Working title · derived from "Legend of Rah"
This is an explainer, not a plan. It maps a space of ideas we've been turning over — where they agree, where they clash, and which few have earned the right to be called settled. Written for someone arriving fresh.
Imagine Minecraft or Roblox, but with one radical difference: every new material, machine, creature, and item is invented inside the game — not by writing external code or installing mods, but by combining things that already exist in the world. The joy of LOR is building, and beneath building sits creation: the making of genuinely new things.
To make creation lawful rather than arbitrary, the world is built from a fixed alphabet: 64 elements, borrowed in structure from the 64 hexagrams of the I Ching. Everything above them — a shirt, a tower, a dragon, a player — is a composition of a handful of these elements, laid out in space. There is no giant gap between the atoms of this world and its objects, the way there is between quarks and chairs in ours. An object is always just one step away from its vocabulary. That single commitment is the spine of everything below.
Section 01
Early on, we built LOR physics-first. Elements had behaviours derived from their structure; heat and charge flowed through fields; matter aged and transmuted on its own. It was a beautiful, self-consistent machine. We even built working simulations of it.
Then came the inversion, and it's the most important move in the whole project. We realised the game doesn't live in its physics — it lives in the things players make and how they interact. So we flipped the teleology. Instead of elements deriving their meaning from the axes, the meanings are hand-authored, and the elements become something closer to words in a programming language. Some are nouns (substances). Some are verbs (actions). Some are grammar (if, when, repeat). An item is a small program written in these words, and its layout on the ground is the source code.
This is not a retreat from the I Ching — it's a closer reading of it, as the next section explains. And it's the reason the design now has two firm layers and one still-molten one:
The engine. Immutable. What a "WHEN" does, how a boundary works, how a recipe is checked. Players never touch this.
The 64 elements — authored meanings, unlocked by discovery. This is the alphabet. We've drafted the first ~22 of them.
Recipes and items — authored by players, without limit. This is where the game's creativity lives.
The guiding principle across all three: no side-channels. If an idea needs a hidden parameter, a metadata tag, or a special case bolted on outside the 64, it's suspect. The whole thesis is that everything reduces to elements a player can find and combine. A creature's colour, its allegiance, its shape — all of it should be testimony of what it's made from, not a setting on a form. This is the sharpest blade we own, and we use it to test every new idea.
Section 02
The I Ching gives us three things we keep, and several we've set aside. Being honest about which is which matters, because it's easy to over-romanticise the source.
The 64 as a fixed, structured alphabet. Six binary lines give exactly 64 hexagrams. Eight trigrams (three lines each) combine in pairs to form them. That combinatorial skeleton is real and load-bearing: a player who learns the eight trigrams can half-guess an unfamiliar element, which is the perfect amount of guessability — enough to reason, not enough to remove discovery.
Meaning authored on top of structure — which is how the I Ching itself works. The classical text does not derive each hexagram's meaning mechanically from its trigrams. The trigrams inform (Thunder-below-Mountain suggests movement checked by stillness), but the received text then hand-assigns each hexagram a rich, specific judgment. That is exactly our model: structure suggests, human curates. When we went looking for which hexagram should mean "the loop," the tradition kept handing us gifts — 24 Return is literally the turning-point; 42 Increase is multiplication; 50 The Cauldron is the vessel of transformation.
Changing lines as transformation. In a real I Ching casting, a hexagram comes with moving lines that transform it into a second hexagram. This is not decoration we added — it's the oracle's own core notation, and it became our transmutation mechanism (Section 05).
We are not doing divination, fortune-telling, or the philosophical/moral content of the hexagrams. We're not bound to King Wen's ordering (it's display-only). And critically, we've shelved the idea that the four axes (the opposing trigram pairs, which we'd called things like Heat and Charge) do any mechanical work. They began as the engine of a derived physics. Once meanings became hand-authored, the axes stopped computing anything — they survive now only as flavour, as the visual logic of the glyphs, and as a general design instinct: everything comes in trade-off pairs, there are no god-mode stats. That instinct is precious and stays. The machinery is dormant.
honest gap There's a vacancy shaped like the axes, though. Our grammar quietly assumes quantities exist — a tower SENSEs a value, an IF compares against a threshold. What are the units of this world? What does a tower actually measure? That's the door through which the four axes might one day return: not as physics, but as the measurable quantities the verbs operate on.
Section 03
LOR is not being invented in a vacuum. Several existing games have already solved pieces of this puzzle, and each teaches one clean lesson.
A new block is defined by a tiny property bag — light emitted, hardness, what it drops, how it sounds — and a shared engine does the rest. Proof that rich behaviour needs few knobs. Its warning: Minecraft splits Block, Item, and Entity into separate class hierarchies, and the seams show (water is a block but can't be held). LOR's "one substance, two topologies" avoids that split.
Aliveness is a single component you drop into a model. One object grants health, death, walking, respawn. And a player avatar and an NPC are the same object — the only difference is whether a human or a script steers it. This is our LIFE element and our player-as-empty-MIND socket, with fifteen years of production proof behind it.
Certain elements are keys that unlock whole families — craft "life" and the entire biological branch opens. And the joy-engine is guessability. Lesson: don't spread meaning evenly across 64 slots; design a few pivotal keys (LIFE, MIND, the recipe-maker) and let the rest be guessable vocabulary.
The whole language that teaches five-year-olds is essentially five words: WHEN, DO, IF, REPEAT, STOP. If children program robots with five operators, LOR's creatures and towers don't need twenty. This caps how much of the 64 we spend on syntax: very little.
A creature is built from a sequence of body parts (MOVE, WORK, CARRY, ATTACK…); the ability is the part, and doubling a part doubles its effect. Order matters — damage lands in sequence. Each part has a fixed energy cost, so a body is a purchase and over-building leaves you unable to move. We independently reinvented this, then gave it a casting table Screeps lacks.
Two philosophies of "create life." Vendian creatures run a Lisp program you write (sense→branch→act — our exact grammar, keyboard attached). Creatures' Norns and Species' organisms have DNA that mutates and evolves unpredicted by the makers. LOR has been trying to be both at once — and Section 08 shows why that's the opportunity, not the confusion.
strong fit The convergence across all six is striking: they were all designed by extracting primitives from desired artifacts, not by designing primitives in the abstract. Nobody designed the Humanoid first and looked for a use. That's our method too (Section 04).
Section 04
Rather than define all 64 in the abstract, we worked backwards from the things we want to build: player, clothing, creature, tower, spawn point, energy crystal. We wrote each as a plain-language recipe as if the elements already existed, then harvested the vocabulary that recurred. The rule: an element earns a slot only if it appears in at least two target items — otherwise it isn't a primitive, it's a one-off recipe.
That harvest yields about 22 elements in four groups. The other 42 slots stay deliberately dark — that's discovery space.
Trigger. Fires on an event — a pulse, a touch, a signal.
Reads a value at range. Produces information, decides nothing.
Gate. Compares a sensed value to a threshold. Kept separate from SENSE by design.
Projects an effect outward — a bolt, a burst, light, heat.
Locomotion. soft pick
Intake and stock — the two ends of every flow. A pleasing trade-off pair.
Loop — and the respawn resonance. A player returning is the loop element working.
Halt. Ends a sentence; freezes a machine.
The alive-bundle in one element: health, hunger, death, decay. Hunger is that hexagram's meaning.
Goals — seek, flee. Left empty, it becomes the soul-socket: a player is a creature whose MIND is worn from outside.
Instantiates a copy of a contained template. The heart of every spawn point.
Recipe-authoring itself, as matter. Holding it lets a player define new recipes.
The transmutation operator — the vessel one element is cooked into another within.
Mask marker: this line holds.
Mask marker: this line turns. Consumed by the casting — cost scales with lines changed.
Pure energy. Bounded, it's an energy crystal; as ground, a place of power.
Yielding, moldable flesh-of-the-world. What creatures are shaped from.
Hard structural matter — walls, towers, foundations.
Supple, weavable matter — cloth, rope, thread.
The filter. Tunes what passes a boundary — the soul of all clothing and armour.
The joiner — wires tower to crystal, binds cloth to body.
partial These assignments are suggestions. Some are near-certain (LIFE 27, the Cauldron trio, REPEAT 24). Two — MOVE 35 and IF 60 — are the softest calls, listed with alternates. The mapping is the last thing to harden, not the first.
Section 05
Here's the idea that ties the alphabet to the world: the ground is the casting table, and the layout is the source code. You don't open a menu to build. You lay elements and items on the ground in a pattern, and the pattern is the recipe. Substances form the body; operators trail off it in a reading-line like a rune-sentence. Cast it, and the geometry collapses into the finished item — the ground was the source file, the flash is the compile. The ground type underneath matters too, so some things can only be made in certain places.
A tower, written in elements, each line owned by one element:
Remove the IF and it shoots everything; remove STORE/DRAW and it becomes a god-item — which is why the grammar makes cost structural, not a stat someone forgot to balance.
Most recipes make items. One recipe makes elements from other elements, and it's rare and low-level by design. Place the Cauldron at the head; extend a row of six SAME/CHANGE markers from it; place the element to be transmuted at the end. Each marker says whether that line holds or turns. The result is the masked flip — any element can, in principle, become any other. This is the shelved changing-lines physics reborn as a deliberate, invoked, priced operation instead of an ambient one.
Section 06
Several richly-developed ideas were set aside during the inversion. None were thrown away — each solved a real problem and may return. Naming them keeps us honest about what we're not currently committed to.
Per-cell values (heat, charge) diffusing across space. Powerful, but expensive to compute at world scale, and they pulled focus toward physics. Likely return as cheap stamped auras — a radiating dome written once when an item is placed.
Reading a hexagram's upper trigram as its "face/interface" and lower as its "body/character." Elegant, and it made order matter — but it belonged to the derived-physics model.
A stability mechanic where some elements were more inert than others, producing lovely emergent hysteresis. Set aside with the physics; its spirit lives on in the transmutation recipe's cost.
Discussed above — dormant, with a vacancy in the grammar shaped like them.
The tools built during the physics era — a kernel simulation, a 64-element periodic table, and an interactive "Graph of Changes" — are all preserved in the repo. The periodic table and the Graph, in particular, are poised to come back: the table as the element-authoring canvas, the Graph as the atlas of what the transmutation recipe can reach.
Section 07
A note on the criterion, because it's unusual and it's the user's own: completeness is measured by how much else an idea permits. The more concepts an idea leaves room for, the more complete it is. The more it contradicts other things we want, the less complete — no matter how polished it looks. By that test, these have earned the name. They are the load-bearing walls; build on them with confidence.
The single commitment that makes the whole world coherent. It permits every other idea — items, creatures, players, evolution — because they all reduce to composition. It contradicts nothing. This is the most complete thing we have.
Colour, allegiance, shape, cost — all testimony of composition, never hidden settings. This is what keeps the 64-commitment honest, and it's a generative constraint: it turns "what's this creature's colour?" into "what's woven into it?", opening chemistry as gameplay rather than closing it.
Ground is matter without a boundary; an item is matter with one. Smelting removes a boundary; a container nests them. This one framing dissolves Minecraft's block/item/entity seams and permits terrain, inventory, and objects to be the same stuff. Nothing contradicts it.
Layout as source code. It permits recipes, transmutation, creature-morphology, and player-built recipes to all share one interaction. Its reach is exactly why it's complete: nearly every other idea plugs into it.
The surviving soul of the paired-axis idea. Every capability costs — CHANGE markers consumed, LIFE perpetually hungry, a body too heavy to move. It permits balance to be structural rather than hand-tuned, which permits player authorship to stay safe. Contradicts nothing.
Not a feature but a way of working — and it's earned trust: it produced the 22 elements, and all six reference games validate it. Complete as a method; the specific outputs remain partial.
Everything else — the specific hexagram assignments, the fields' return, the units of measurement, whether SENSE and IF stay split (current lean: yes), the exact transmutation costs — is partial or open, and should be held loosely.
Section 08
No right answers here — these are propositions, ways the scattered threads might fuse into something whole. Each takes ideas that currently sit apart and proposes a join.
Proposition I
The a-life genre splits into two philosophies we've been straddling. Here's the fusion:
Creatures · Species
Life departs from your intent. Genomes mutate, breed, and surprise the maker over generations.
The join: a creature is authored at its casting, then evolves as it lives — because the shelved changing-lines mechanic gives its elements slow, rare drift, and BIRTH makes that drift inheritable. Your Stable Mutation and (future) radium elements become the tuning knobs on evolution's rate.
LOR = Screeps that grows into Creatures if you let it live long enough. The thing we shelved is the entire second half of this genre, and it plugs into the socket the recipe system already leaves open.
Proposition II
Instead of cosmetics being free settings (a side-channel we explicitly reject), a thing's look is read off its composition. A shirt is red because of a fire-leaning admixture in its FIBER; a creature shimmers because SOURCE is woven inside; long limbs mean MOVE was placed twice.
This isn't only principled — it's gameplay. If look derives from make-up, you can scout a creature's capabilities by sight, bluff with misleading builds, even forge a false maker's seal. "Figuring out what goes with what" becomes the game, exactly as intended.
The casting table + no-side-channels + creature-building fuse into one system: layout is morphology. You sculpt a body in CLAY and embed elements where the organs go — MOVE at the limbs, SENSE at the head, LIFE at the heart, MIND behind the eyes or left hollow for a soul.
Proposition III
The grammar assumes quantities: SENSE reads a value, IF compares it, WARD filters it, STORE holds it. Those values need dimensions. The dormant four axes are the natural candidate — not as a physics that computes on its own, but as the small set of measurable quantities the verbs read and write.
A tower doesn't sense "creatures" abstractly; it senses a quantity on some axis. Clothing's WARD tunes which axis it filters. This gives the whole verb-set a typed domain to operate on, and quietly brings fields back too — a field is just an axis-quantity spread across space, cheaply stamped rather than continuously simulated.
Nothing that computes on its own — but a shared coordinate system that makes SENSE, IF, WARD, and STORE all speak the same four-dimensional language. The physics returns as vocabulary, not as an engine.
Proposition IV
The same loop appears at three scales, and unifying them may be the deepest simplification available: a player discovers an element (by transmutation under the right conditions), discovers a recipe (by finding a pattern that casts), and discovers a creature design (by finding a body that thrives). Little Alchemy's joy, Screeps' engineering, and Creatures' surprise are the same act at different magnifications.
If discovery is the verb, then the periodic table, the recipe system, and the breeding arena are three views of one mechanic — and the Graph of Changes we already built is its map.
These four don't have to all be true. But notice they reinforce rather than contradict — which, by our own completeness test, is the sign they're pointing somewhere real. The through-line: author, then let it live; make nothing you can't read; measure everything in a few shared units; and call it all discovery.