Scope: Dependencies that V6 launch depends on — Unreal Engine 5.5 LTS and its plugins, the agent-cognition model stack, the Vac voice stack, Pixel Streaming infrastructure, the V3 metaverse substrate reused wholesale, the V1 foundations reused, data stores, cloud / infrastructure, language runtimes, build tooling, and the cross-game Aye Bridge dependencies. This file also carries the canonical AI cost-budget figures that
V6_ARCHITECTURE.mdandV6_TODOS.md§36 defer here. Out-of-V6 dependencies are catalogued in the whole-monorepo/DEPENDENCIES.mdand inV1/DEPENDENCIES.md. Companion docs:V6/V6_features.md,V6/V6_TODOS.md,V6/V6_ARCHITECTURE.md. Date: 2026-05-21
Purpose#
This file is the V6-scoped dependency contract. For each dependency it answers three questions a reviewer needs before launch:
- What is it — one sentence on the dependency itself.
- Where does V6 use it — the V6 features / TODOS / architecture sections that need it.
- How is it wired — package paths, version source, env vars where relevant.
Pinned versions live in V6/ue/V6.uproject, each plugin's *.uplugin, each
*.Build.cs, the per-platform configs in V6/ue/Config/, pnpm-workspace.yaml
(TypeScript), each Rust service's Cargo.toml, and the per-service Docker
compose files. This document references those sources of truth rather than
duplicating them.
Cross-Reference Convention#
Throughout the V6 docs, bare §N and §N.M references resolve to
V6_TODOS.md (the canonical backlog). Within this file, bare numeric
references (e.g., §14, §19) point to this document's own sections.
Explicit doc prefixes are used where ambiguity matters:
todos§40→V6_TODOS.md§40.arch§"<anchor>"→V6_ARCHITECTURE.mdby section anchor.features§"<anchor>"→V6_features.mdby section anchor.v1deps§N→V1/DEPENDENCIES.md§N (V1 dependencies reused as-is).v3deps§N→V3/V3_DEPENDENCIES.md§N (metaverse-substrate dependencies V6 reuses);v2deps§N→V2/V2_DEPENDENCIES.md§N (shared UE5 patterns).
Table of Contents#
- Internal Packages — V6 Modules
- Internal Packages — V1 Foundations Reused
- Internal Packages — V3 Metaverse Substrate Reused
- UE5 Engine Version
- UE5 First-Party Plugins
- UE5 Third-Party Plugins
- Pixel Streaming Infrastructure
- Application Runtimes
- Backend Frameworks (Services)
- Web Shell + Pixel Streaming Player
- Tier-2 Fallback Web Client Stack
- Mobile — Steward App + UE Mobile
- VR / AR / XR Stack
- Generative AI — Agent Cognition Models
- Generative AI — Voice and Speech
- Generative AI — Agent Creation (Ninhursag Foundry)
- Generative AI — Story Generation (Clio)
- Embeddings and Agent Memory
- AI Cost Budget and Fidelity Tiering
- Multiplayer Networking and SFU
- Physics
- Spatial Audio and DSP
- Animation and Avatar Pipeline
- Data Stores
- Object Storage and CDN
- Identity, Auth, and Provisioning
- Payment, Billing, Commerce
- Provenance and C2PA
- Observability and Telemetry
- The Aye Bridge — Cross-Game Dependencies
- Cloud Providers and Infrastructure
- Build, Cook, Patch (UE5)
- CI/CD and Build Tooling
- Source Control
- Testing and Eval Tooling
- Security and Secrets
- Containerization and Local Development
- Compliance, Age Gating, Rating Boards
1. Internal Packages — V6 Modules#
The UE5 project and the TypeScript libraries:
| Package | Path | What V6 uses it for |
|---|---|---|
| UE5 project | V6/ue/ |
The canonical V6 client; one project, every premium surface. |
@oshun/ori-model |
libs/v6/ori-model/ |
Ori schema and event-sourcing core (shared Rust + TS). |
@oshun/moirai-kernel |
libs/v6/moirai-kernel/ |
Tier-assignment and scheduler core (Rust crate). |
@oshun/cognition-stack |
libs/v6/cognition-stack/ |
Integration to Psyche / Isis / Sophia / Iris for agent cognition. |
@oshun/agent-behavior |
libs/v6/agent-behavior/ |
HTN task networks and personality-parameterized behavior trees (Rust). |
@oshun/vac-intent |
libs/v6/vac-intent/ |
The intent-grammar parser and schema. |
@oshun/clio-story |
libs/v6/clio-story/ |
Significance ranking and narrative generation. |
@oshun/aye-bridge |
libs/v6/aye-bridge/ |
Passport minting and the four per-destination adapters. |
@oshun/egbe-protocol |
libs/v6/egbe-protocol/ |
World wire protocol (Rust + TS + UE-C++ bindings). |
@oshun/egbe-web-pxstream |
libs/v6/egbe-web-pxstream/ |
Browser-side Pixel Streaming player wrapper (TS). |
@oshun/egbe-engine-web-fallback |
libs/v6/egbe-engine-web-fallback/ |
Tier-2 engine: three.js + WebGPU + Rapier WASM. |
@oshun/memory-iris-agent |
libs/v6/memory-iris-agent/ |
Agent episodic / semantic / reflective memory scopes; extends V1 Iris. |
@oshun/psyche-agent |
libs/v6/psyche-agent/ |
Agent dialogue / voice / expression runtime; extends V1 Psyche. |
@oshun/isis-agent-gen |
libs/v6/isis-agent-gen/ |
Foundry generation workflow registered with the V1 Isis control plane. |
@oshun/isis-behavior-policy |
libs/v6/isis-behavior-policy/ |
Per-tick agent-output policy gate. |
@oshun/sophia-agent-grounding |
libs/v6/sophia-agent-grounding/ |
Sophia adapter for grounding backstory, knowledge, and opinions. |
@oshun/v6-metis-steward-education-bridge |
libs/v6/metis-steward-education-bridge/ |
Governed player-facing stewardship lessons; no agent-learning authority. |
@oshun/lilith-agent-welfare |
libs/v6/lilith-agent-welfare/ |
Steward-not-owner enforcement, welfare signals, crisis routing. |
@oshun/egbe-studio |
libs/v6/egbe-studio/ |
Creator-tools TS glue. |
Rust crates under apps/v6/*/Cargo.toml and shared crates under libs/v6/*:
| Crate | Path | What V6 uses it for |
|---|---|---|
egbe-world-server |
apps/v6/egbe-world-server/ |
The authoritative Body: shard state, physics, the 20 Hz world tick. |
egbe-moirai-cluster |
apps/v6/egbe-moirai-cluster/ |
The Mind: tiered cognition scheduling and dispatch. |
egbe-realtime-gateway |
apps/v6/egbe-realtime-gateway/ |
QUIC/WebTransport termination, WebRTC fallback, voice SFU. |
egbe-pxstream-relay |
apps/v6/egbe-pxstream-relay/ |
Pixel Streaming matchmaker + signaller + UE worker pool manager. |
egbe-ori-service |
apps/v6/egbe-ori-service/ |
The Memory: event-sourced agent biography store. |
egbe-clio-service |
apps/v6/egbe-clio-service/ |
Story engine: Chronicle, emergent-arc surfacing, Book of the Ori. |
egbe-foundry-service |
apps/v6/egbe-foundry-service/ |
Agent-generation orchestration over Isis. |
2. Internal Packages — V1 Foundations Reused#
V6 reuses V1's foundational packages without duplication. See v1deps for the full registry; the V6-critical-path entries:
| Package | Path | V6 role |
|---|---|---|
@oshun/contracts |
libs/contracts/ |
Zod contracts; V6 contracts live under libs/contracts/src/v6/. |
libs/openapi |
libs/openapi/ |
OpenAPI 3.1 specs for the V6 BFF routes. |
libs/proto |
libs/proto/ |
gRPC for service-to-service traffic. |
@oshun/persistence |
libs/oshun/persistence/ |
Prisma renderer; V6 schemas under the v6.* namespace. |
@oshun/event-bus |
libs/shared/event-bus/ |
Cross-domain events (incarnation, welfare alerts, commerce, disputes). |
@oshun/queue |
libs/shared/queue/ |
Cognition-batch queue, foundry-generation queue, Chronicle-render queue. |
@oshun/data-residency |
libs/shared/data-residency/ |
Ori data and Commons regions honor V1 residency primitives. |
@oshun/audit-platform |
libs/shared/audit-platform/ |
All operator actions, Ori reads, and cognition decisions audited here. |
@oshun/identity |
libs/shared/identity/ |
RBAC; V6 adds steward and operator scopes. |
@oshun/auth-primitives |
libs/shared/auth-primitives/ |
JWT / session primitives extended with steward and shard claims. |
@oshun/memory-iris |
libs/oshun/memory-iris/ |
Iris memory; V6 adds the agent episodic/semantic/reflective scopes. |
@oshun/embodiment-psyche |
libs/oshun/embodiment-psyche/ |
Psyche runtime; V6 extends for agent dialogue and expression. |
@oshun/generation-control-isis |
libs/oshun/generation-control-isis/ |
Generation control plane; V6 adds the agent-generation workflow. |
@oshun/evidence-sophia |
libs/oshun/evidence-sophia/ |
Grounding for agent backstory, knowledge, and opinions. |
@oshun/persona-policy-lilith |
libs/oshun/persona-policy-lilith/ |
Persona policy and the welfare/crisis posture applied to agents. |
@oshun/design-tokens |
libs/oshun/design-tokens/ |
Canonical tokens carried into UE UMG + Tier-2 HUD surfaces. |
libs/aje |
libs/aje/* |
Commerce substrate for the steward economy and creator royalties. |
libs/yemaya |
libs/yemaya/* |
Off-line media render for Chronicle reels and Book-of-the-Ori editions. |
libs/themis |
libs/themis/* |
Adjudication for poaching disputes and agent-harm claims. |
3. Internal Packages — V3 Metaverse Substrate Reused#
V6 reuses the V3 Lilith metaverse substrate rather than rebuilding it
(arch§"The Two Substrates"). These V3 packages are dependencies of V6:
| Package | V6 role |
|---|---|
V3/ue/ client patterns |
The UE5 client architecture, World Partition streaming, the module-split idiom. |
@oshun/multiplayer-protocol (V3) |
The snapshot/delta encoding and interest-management design egbe-protocol extends. |
@oshun/avatar-pipeline (V3) |
VRM 1.0 + MetaHuman avatar runtime, rig retarget, costume slots. |
@oshun/spatial-audio (V3) |
HRTF rendering, ambisonic fallback, mix buses for the Tier-2 path. |
lilith-world-server design |
The authoritative-world-server pattern egbe-world-server is built from. |
lilith-realtime-gateway design |
The gateway pattern egbe-realtime-gateway reuses. |
lilith-pxstream-relay design |
The Pixel Streaming relay pattern egbe-pxstream-relay reuses. |
V6 tracks V3's UE5 version and patch cadence (§4) so the substrate stays in sync.
4. UE5 Engine Version#
| Dependency | Version | Notes |
|---|---|---|
| Unreal Engine | 5.5 LTS | Lock to 5.5.x; no engine upgrade across the launch window without signoff. |
| Visual Studio | 2022 17.10+ | Windows toolchain. |
| Xcode | 16.x | macOS + iOS + visionOS. |
| clang (Linux) | 16+ | Linux client + Pixel Streaming Win-Server cook on Linux container. |
| Android NDK | r25+ (UE-pinned) | Android + Quest builds. |
| PS5 / XSX toolchains | platform-issued | Console builds; behind platform-cert gates. |
V6 shares the UE5.5 LTS choice with V2 and V3 (v2deps§1, v3deps§3). Sharing the engine version simplifies the toolchain, plugin compatibility, and shared patch / hotfix processes across the products.
The V6 cross-platform certification release gate reuses the V3 platform-cert posture and requires green Apple, Google, Meta, Sony, Valve, and Epic checklists for the exact V6 BuildGraph cooks before launch signoff.
The V6 cross-progression continuity gate depends on the Ori event log and projection store as the single source of truth. Its release manifest fails closed unless household, roster, reputation, and homestead state stay portable across client surfaces without introducing platform-local saves.
5. UE5 First-Party Plugins#
Enabled in V6/ue/V6.uproject. V6 reuses the V3 plugin set (v3deps§4) and adds
the Mass framework, which is central to V6's agent-density architecture.
| Plugin | Used by V6 for |
|---|---|
| MassEntity | The ECS backbone for mid/far agent simulation at density (V6Agent). |
| MassAI | Lightweight off-screen agent steering and avoidance for crowd-tier agents. |
| MassGameplay | Mass-driven gameplay fragments for non-Clotho agents. |
| MassCrowd | Crowd movement and lane following for far agents. |
| StateTree | The authored behavior-tree / state layer for the BT fallback (V6Agent). |
| SmartObjects | Agent ↔ world-object interaction affordances (workshops, hearths, props). |
| GameplayInteractions | Agent interaction queries built on SmartObjects. |
| PixelStreaming | Browser delivery of the canonical UE5 client (see §7). |
| PixelStreamingPlayer | Browser-side WebRTC player components for the V6 web shell. |
| EnhancedInput | Input mapping across KBM, touch, gamepad, OpenXR controllers, hand-tracking. |
| CommonUI | Front-end shell; the roster, Chronicle reader, dossier, intent-grammar UI. |
| ModelViewViewModel | HUD attribute binding (V6UI). |
| GameplayAbilities (GAS) | Sparse use: interaction, gift-giving, gesture, mentorship-dialogue start. |
| MotionMatching | Agent and player traversal across Orun's districts. |
| Mover (2.0) | Locomotion for agents and the player. |
| AnimationWarping | Foot lock, stride warping for traversal. |
| ChooserTable | Gait / posture / gesture variant selection by emotion and personality. |
| Niagara | District ambience, Threshold incarnation FX, Crossroads markers (V6VFX). |
| ChaosCloth | Costume cloth on agent avatars. |
| MetaSound | Native audio runtime; ambient soundscape and music (V6Audio). |
| AudioModulation | Dynamic mix and ducking (squad-comms ducking of ambient). |
| AudioGameplayVolume | District acoustic zones. |
| GameFeatures | Modular districts + shard modes shipped as Game Feature Plugins. |
| ModularGameplay | Per-district / per-mode actor extension. |
| Iris | UE5 networking layer. |
| ReplicationGraph | Interest management for agent-dense grounds and Commons festivals. |
| OnlineSubsystem | Cross-platform online abstraction; presence, friends, Co-op invites. |
| MoviePipeline | Sequencer-driven Clio Chronicle cinematics, incarnation ceremonies. |
| Replays | Demo recording for golden-replay regression and Chronicle replay. |
| GameplayCameras (UE5.5) | In-world camera rigs for observing agents and Chronicle replays. |
| MetaHuman | High-fidelity agent avatars. |
| MetaHuman Animator | Facial-capture pipeline for premium agent expression sets. |
| TraceInsights | Perf profiling, including agent-density and tick-budget profiling. |
| Gauntlet / FunctionalTesting / AutomationController | In-engine automation and CI orchestration. |
The UE-side V6Tests CI gate uses UnrealEditor-Cmd in null-RHI mode to run the
foundation spec, the Gauntlet driver contract, and the golden-replay harness
from the V6Tests module on the self-hosted Unreal runner.
6. UE5 Third-Party Plugins#
| Plugin / Vendor | Used by V6 for |
|---|---|
| VRM4U | VRM 1.0 avatar import for community-style agent bodies (reused from V3). |
| OnlineServicesEOS | Epic Online Services backend for friends / parties / Co-op. |
| Steam Audio | Spatial-audio occlusion and HRTF in the canonical client. |
| Pixel Streaming frontend lib | @epicgames-ps/lib-pixelstreamingfrontend-ue5.5 for the browser player. |
Third-party plugin decisions track v3deps§5; V6 introduces no third-party UE plugin V3 did not already vet.
7. Pixel Streaming Infrastructure#
V6 reuses the V3 Pixel Streaming infrastructure wholesale (v3deps§6): the UE
Pixel Streaming Signalling Server per POP, the Rust matchmaker / relay
(apps/v6/egbe-pxstream-relay/), WebRTC transport (H.264 broad / AV1 modern),
and the pooled UE worker processes (one process per concurrent browser session).
V6-specific note: an Orun ground is agent-dense, so a Pixel Streaming worker is
sized lower than a V3 venue worker — see §19 and
arch§"Pixel Streaming Infrastructure".
8. Application Runtimes#
| Runtime | Version | Used by |
|---|---|---|
| Rust | stable (pinned via rust-toolchain.toml) |
All apps/v6/* services and Rust libs/v6/* crates. |
| Node.js | 22 LTS | Web shell, Tier-2 fallback, Egbe Studio, BFF routes. |
| TypeScript | catalog-pinned | All TS libs/v6/* and web surfaces. |
| C++ | UE5.5 toolchain | The V6/ue/ engine modules. |
9. Backend Frameworks (Services)#
| Framework / Library | Used by V6 for |
|---|---|
| axum | HTTP/WebTransport service framework for all Rust services. |
| tokio | Async runtime for all Rust services. |
| tonic | gRPC for service-to-service traffic (Moirai ↔ world server ↔ Ori service). |
| sqlx | Async Postgres access in the Ori service and world-server checkpointing. |
| quinn | QUIC transport for the Realtime Gateway and world server. |
| prost | Protobuf codegen for @oshun/egbe-protocol. |
| rapier | Server-authoritative physics in the world server (see §21). |
10. Web Shell + Pixel Streaming Player#
| Dependency | Used by V6 for |
|---|---|
@epicgames-ps/lib-pixelstreamingfrontend-ue5.5 |
Browser WebRTC player embedded in apps/v6/egbe-web/. |
| Next.js / React (V1 stack) | The apps/v6/egbe-web/ browser shell and Egbe Studio surfaces. |
@oshun/egbe-web-pxstream |
The V6 wrapper around the Pixel Streaming player. |
11. Tier-2 Fallback Web Client Stack#
V6 reuses the V3 Tier-2 stack (v3deps§11):
| Dependency | Used by V6 for |
|---|---|
| three.js | WebGPU/WebGL2 rendering of Orun in the Tier-2 fallback. |
| WebGPU / WebGL2 | Rendering backends (WebGPU primary, WebGL2 secondary). |
@dimforge/rapier3d-compat |
Client-side physics in the Tier-2 fallback. |
@oshun/egbe-engine-web-fallback |
The V6 Tier-2 engine wrapper. |
12. Mobile — Steward App + UE Mobile#
| Dependency | Used by V6 for |
|---|---|
| UE Mobile | The native UE5 mobile cook of V6/ue/ for iOS / iPadOS / Android. |
| React Native (V1) | The Egbe Steward App subroute in apps/oshun/mobile (Chronicle, comms). |
| Apple Universal Links / Google App Links | Deep-link routing oshun://v6/... into the native client. |
13. VR / AR / XR Stack#
V6 reuses the V3 XR stack (v3deps§13): OpenXR for Quest 3, Vision Pro, PSVR 2, and SteamVR; UE hand-tracking and full-body IK; foveated rendering where supported; the V3 VR comfort framework. No V6-specific XR SDK is added.
14. Generative AI — Agent Cognition Models#
The agent mind is assembled from V1 substrates and adds no new model
infrastructure; cognition calls route through @oshun/embodiment-psyche and
the V1 model-ops control plane, governed by Isis. The Moirai kernel right-sizes
the model to the tier (arch§"AI Cost and Fidelity Tiering").
| Tier / use | Model class | Why |
|---|---|---|
| Clotho — live dialogue, social judgement, decision | Claude Opus-class (latest) | Highest-quality reasoning and conversation for the agents a player is with. |
| Lachesis — off-screen reflection ticks | Claude Sonnet-class (latest) | Strong reasoning at lower cost for batched off-screen reflection. |
| Atropos — narrative-summary life advancement | Claude Haiku-class (latest) | Cheap, fast summarisation for batched offline / distant agents. |
| Vac — intent-grammar parsing | Claude Haiku-class (latest) | Fast constrained function-calling parse of player voice → structured intent. |
| Isis behavior-policy gate | V1 policy models | Persona / consistency / crisis / minor-protection checks (reused from V1). |
| Provider / mechanism | Used by V6 for |
|---|---|
| Anthropic API | The Claude model family for all cognition tiers, via V1 Psyche / model-ops. |
| V1 model-ops plane | Model version pinning, routing, fallback, eval-gated rollout (reused from V1). |
[P2] Distilled / fine-tuned variants for the high-volume Lachesis and Atropos tiers are a Year-1 cost optimisation; the launch path uses the model classes above. Any model change re-runs the §35 eval gates.
15. Generative AI — Voice and Speech#
The Vac pipeline (features§"Communication — The Vac Layer",
arch§"The Vac Communication Pipeline"):
| Dependency / mechanism | Used by V6 for |
|---|---|
| ASR provider | Player voice → text at the Realtime Gateway; streaming, low-latency. |
| TTS provider | Agent spoken replies; per-agent voice timbre within persona policy. |
| Intent parser | @oshun/vac-intent over a Haiku-class model with a constrained schema (§14). |
| V1 Psyche turn-taking | Conversation turn-taking, barge-in handling, lip-sync phoneme stream. |
ASR and TTS run server-side at the gateway, not as UE plugins, so the Tier-2
fallback and the Steward App get identical voice capability. Provider selection
and residency follow the V1 voice-provider posture; agent voices are governed by
Isis (no real-person voice cloning —
features§"Governance, Safety, and Trust").
16. Generative AI — Agent Creation (Ninhursag Foundry)#
| Dependency / mechanism | Used by V6 for |
|---|---|
@oshun/isis-agent-gen |
The foundry generation workflow, Isis-governed (§14 model class: Opus). |
@oshun/sophia-agent-grounding |
Grounds the generated backstory in real cultural / historical fact. |
| V1 Isis control plane | Persona-policy enforcement: no real-person likeness, no caricature. |
| Avatar appearance generation | Appearance-seed generation feeding the §23 avatar pipeline. |
| Provenance signing | Isis-signed provenance bundle attached to every generated Ori (§28). |
Foundry generation is one-time per agent (a heavy Opus-class call) and is not on the per-tick cognition budget of §19.
The Ninhursag foundry readiness verifier
(verify:v6 ninhursag-foundry-readiness) is backed by
V6/release/ninhursag-foundry-readiness.v6release.json and pins the §14
discovery-seed pool at 150 grounded Wilds/Commons agents, plus player raising,
rearing-period, and provenance evidence in egbe-foundry-service.
17. Generative AI — Story Generation (Clio)#
| Dependency / mechanism | Used by V6 for |
|---|---|
@oshun/clio-story |
Significance ranking and narrative-beat generation. |
| Sonnet/Haiku-class model | Batched Chronicle and Book-of-the-Ori summarisation (Sonnet for the lead |
| returning-player Chronicle; Haiku for bulk Book generation). | |
libs/yemaya |
Renders Chronicle recap reels and Book-of-the-Ori keepsake editions. |
The returning-player Chronicle has a few-second latency budget (§19, §42 in TODOS); bulk Book generation is fully batched and not latency-critical.
18. Embeddings and Agent Memory#
| Dependency | Used by V6 for |
|---|---|
| pgvector | Episodic + semantic memory embeddings in the Ori service (§24). |
| Embedding model | Memory embedding for salience-weighted retrieval; via V1 Iris / model-ops. |
@oshun/memory-iris-agent |
The agent memory-scope layer over the V1 Iris stack. |
Memory retrieval for a cognition call is a recency-and-salience-weighted vector query; embedding model selection follows the V1 Iris posture.
19. AI Cost Budget and Fidelity Tiering#
This section is the canonical cost-budget source that
arch§"AI Cost and Fidelity Tiering" and todos§36 defer to. The hard
architectural contract is the per-tier token budget and the concurrency
caps; the dollar figure floats with provider pricing and is tracked live on
the model-ops cost dashboard.
Per-tier token budget (input + output combined, per agent; launch targets):
| Tier | Budget | Cadence |
|---|---|---|
| Clotho | ≤ 50 000 tokens / agent / active-minute (typical 15 000–25 000 with caching) | Decisions at 1–4 Hz + live dialogue. |
| Lachesis | ≤ 10 000 tokens / agent / reflection (≈ ≤ 1 200 tokens / agent / game-minute amortised) | One reflection every 5–15 game-minutes. |
| Atropos | ≤ 15 000 tokens / agent / game-day | A handful of batched calls per game-day. |
| Vac intent | ≤ 2 000 tokens / parse | Per player voice command. |
Concurrency caps:
| Limit | Value |
|---|---|
| Clotho agents in a player's active scene | Design target ≤ 16; hard cap 24. |
| Lachesis agents in a player's resident world | Design range 150–400 (the rest of a Solo world); hard cap 400 — the upper design point is the hard cap (matches V6/evals/cost-budget/launch-token-budgets.json: designTarget 400 / hardCap 400). |
| Atropos agents | Unbounded count — a cheap batch; all offline / distant agents. |
| Solo-world total cognition | Capped per real-hour-online; "homestead rest" multiplies it down. |
Model routing — Clotho → Opus-class, Lachesis → Sonnet-class, Atropos + Vac → Haiku-class (§14). Cost levers — the Moirai tiering itself, cognition caching and reuse on the Ori, cross-tier batching of Lachesis/Atropos work, model right-sizing, and Commons interest-managed cognition.
Launch DAU projection (canonical planning assumption, adopted 2026-06-12).
The "launch DAU projection" that gates Moirai cost/load readiness
(todos§"V6 Exit Criteria", todos§48, arch§"Launch Readiness",
features§"Launch Readiness") was previously never quantified anywhere; it is
quantified here as a stated planning assumption, not a market-derived
forecast:
- Launch DAU: 30,000 (assumption adopted 2026-06-12), spread across the 3
launch regions of the sustained-load manifest
(
V6/performance/sustained-load.v6perf.json:region:iad,region:fra,region:sin) ≈ 10,000 DAU per region. - Peak concurrency: 10% of a region's DAU online at peak ≈ 1,000 concurrently active players per region (assumption).
- Agents per concurrently active player: ≈ 10.2 (≈ 10 Lachesis-resident +
0.2 Clotho-active). Rationale from the docs' own numbers: a steward's bonded
household at the intended "a company you can know" scale
(
features§"The Household Roster") keeps ≈ 10 agents at Lachesis-or-better fidelity per active player at any instant, and live Clotho dialogue is active for roughly 1 in 5 concurrent players — 200 Clotho per region ≈ 13 full active scenes at the ≤ 16-per-scene design target (the sustained-load manifest'sclothoActiveSceneCount: 13). - Concurrently resident agents per region: ≈ 10,200 = 1,000 players × 10.2 — i.e. exactly the fixed per-region mix the §42 load test exercises (10,000 Lachesis + 200 Clotho). Equivalently, 10,000 Lachesis per region supports ≈ 25–66 fully resident Solo worlds at the 150–400-per-world design range; the per-player decomposition reflects peak-hour mixing across Solo, Co-op, and the interest-managed Commons, where most concurrent players do not have a fully resident 150–400-agent world at the same instant.
If launch marketing or beta telemetry produces a real forecast above 30,000 DAU, the per-region mix and the §42 load tests must be re-derived from this arithmetic before the Moirai readiness gate may be considered meaningful.
Cost gate. A V6 release is blocked if a change exceeds a per-tier token
budget above when measured against staging telemetry (todos§36, todos§41).
The blended dollar cost per player-active-hour is a tracked dashboard metric,
not a fixed constant — the token budgets are the contract that keeps it bounded.
The Moirai cost/load readiness verifier (verify:v6 moirai-cost-load-readiness)
is backed by V6/release/moirai-cost-load-readiness.v6release.json and
aggregates the §8, §9, §36, and §42 evidence before launch.
20. Multiplayer Networking and SFU#
| Dependency | Used by V6 for |
|---|---|
WebTransport / QUIC (quinn) |
Primary client transport via the Realtime Gateway. |
| WebRTC | Fallback transport; voice SFU media. |
| WebSocket | Secondary fallback transport. |
| Voice SFU | Live conversation and squad-comms voice (reuses the V3 gateway SFU design). |
The Vac communication readiness verifier
(verify:v6 vac-communication-readiness) is backed by
V6/release/vac-communication-readiness.v6release.json and aggregates the §20
voice-to-intent, intent grammar, conversation, squad-comms, and negotiation
gates with the §39 no-microphone and transcript accessibility gates.
21. Physics#
| Dependency | Used by V6 for |
|---|---|
| Rapier (Rust) | Server-authoritative physics in the world server: agent collision, props. |
| Chaos (UE5) | Client-side physics presentation; ChaosCloth on agent costumes. |
@dimforge/rapier3d-compat |
Tier-2 fallback client-side physics. |
22. Spatial Audio and DSP#
V6 reuses the V3 spatial-audio stack (v3deps§22): MetaSounds + Steam Audio in
the canonical client, Web Audio + WASM HRTF in the Tier-2 fallback, the
@oshun/spatial-audio runtime. V6 adds no new audio middleware.
23. Animation and Avatar Pipeline#
V6 reuses the V3 avatar and animation pipeline (v3deps§23, v3deps§25): VRM 1.0
import via VRM4U, MetaHuman avatars, rig retarget, costume slots, motion
matching. V6-specific additions are content, not new dependencies:
emotion-driven gait/posture/expression and visible life-stage aging marks
(arch§"Avatar and Animation Pipeline").
24. Data Stores#
| Store | Version | Used by V6 for |
|---|---|---|
| PostgreSQL | 16+ with pgvector | The Ori event log + projections, agent memory embeddings, the relationship graph, homestead / roster / reputation state. Database v6 per the Oshun domain-isolation pattern. |
| Redis | 7+ (Streams) | The world-event bus, Moirai perception/action queues, cognition-batch queues, presence fan-out. |
25. Object Storage and CDN#
| Dependency | Used by V6 for |
|---|---|
| MinIO / S3 | UE assets, district content, Chronicle media renders, Book-of-the-Ori editions. |
| Asset CDN | Edge delivery of client assets and streamed district content. |
26. Identity, Auth, and Provisioning#
V6 reuses the V1 identity stack (v1deps): V1 OAuth and account,
@oshun/identity RBAC (V6 adds steward and operator scopes),
@oshun/auth-primitives JWT extended with steward and shard claims. The V3
embodied-identity bridge pattern is reused for the account ↔ UE session binding.
27. Payment, Billing, Commerce#
V6 reuses the Aje crypto-payment substrate (libs/aje/*) and the V1 billing
stack for the base purchase, cosmetic / expansion content, Egbe Studio capacity,
and Yemaya keepsake editions, and for routing creator royalties. No agent, bond,
fate, or capability is ever a purchasable SKU; there is no gacha or loot-box
dependency (features§"Commerce and Rights").
28. Provenance and C2PA#
V6 reuses the V1/V3 provenance stack (v3deps§30): Isis-signed provenance bundles on every Ori, every generated artifact, and every incarnation journal; C2PA manifests on exported media (Chronicle reels, Book editions); the V3 takedown cascade.
29. Observability and Telemetry#
| Dependency | Used by V6 for |
|---|---|
| OpenTelemetry (OTLP) | Batched event emission from the UE client and all Rust services. |
| Prometheus | Metrics: tick budgets, cognition latency, per-tier cost, bond/arc health. |
| Grafana | Dashboards: the cost dashboard (§19), welfare dashboards, capacity. |
| Jaeger | Distributed tracing across world server ↔ Moirai ↔ cognition stack. |
All telemetry honours V1 consent and residency; player conversation content is governed by Iris boundaries and excluded from training without explicit consent.
30. The Aye Bridge — Cross-Game Dependencies#
The meta-hub (features§"The Meta-Hub — Incarnation in Aye",
arch§"The Aye Bridge"). V6 depends on the four destination realms only through
the bridge's per-destination adapters and the passport / journal envelope:
| Destination | Dependency |
|---|---|
| V2 | aye-bridge/v2-fighter adapter ↔ the V2 roster / GAS fighter contract. |
| V3 | aye-bridge/v3-citizen adapter ↔ the V3 Lilith metaverse persona / citizen API. |
| V4 | aye-bridge/v4-operator adapter ↔ the V4 squad-operator contract. |
| V5 | aye-bridge/v5-companion adapter ↔ the V5 companion / relationship-matrix API. |
| All | The OriPassport governed envelope (the isis/job-envelope pattern). |
Each adapter is versioned against its destination realm's contract; an Aye realm that is not itself live simply has its Threshold disabled. There is no other coupling between V6 and V2–V5.
31. Cloud Providers and Infrastructure#
| Dependency | Used by V6 for |
|---|---|
| CPU compute fleet | The Egbe World Server fleet, the Moirai scheduler/dispatch cluster, the Ori / Clio / foundry services. Deployed per region for cognition latency and residency. |
| GPU compute fleet | The Pixel Streaming UE worker fleet (reuses the V3 POP topology, §7). |
| LLM inference | The Anthropic API for cognition (§14) — V6 does not self-host model inference at launch. |
| Kubernetes | Orchestration of the Rust services and the Moirai cluster. |
| Multi-cloud / multi-region | Per-region deployment honouring @oshun/data-residency; the Commons is regionally sharded. |
32. Build, Cook, Patch (UE5)#
V6 reuses the V3 UE5 build/cook/patch pipeline (v3deps§35): per-platform cooks
of V6/ue/ via BuildGraph, the headless server-rendered Pixel Streaming worker
cook, Game Feature Plugins included/excluded per platform/region, day-one patch
and hotfix paths. Contracts in libs/contracts/src/v6/ codegen UE C++, Rust,
and TS bindings as a pre-build step.
33. CI/CD and Build Tooling#
| Dependency | Used by V6 for |
|---|---|
| Nx | Monorepo task graph; Rust services integrate via nx:run-commands. |
| GitHub Actions | CI: UE5 build, Rust build/test, TS build/lint/test, the eval harness (§35), the cost-budget harness (§19). |
| pnpm | TS workspace and the dependency catalog in pnpm-workspace.yaml. |
| cargo | The apps/v6/Cargo.toml Rust workspace. |
| BuildGraph | UE5 cook orchestration. |
34. Source Control#
Git, the git@github.com:GreyChimp/oshun.git monorepo. UE binary assets under
V6/ue/Content/ use Git LFS, consistent with V2/V3. The V6 UE plugin surface
also carries the VRM4U submodule at V6/ue/Plugins/VRM4U; .gitmodules pins
the upstream URL and shallow = true so CI clones the plugin contract without
pulling full history.
35. Testing and Eval Tooling#
| Dependency / harness | Used by V6 for |
|---|---|
| Vitest | TS unit/integration tests. |
| cargo test | Rust service and crate tests (Ori service, Moirai kernel, Aye Bridge, Vac intent payload preservation through egbe-protocol). |
| Gauntlet / FunctionalTesting | UE in-engine automation. |
| Golden-replay harness | Regression of the deterministic simulation core (todos§37). |
| Agent-behavior eval harness | The 13 behavioral eval suites required by V6/evals/agent-behavior/suites.json — value-refusal, continuity, grounding, learning-by-example, negotiation, objective-assignment, goal-arc, gifts-opportunity, life-arc, crossroads, plus the safety-classified persona-policy, crisis, and minor-protection suites (features§"Safety Evals", todos§41). |
| Safety eval harness | Adversarial crisis / persona-policy / minor-protection sets (todos§41) — the same three suites the agent-behavior harness runs above; classified as safety sets per features§"Safety Evals" and held to 100% pass. |
| Cost-budget harness | Enforces the §19 per-tier token budgets against staging telemetry. |
| Browser automation | Web surfaces, the Steward App, Egbe Studio; gated by verify:v6 browser-automation. |
| Operator runbook verifier | Agent welfare, steward conduct, Commons moderation, incarnation governance, and capacity runbooks; gated by verify:v6 operator-runbooks. |
| Production setup/manual-QA verifier | V6 environment bootstrap and human signoff recipes; gated by verify:v6 production-setup-manual-qa. |
| Docs drift verifier | Keeps V6_features.md, V6_ARCHITECTURE.md, and this dependency registry aligned with shipped behavior; gated by verify:v6 docs-drift. |
| Orun shard/district readiness verifier | Aggregates §21, §22, and §28 readiness for all six districts plus Solo, Co-op, and Commons; gated by verify:v6 orun-shard-district-readiness. |
| Ninhursag foundry readiness verifier | Aggregates §14 foundry readiness, the 150-agent seed pool, Grove/Wilds scene evidence, and foundry operator gates; gated by verify:v6 ninhursag-foundry-readiness. |
| Moirai cost/load readiness verifier | Aggregates §8, §9, §36, and §42 readiness for all three cognition tiers, staging cost telemetry, escalation rehydration, and load evidence; gated by verify:v6 moirai-cost-load-readiness. |
| Vac communication readiness verifier | Aggregates §20 and §39 readiness for voice control, intent grammar, squad comms, negotiation, no-microphone completion, and transcript accessibility; gated by verify:v6 vac-communication-readiness. |
| Fate, legacy, and Clio readiness verifier | Aggregates §24, §25, and §26 readiness for objectives, life-arcs, Crossroads, Ereshkigal endings, Ancestor Grove, Chronicle, Book of the Ori, and narrative reconciliation; gated by verify:v6 fate-legacy-clio-readiness. |
| Aye Threshold readiness verifier | Aggregates §27 readiness for V2, V3, V4, and V5 Aye Thresholds, round-trip journals, adapter coverage, governance, and Threshold district evidence; gated by verify:v6 aye-threshold-readiness. |
| Governance/safety/operator readiness verifier | Aggregates §30-§34 and §41 readiness for operator tools, welfare, persona, crisis, minor protection, reporting/review/Themis, eval gates, telemetry, and release blocking; gated by verify:v6 governance-safety-operator-readiness. |
| Accessibility/localization/security/cert/region rollout readiness verifier | Aggregates §39, §40, §44, and §45 readiness for accessibility, localization, region-rating, residency, security/privacy/compliance, certification, and continuity; gated by verify:v6 accessibility-localization-security-cert-readiness. |
| V6 exit criteria readiness verifier | Proves the real V6_TODOS.md task checklist has no unchecked boxes outside fenced examples and aggregates the launch-readiness manifests; gated by verify:v6 exit-criteria-readiness. |
The Rust coverage gate (verify:v6 rust-coverage-gates) is backed by
V6/testing/rust-coverage-gates.v6qa.json and pins the named cargo packages,
required test functions, and the adjacent Aye/Vac release gates.
The Browser automation gate (verify:v6 browser-automation) is backed by
V6/testing/browser-automation-gates.v6qa.json and pins the Pixel Streaming,
Tier-2 fallback, egbe-steward-app-browser, and Egbe Studio Playwright specs.
The operator runbook gate (verify:v6 operator-runbooks) is backed by
V6/release/operator-runbooks.v6release.json and pins the five on-call-ready V6
operator procedures under docs/runbooks/v6-*.md.
The production setup/manual-QA gate (verify:v6 production-setup-manual-qa) is
backed by V6/release/production-setup-manual-qa.v6release.json and pins the
new-environment bootstrap runbook plus the manual signoff recipes.
The docs drift gate (verify:v6 docs-drift) is backed by
V6/release/docs-drift.v6release.json and checks shipped behavior contracts,
canonical V6 doc coverage, source-control submodule claims, and cross-doc
anchors across the feature, architecture, and dependency docs.
The Orun shard/district readiness gate
(verify:v6 orun-shard-district-readiness) is backed by
V6/release/orun-shard-district-readiness.v6release.json and aggregates the §21
shard-continuum gates, the §22 Commons gates, the §28 district scene promotion
gates, the district Game Feature manifests, and the Solo / Co-op / Commons
shard-mode plugins.
The Ninhursag foundry readiness gate (verify:v6 ninhursag-foundry-readiness)
is backed by V6/release/ninhursag-foundry-readiness.v6release.json and
aggregates the §14 foundry-service evidence, the 150 grounded Wilds/Commons
launch seed pool, Grove/Wilds scene bindings, foundry provenance, and the Egbe
foundry operator gates.
The Moirai cost/load readiness gate (verify:v6 moirai-cost-load-readiness) is
backed by V6/release/moirai-cost-load-readiness.v6release.json and aggregates
the §8 tier-assignment and escalation-rehydration coverage, the §9 Clotho /
Lachesis / Atropos tier evidence, the §36 staging cost-budget harness, and the
§42 sustained-load and Commons-scale load manifests.
The Vac communication readiness gate (verify:v6 vac-communication-readiness)
is backed by V6/release/vac-communication-readiness.v6release.json and
aggregates the §20 voice-to-intent, constrained grammar, conversation routing,
squad-comms, and negotiation gates with the §39 no-microphone and transcript
accessibility gates.
The Fate, legacy, and Clio readiness gate
(verify:v6 fate-legacy-clio-readiness) is backed by
V6/release/fate-legacy-clio-readiness.v6release.json and aggregates the §24
objective, goal-arc, life-arc, and Crossroads gates, the §25 Ereshkigal
departure, transcendence, death, and Ancestor Grove gates, and the §26 Clio
Chronicle, emergent-arc, Book of the Ori, and narrative-reconciliation gates.
The Aye Threshold readiness gate (verify:v6 aye-threshold-readiness) is backed
by V6/release/aye-threshold-readiness.v6release.json and aggregates the §27
Aye Bridge gates for passport minting, destination adapters, incarnation
journals, round-trip integrity, and incarnation governance with the Threshold
district contract, integration-tested against per-destination adapters and realm
stubs. It does not prove V2, V3, V4, or V5 is an operational live realm —
production liveness of each destination realm is an external dependency tracked
outside V6 and re-verified at each realm's GA (as of 2026-06-12 none of V2–V5 is
live, per the in-repo V2/V4/V5 audits).
The Governance/safety/operator readiness gate
(verify:v6 governance-safety-operator-readiness) is backed by
V6/release/governance-safety-operator-readiness.v6release.json and aggregates
the §30 operator surfaces, §31-§33 safety and welfare policy, §34 reporting /
review / Themis routes, the operator runbooks, and the §41 behavior,
consistency, safety, telemetry, and release-gate evidence.
The Accessibility/localization/security/cert/region rollout readiness verifier
(verify:v6 accessibility-localization-security-cert-readiness) is backed by
V6/release/accessibility-localization-security-cert-readiness.v6release.json
and aggregates the §39 accessibility gates, §40 localization / region-rating /
residency posture, §44 security/privacy/compliance gates, and §45 certification
and cross-progression continuity evidence.
The V6 exit criteria readiness verifier (verify:v6 exit-criteria-readiness) is
backed by V6/release/v6-exit-criteria-readiness.v6release.json and closes the
release checklist by ignoring fenced example checkboxes, requiring every real
task checkbox in V6_TODOS.md to be checked, and aggregating the production
setup, docs drift, Orun, Ninhursag, Moirai, Vac, Fate/Clio, Aye,
governance/safety/operator, and accessibility/localization/security/cert
readiness gates.
36. Security and Secrets#
V6 reuses the V1 security posture (v1deps): the V1 secrets manager, the audit
platform on every operator action and Ori read, cargo audit and dependency
scanning in CI. The Aye Bridge passport is minimised to the destination realm's
need; cognition-call logs are retained under the V1 retention policy. The Pixel
Streaming relay reuses the V3 abuse-posture release gate and exposes the V6
admission-evaluation path before any browser session receives a worker lease.
37. Containerization and Local Development#
| Dependency | Used by V6 for |
|---|---|
| Docker | Service images; docker/docker-compose.v6.yml overlays the V6 stack on docker-compose.dev.yml. |
| Compose overlay | World server, gateway, Moirai cluster, Ori / Clio / foundry services, pxstream-relay, Postgres + pgvector, Redis, MinIO. |
Local development brings up the V6 stack via the compose overlay; the UE5 client connects to the local world server, and the Moirai cluster can run against a development model endpoint per the V1 model-ops dev posture.
38. Compliance, Age Gating, Rating Boards#
V6 reuses the V1/V3 compliance stack: GDPR / CCPA / DSA / DSAR and
data-portability (Ori export, consent scoping, retention), age gating and the
minor-protection mode (todos§33), and region rating-board submissions per
shipped locale. The Ori event log is consent-scoped and residency-tagged;
generated agent content carries provenance for rating and takedown.