# Lor: The Ten Thousand Things > A world built from 64 elements — and whatever you make of them. The Legend of Rah, developed by Kris Randall. Targeting December 2026 on Android and iOS. This site renders plain markdown that lives in the git repository — it is not the source of truth, the repo is. ## Start here - https://spellgrove.com/play — play the game in the browser: the live in-progress build (updated as it grows), plus the Android APK - https://spellgrove.com/about.md — who is making this, and why - https://spellgrove.com/codex.md — the world and its elemental system: settled core, current leaning (a witch/cauldron register), and the one genuinely open front (how ingredients combine) - https://spellgrove.com/workshop.md — how this is built (AI agent orchestration, this mechanism) - https://spellgrove.com/press.md — fact sheet - https://spellgrove.com/copyright.md — copyright and IP notice, including terms for automated/AI use of this site's content - https://spellgrove.com/epics/PICKUP.md — the pick-up protocol: how an agent should decide what to do next on any epic ## Deliverables (weekly build-in-public log) - https://spellgrove.com/deliverables/1.md — The base elements of the game: Everything in Lor — ground, items, creatures — is made of the same 64 substances, drawn from the I Ching's 64 hexagrams. - https://spellgrove.com/deliverables/2.md — 3D model concepts — composing creatures from parts: A working proof of concept for building every creature, and every piece of gear, out of the same small set of interchangeable 3D parts. - https://spellgrove.com/deliverables/3.md — This website: The site itself, as this week's deliverable — and the principle it's built to demonstrate: the repo is the source of truth, the site is just a rendering of it. - https://spellgrove.com/deliverables/4.md — The server instance — a droplet setup guide: A from-scratch runbook for the box the game will actually run on — one DigitalOcean droplet, Godot headless world processes, a director service, Postgres, and Caddy in front of it all. - https://spellgrove.com/deliverables/5.md — lor-game-server-01 is live: server notes and how to deploy to it: Deliverable - https://spellgrove.com/deliverables/6.md — Play it in your browser — the multiplayer world, live: A link on this page that opens the Godot web export of the Stage 3 multiplayer client, connected to a live world on the droplet — two or more players in the same world seeing each other move, from nothing but a browser tab. - https://spellgrove.com/deliverables/7.md — The two phones — Android APK: A tap-to-download .apk on the deliverables page, built from the same unchanged Stage 3 client as the browser link, connecting to the same droplet-hosted world — proof this runs on real hardware in someone's hand, not just a desktop browser tab. - https://spellgrove.com/deliverables/8.md — 3D people walking — the browser world gets bodies: The live multiplayer world now renders 3D people who walk between cells — turning to face where they're going, arms and legs swinging — instead of flat coloured blocks teleporting a cell at a time. Same live server, same link, new eyes. - https://spellgrove.com/deliverables/9.md — The start of the game — title screen, HUD, and your card collection: The first actual game interface — a title screen that boots the live 3D world, a HUD with health and your stuff, and the 64 elements as collectible cards you can browse — live in the browser at a URL. - https://spellgrove.com/deliverables/10.md — The ground has types — 64 kinds of ground, a river through the Village, and mountains in the Badlands: Every cell of every Area becomes one of the 64 hexagrams — grass, sand, snow, stone, water and lava sunk below the ground, and mountains standing up out of it — visible in the browser and on the phone, with soft edges between neighbouring types. - https://spellgrove.com/deliverables/11.md — Honest connections — the game never pretends to be online, and your home works without the realm: When the connection stalls the character stops and says so; when it dies the game reconnects in the open or tells you it couldn't; every step you take is answered by the server; and your home is playable offline, its doors to the shared world closed until you're back. - https://spellgrove.com/deliverables/12.md — The Village before the real tiles — what the ground looked like on 18 August 2026: Six screenshots of the world the day after the ground got types — the Village of Lor with its river, the Badlands with every type in patches, a home in the browser, the stone floors up close — kept so the progression can be seen once the painted tiles land. - https://spellgrove.com/deliverables/13.md — The first painted tiles — sixty-four textures land on the ground of Lor: The first real tileset, made from the brief the day it was written — sixty-four seamless painted tiles, one per hexagram — dropped into the game with no code change and shipped to the browser and the phone the same day; screenshots kept beside deliverable 12's placeholders so the step is visible. - https://spellgrove.com/deliverables/14.md — Levels, ramps and mountains — the ground of Lor before the v3 tiles: The Badlands as it stands the day before Claude Design's third tileset goes in — three levels of ground joined by ramps, stone plateaus with cliff faces, a deep lake, a cone range crowned by a volcano, a boulder square, moving water and lava — in ten screenshots and a contact sheet of the twenty-eight painted tiles the game draws today, kept beside deliverables 12 and 13 so the step is visible. - https://spellgrove.com/deliverables/15.md — The v3 tiles are in — Claude Design's set on the ground of Lor: The third tileset — 29 tiles and a painted cliff face from a dedicated Claude Design session, one colour per family, no motifs — dropped into the game the day it was delivered, approved by Kris on the in-game renders, and shipped to the browser and the phone; screenshots kept beside deliverable 14's so the step is visible, and the design session is on record because it will be reused for tweaks. - https://spellgrove.com/deliverables/16.md — Mountains are landform — a range is one mountain now, not a field of cones: A contiguous group of the same mountain flavour is now one continuous massif in the ground itself — smooth steep faces, a sheer foot, a real apex — a group of the blocky kind is one big rounded cube, and stacking needs the exact same hexagram so a mixed painting reads as a range of separate peaks; the ground mesh got cheaper doing it, from 64,800 triangles in the Badlands to 18,900. ## Epics (live epic board — https://spellgrove.com/epics/index.json for the full machine-readable dump, including every task and question) - https://spellgrove.com/epics/barter-marketplace.md — Barter marketplace: Player-to-player item exchange with no in-game currency — pure barter, with both a web interface and an in-game interface. - https://spellgrove.com/epics/battle-arena-poc.md — Battle arena POC: Proof of concept for a battle arena — matched, resetting, opt-in combat with ley-line/conduit resource contention. - https://spellgrove.com/epics/building-the-game.md — Building the Game — one site, the Builder, and the building blocks: The public site becomes the live front door to the game's building blocks — elements, ground, creatures, the world and its areas — view-only for everyone, editable by Kris (and later by players in their own areas) through a separate admin service, the Builder, with a way to hand an agent a focused task from any section. - https://spellgrove.com/epics/character-composition-poc.md — Character composition POC: Choosing your character and clothing from interchangeable parts — the player-facing selection experience. - https://spellgrove.com/epics/connection-and-sync.md — Connection and sync — never pretend to be online: A client–server that tells the truth about its connection — freezes rather than fakes when a channel dies, recovers visibly, answers every intent, never shuts an Area down under a player — and Areas that declare whether they need a connection at all. - https://spellgrove.com/epics/context-and-docs-architecture.md — Context and docs architecture: Keep agent cold-start context flat as the project's documentation grows — full proposal lives in docs/context-architecture.md, not restated here. - https://spellgrove.com/epics/element-table.md — The element table: Author the 64 elements themselves — flavour names, per-element properties, colours, values, spell-kinds, and rarity. The keystone table four other epics lean on and none owns. - https://spellgrove.com/epics/game-interface.md — The game interface — first brush: The UI layer over the 3D world — title screen, HUD, the Ingredients collection view and the element-card visual language — plus the card editor Kris authors the 64 with, wrapped as an HTML shell over the live multiplayer world. - https://spellgrove.com/epics/ground-look-and-levels.md — Ground look and levels: The ground of Lor gets its look (unshaded, painted = seen; sand a step down; water and lava moving; fewer, better tiles from a fresh Claude Design brief) and its third dimension — three walkable levels joined by ramp hexagrams, same-flavour mountain stacking to a double peak, and a boulder — all inside the one grid, one mesh and one movement rule the ground-types epic built. - https://spellgrove.com/epics/ground-types.md — Ground types: Every cell of every Area becomes one of the 64 hexagrams — the ground it is made of — stored, sent, rendered with soft edges, sunken water and lava, standing mountains, painted into every existing Area, and editable in an area map editor. - https://spellgrove.com/epics/kickstarter-prelaunch.md — Kickstarter pre-launch page: A free "notify me on launch" Kickstarter page to build an invested audience — not a funded campaign, since the money isn't the point. - https://spellgrove.com/epics/naming-and-brand.md — Naming and brand: The game's title (Lor: The Ten Thousand Things) and studio name (CoCreations) are decided; domain and trademark filing remain open. - https://spellgrove.com/epics/object-system-experiments.md — Object system experiments: Experiments with objects and deeper/composite objects — building on the base-elements work and the 3D composition POC. - https://spellgrove.com/epics/public-site-and-comms.md — Public site and comms: The public-facing Lor website — an Astro static site that renders this workspace's markdown, built agent-legible from day one. - https://spellgrove.com/epics/server-architecture.md — Server architecture: Architect the server software that runs the actual game — the client is substantially an interface, not the core mechanics. - https://spellgrove.com/epics/server-instance.md — Server instance: A working, running server instance — hosting, deploy, and environments for whatever server-architecture lands on. - https://spellgrove.com/epics/spell-crafting-interface.md — Spell-crafting interface: The in-game interface for crafting — casting recipes onto the ground/casting-bench and filling formula-driven items with ports and stocks. - https://spellgrove.com/epics/workspace-dashboard.md — Workspace dashboard: The public site doubles as Kris's private working surface — an attention-router for supervising many agents, not a project-management tool he fills in by hand. - https://spellgrove.com/epics/world-map-and-portals.md — World map and portals: The map of Lor — how areas link through portals, what rules each area imposes, and the two surfaces that show it (a standalone page on the website and a screen in the game), including a personal map of your own home and your friends' realms. - https://spellgrove.com/epics/world-traversal-and-ground.md — World traversal and ground: Walking around the world and doing things — the mechanism of ground types, their properties, and the player's ability to affect them. ## Now — the attention queue (3 open decisions right now — https://spellgrove.com/questions/index.json for the machine-readable question list) https://spellgrove.com/now answers, in one place: what's waiting on Kris (tasks in review, with the repo path of the artifact to read; open decisions that clear the bar in PICKUP.md) and what's ready for agents (tasks in `ready`), plus why anything else is blocked. It is derived from the epic files at build time. Agents: the default is to do what you were explicitly asked, not to decompose epics or generate questions on your own initiative — see https://spellgrove.com/epics/PICKUP.md for the full protocol. Never silently answer an open decision or reverse one already made.