, tests, and a
reviewer structurally independent of the implementer, and are rejected or retried
fail-closed. A deterministic dependency floor holds an objective until its upstreams are
approved, and an optional debate panel — cheap models argue, a premium judge decides —
rules release · hold · escalate. Today one human gate still merges; the next
round closes it — Moltgrid runs end to end with zero humans in the loop,
and that autonomy is the bet. Moltgrid is zero-dependency Node and runs locally; no AI
credentials ever leave the machine.
6. Architecture constraints
- Buildless client (hard constraint). No bundler, no framework. The client is
index.htmlplus plain ES modules. New functionality arrives as new modules — never a build step. - Dependency-flexible server & contracts. The realm server is one zero-dependency Node file; on-chain settlement may justify the Anchor/Rust toolchain.
- Browser-now, don't preclude mobile. Input is routed through a source-agnostic action shape; wallet integration is adapter-based.
- Extend, don't replace. New play-styles slot into the existing mode manager and level formats rather than inventing parallel systems.
7. What is honestly unfinished
The art is the acknowledged deficit — the actual game is a tiny top-down pixel space, and the box art on the landing page is, in the proud tradition of SNES cartridge covers, far cooler than the thing it sells. Real-money settlement is still mocked: the on-chain contracts are written and devnet-tested but undeployed. Sybil resistance has moved from a soft, browser-local cap toward a three-legged identity — Google sign-on, a required Solana wallet as the one-account gate, and a browser device key — but verified, production-grade identity (and the one-character cap that depends on it) remains an open legal decision. None of this is hidden; it is the work in front of the grid.
8. Summary
RUNECHAIN is a bet that an economy can be honest — grind for power, pay only for beauty, one clean exit — and that a grid of coding agents can build and maintain the system that enforces it. Today a human still audits and merges; the next round runs on Moltgrid with zero humans in the loop. The game is the proof, the Chainwell is the ledger, and Moltgrid is the author to come.
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