Every authored mermaid diagram in the documentation — flowcharts, sequence diagrams, state machines, and entity-relationship maps — gathered into one place and linked to the page and heading it lives under. The diagrams are authored beside the systems they explain (§6); this gallery only indexes them so they are findable (§8). It is a generated projection, refreshed by the freshness gate — no diagram is invented here.
Flowcharts (345)#
- Journey: Persona release evidence cycle — Steps
Admin Cockpit - Journey: Privileged admin handoff — Steps
Admin Cockpit - Journey: Review decision cycle (admin app) — Steps
Admin Cockpit - Journey: Trust & safety voice-abuse monitoring — Steps
Admin Cockpit - Annapurna Domain — Architecture — Component & Data Flow
Annapurna - Architectural Thesis & the Generation Pipeline — The generation pipeline
Ariadne - Case Generation, Proof & Canon — The mint, end to end
Ariadne - Cross-Cutting Concerns, the Pipeline & Localization — The end-to-end pipeline: one CaseSpec, eleven stages, eight gates
Ariadne - Daedalus Compiler & Theseus Evaluation — The two gate contracts
Ariadne - Delivery, Direction & Operations — Operating a case end-to-end: the Loom relay and the two gate framings
Ariadne - Oracle Director, Cross-Cutting Concerns & Deployment — Deployment shape
Ariadne - Surface Realization: Anansesem, Loom & Ori Suspects — The realization boundary
Ariadne - The Symbolic Core: Clew, Minos & Palimpsest — The full verifier and the seven gates
Ariadne - V8 Diagram Atlas — Solve-first generation landscape
Ariadne - V8 — Architecture (Page Index) — Architecture landscape
Ariadne - V8 — Features (Page Index) — Feature landscape
Ariadne - Athena Domain - Architecture — Workspace Shape
Athena - Oshun: whole-monorepo Rust migration audit — 6.1 Separate authoritative behavior, interfaces, and external engines
Audits - Video workflow comparison: motion design and architectural reconstruction — Recommended implementation sequence
Audits - Brigid Domain — Architecture — Component and Data Flow
Brigid - Contracts Domain — Architecture — Position in the Dependency Graph
Contracts - Cybele Domain — Architecture — Architectural Layers
Cybele - Accessibility & Localization — Localizing agent speech — generate, don't translate
Egbe Companions - Agent Minds & Autonomy — How an agent thinks — from a glance to a remembered choice
Egbe Companions - Architecture, Topology & Project Layout — Runtime topology: mind, body, memory over a reused edge
Egbe Companions - Clio: The Story Engine — How narrative emerges from agent lives
Egbe Companions - Cross-Platform, Rollout & Launch — Launch readiness and the exit-criteria gate
Egbe Companions - Determinism, Data & Integration — Subsystem integration
Egbe Companions - Egbe Studio & Live Service — Agent dossiers and the Ninhursag foundry
Egbe Companions - Egbe Studio & Live Service — The live service — programming Orun after GA
Egbe Companions - Evals, Cost & Budgets — The worst-case proof and the staging gate
Egbe Companions - Foundry: Endings & Legacy — The three endings — Ereshkigal's terminal transitions
Egbe Companions - Gateway, Pixel Streaming & the Web Fallback — The shape of the edge
Egbe Companions - Governance, Safety & Commerce — What ships, honestly
Egbe Companions - Guiding Fate, Legacy & Story — When a life ends — endings and legacy
Egbe Companions - Performance, Build, Security, Testing & Launch — Launch readiness (honestly green)
Egbe Companions - Product Promise & Surfaces — The surfaces the promise spans
Egbe Companions - Safety, Agent Welfare, Provenance & Eval Gates — What ships, honestly
Egbe Companions - Stewardship: The Player's Role — Counsel — at the Crossroads
Egbe Companions - The Aye Bridge: Cross-Game Incarnation — Recognizability — the same agent in every realm
Egbe Companions - The Cognition Stack & Agent Behavior — Agent behavior — turning cognition into action
Egbe Companions - The Cognition Stack & Agent Behavior — The cognition stack — five steps from percept to committed life-event
Egbe Companions - The Meta-Hub & Commons — The two meta-spaces
Egbe Companions - The Moirai Simulation — Offline progression: the two weeks you missed
Egbe Companions - The Moirai Simulation Kernel & Cost Tiering — Loop and drift guards
Egbe Companions - The Ori Biography Service — Vector clocks and conflict resolution
Egbe Companions - The Ori: Portable Identity — Governed, consented, and never lost
Egbe Companions - The World Server & Shard Continuum — The shard continuum
Egbe Companions - The World of Orun — Persistence and the living world
Egbe Companions - UE5 Client Modules & Agent Embodiment — The density LOD pipeline (Mass Entity)
Egbe Companions - V6 Diagram Atlas — Agent life and cognition landscape
Egbe Companions - V6 Product Promise & Architectural Overview — V6 Product Promise & Architectural Overview
Egbe Companions - V6 — Architecture (Egbe: The Agentic Companion Universe, Unreal Engine 5) — High-Level Architecture
Egbe Companions - V6 — Architecture (Page Index) — Architecture landscape
Egbe Companions - V6 — Features (Page Index) — Feature landscape
Egbe Companions - VAC: Communicating with Agents — From a spoken sentence to a confirmable objective
Egbe Companions - VAC: The Communication Pipeline — The communication pipeline — voice to a confirmable objective
Egbe Companions - Animation Pipeline & Input / Motion Parser — Two modules, one contract boundary
Fighting Game - Audio, VFX, Cinematic & Signature Content Pipelines — The shared pattern: register, resolve, queue, snapshot
Fighting Game - Balance Ops, Wellness, Engineering Polish & Launch — Balance Ops, Wellness, Engineering Polish & Launch
Fighting Game - Build, Cook, Assets, Data & Production — What is honestly still spec
Fighting Game - Combat Systems, Defensive Options & Game Feel — Combat Systems, Defensive Options & Game Feel
Fighting Game - Esports, Companion & AI Services — AI services: a produced broadcast
Fighting Game - Esports, Companion & AI Services — The esports backend
Fighting Game - Game Modes, Mode Plugins, Training & Replay — Activating a mode — the load plan
Fighting Game - Live Service, DLC, Battle Pass & Companion — Content delivery: the three live-ops services
Fighting Game - Live-Ops, Store, Progression & Community — Cosmetic pipeline and opt-in on-chain ownership
Fighting Game - Online Backbone & Competitive Integrity — A deterministic in-engine service model
Fighting Game - Open-World, Co-op, Mini-Games & Persistent World — Community-scale: world boss, Vault & estate
Fighting Game - Open-World, Co-op, Mini-Games & Persistent World — Persistent world economy, NPC schedules & crime (§130)
Fighting Game - Platform, Accessibility, Localization & Production — Platform, Accessibility, Localization & Production
Fighting Game - Racing Component, Vehicles & Peripherals — The module split
Fighting Game - Rollback Netcode, Client-Server & Tag-Team Sim — Network quality, handshake, and graceful fallback
Fighting Game - Security, Compliance & Sister-Monorepo Integration — Compliance & the data-subject-rights architecture
Fighting Game - Security, Compliance & Sister-Monorepo Integration — The sister-monorepo integration surface
Fighting Game - Signature Events & Standalone Modes — Signature Events & Standalone Modes
Fighting Game - Subsystem Glossary, Module Map & Runtime Topology — Runtime topology: client, dedicated server, services, web
Fighting Game - Subsystem Glossary, Module Map & Runtime Topology — The module graph as it is built
Fighting Game - Telemetry, Performance, Testing & Release Gates — The launch-readiness gate (honestly fail-closed)
Fighting Game - UI / HUD, VR / AR & Accessibility — Auditory accessibility
Fighting Game - UI / HUD, VR / AR & Accessibility — The determinism boundary — the load-bearing idea
Fighting Game - V2 Diagram Atlas — Product and runtime landscape
Fighting Game - V2 Product Promise & Cross-Reference Conventions — The netcode envelope is a promise tier, not one switch
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — AI Director Service
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Character Presentation Pipeline
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Community & Support Backend
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Companion App Architecture
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Compliance & Data-Subject-Rights Architecture
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Convoy & Free-Roam Lobby
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Esports Backend Architecture
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Heist Mode Architecture
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — High-Level Architecture
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Hotfix, Quick-Resume, Crash Recovery, DRM
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Karaoke, Arcade Mini-Games, World Boss, AI Commentary, Vault
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Local Multiplayer & Co-op Architecture
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Module Split
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Network Quality & Fallback
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Online Services Backend
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Per-Fighter Signature Library Architecture
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Persistent World Economy & NPC Schedules
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Privacy-by-Design, DPIA & Sub-Processor Architecture
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Racing Mode GameFeaturePlugins
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Ranked Season Service
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Roguelike, Battle Royale, Sports Vehicle, Specialty Combat Architectures
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Tag-Team Architecture
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Training, Trials, Replay Pipeline
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — VR / AR Architecture
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Vehicle Damage Model
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Vehicle Designer Service & Pit Crew Minigame
Fighting Game - V2 — Architecture (Page Index) — Architecture landscape
Fighting Game - V2 — Features (Page Index) — Feature landscape
Fighting Game - Freya Domain - Architecture — Component and Data Flow
Freya - Kalika Domain - Architecture — Data and control flow
Kalika - Lakshmi Domain — Architecture — Component and Data Flow
Lakshmi - Accessibility, Localization & Quality — Accessibility, Localization & Quality
Lilith Metaverse - Authoring, Tenants & Content Pipeline — The commandlets that build and verify them
Lilith Metaverse - Avatar, Animation & Spatial Audio — The avatar pipeline: two sources, one body
Lilith Metaverse - Client Tiers, Fidelity & the Stadium Envelope — Client Tiers, Fidelity & the Stadium Envelope
Lilith Metaverse - Commerce & Royalties — Settlement through the shared Aje substrate
Lilith Metaverse - Creator Suite — Lilith Studio — Costume is material slots, not mesh swaps
Lilith Metaverse - Data Architecture, Tenancy & Residency — The BFF seam
Lilith Metaverse - Lilith Handbook — Product relationship map
Lilith Metaverse - Lilith Operations, Performance, Testing, and Release — Lilith Operations, Performance, Testing, and Release
Lilith Metaverse - Lilith Platform Services, Data, and Integrations — Lilith Platform Services, Data, and Integrations
Lilith Metaverse - Lilith Studio, Creator, and Media Pipelines — Lilith Studio, Creator, and Media Pipelines
Lilith Metaverse - Observability, Performance, Security & Launch — Gates are machine-generated, and the launch gate is honestly red
Lilith Metaverse - Operations, Rollout & Launch — Operations, Rollout & Launch
Lilith Metaverse - Persona Policy, Provenance & Rights — Forensic watermarking — invisible, per-recipient, robustness-tested
Lilith Metaverse - Product Surfaces — Product Surfaces
Lilith Metaverse - Saraswati Stage: Fan Economy, Voice, Genre & Rights — The voice signature and the public-figure block
Lilith Metaverse - Saraswati Stage: Fan Economy, Voice, Genre & Rights — Themis rights adjudication
Lilith Metaverse - Saraswati Stage: Music Generation & Live Performance — Music generation: an engine-agnostic gate chain
Lilith Metaverse - Subsystem Glossary and Project Layout — Where the code actually lives
Lilith Metaverse - Tara Live Classes, Aja Coaching & Lilith Commons — Aja: body-aware coaching that never sees your camera
Lilith Metaverse - Tara Live Classes, Aja Coaching & Lilith Commons — Lilith Commons: the shared social space
Lilith Metaverse - Tara Studio: Sequence Authoring, Personas, Tone & Economics — Out-of-script asanas hand off or no-op
Lilith Metaverse - Tara Studio: Sequence Authoring, Personas, Tone & Economics — Tone, lineage, and citation
Lilith Metaverse - Tier-1 UE5 Client: Modules, Game Feature Plugins, and Platforms — The manifest → asset → runtime pipeline
Lilith Metaverse - Tier-2 Fallback Web Client and Asset Baking — The asset baking pipeline
Lilith Metaverse - V1 Integration & Identity Bridge — The identity and account bridge
Lilith Metaverse - V3 Diagram Atlas — Client, world, and tenant landscape
Lilith Metaverse - V3 — Architecture (Lilith Metaverse, Tara Studio, Saraswati Stage) — Aja Body-Aware Coaching Pipeline
Lilith Metaverse - V3 — Architecture (Lilith Metaverse, Tara Studio, Saraswati Stage) — High-Level Architecture
Lilith Metaverse - V3 — Architecture (Lilith Metaverse, Tara Studio, Saraswati Stage) — Identity and Account Bridge
Lilith Metaverse - V3 — Architecture (Lilith Metaverse, Tara Studio, Saraswati Stage) — Pixel Streaming Infrastructure
Lilith Metaverse - V3 — Architecture (Lilith Metaverse, Tara Studio, Saraswati Stage) — Saraswati Music Generation Pipeline
Lilith Metaverse - V3 — Architecture (Lilith Metaverse, Tara Studio, Saraswati Stage) — Tara Live Class Pipeline
Lilith Metaverse - V3 — Architecture (Lilith Metaverse, Tara Studio, Saraswati Stage) — Tier-1 UE5 Client Architecture
Lilith Metaverse - V3 — Architecture (Page Index) — Architecture landscape
Lilith Metaverse - V3 — Features (Page Index) — Feature landscape
Lilith Metaverse - World, Rooms, Presence & Multiplayer — The visibility-band authority
Lilith Metaverse - World, Rooms, Presence & Multiplayer — The world model: realms, venues, rooms, cells
Lilith Metaverse - Abundantia: Distribution, Payout, the Economy Firewall & Anti-Fraud — The economy firewall
Mawu - Abundantia: The Creator Republic — Monetization and payout — three rails, settled through Aje
Mawu - Architectural Thesis, the Trust Boundary & Topology — High-level topology and the substrates V7 reuses
Mawu - Danu Server Meshing & Nephthys Persistence — The three-part backbone
Mawu - Eunomia Governance & Trust/Safety for Executable UGC — Anti-cheat on community servers — the operator owns the node
Mawu - Eunomia Governance & the Ori Cross-Version Bridge — How the bridge composes shared identity
Mawu - Hosting, the Realm Fleet, Data & Compliance — Cost tiering — and why cheap compute is safe
Mawu - Ixchel: The Modding Runtime & WASM Sandbox — The pipeline end to end
Mawu - Ixchel: The Sandbox & Executable Modding — What creators can build safely
Mawu - Mawu Studio: Creation Tools — The authoring workflow
Mawu - Nàná Data Model, Pheme Voice & Hera Social Graph — The proximity + radio mix
Mawu - Observability, Performance, Eval Gates & Launch — Golden replays: the determinism guard
Mawu - Pheme Voice & Hera Social Graph — The group aggregate
Mawu - Platform, Accessibility, Localization & Launch — Platform, Accessibility, Localization & Launch
Mawu - Sekhmet: Trust, Safety, Child-Protection & Anti-Cheat — In-realm moderation vs. the platform floor
Mawu - Streaming, Cross-Version Incarnation & Live Service — How shared identity composes
Mawu - Subsystem Glossary, Surfaces & the Trust Boundary — Subsystem Glossary, Surfaces & the Trust Boundary
Mawu - The Economy Firewall, Commerce & Rights — The economy firewall
Mawu - The Realm Model & Danu Massive Population — Danu — meshing for a 1000+ population
Mawu - V7 Diagram Atlas — Platform and realm trust landscape
Mawu - V7 — Architecture (Page Index) — Architecture landscape
Mawu - V7 — Features (Page Index) — Feature landscape
Mawu - Atlas — The Knowledge Spine (Graph, Invariants, Wonder Resolution) — Wonder resolution
Metis - Chiron and Hephaestus — the Embodied Teacher and Explorables — Delivery fallback — richest embodiment, disclosed downgrade
Metis - Governance, Cross-Cutting Discipline, Non-Goals, and Definition of Done — Definition of Done (GA) — invariant vs. seam
Metis - Hephaestus — The Explorable Runtime — Where it sits in the Prometheus pipeline
Metis - Metis — A Curious Ape's Guide to Reality (Product Overview) — The flow: ask a wonder, get a forged lesson
Metis - Subsystem Map & the New-vs-Composed Reuse Ledger — How composition works in practice — a worked trace
Metis - Subsystem Map, Substrate Reuse, and the Seven Gates — How the gates are composed in the forge
Metis - The Atlas of Reality and Wonder Resolution — Resolving a wonder
Metis - The Prometheus Lesson-Generation Pipeline — The flow, stage by stage
Metis - The Seven Release Gates & Aletheia — How a gate failure stops a lesson
Metis - The Six-Layer Reuse Stack — Where the net-new code actually lives
Metis - The Soulful Braid, the Agora Commons, and Explainer Films — How it fits together
Metis - Threads, the Personal Atlas, and the Mnemosyne Mastery Loop — 4. The loop closes
Metis - V9 Diagram Atlas — Wonder-to-mastery landscape
Metis - V9 — Architecture (Page Index) — Architecture landscape
Metis - V9 — Features (Page Index) — Feature landscape
Metis - Web-First Delivery & Cross-Cutting Concerns — Identity, entitlements, and billing
Metis - Accessibility, Localization & Compliance — Age-gating, DSA moderation, and the release-coverage AND
Open-World Narrative - Accessibility, Security & Compliance — Anti-cheat & competitive integrity
Open-World Narrative - Audio, VFX, Cinematics & UI — The shared shape: builders, validators, one real widget runtime
Open-World Narrative - Content, Creator Tools & Workshop — The paid-mod marketplace
Open-World Narrative - GAS, Animation & Input — What ships, honestly
Open-World Narrative - Hunter, Period & Bureau Cell Systems — Hunting — perfect-pelt scoring and prey AI
Open-World Narrative - Hunter, Period & Bureau Cell Systems — The Cross-Continuum Bureau XP ledger
Open-World Narrative - Hunter, Period & Bureau Cell Systems — Vice Squad — desk progression and period-correct evidence
Open-World Narrative - Interrogation, Dialogue & Heist Systems — Conflict detection is real geometry
Open-World Narrative - Interrogation, Dialogue & Heist Systems — Evidence-backed lies and scoring
Open-World Narrative - Live Service & Community — The calendar, world events, and hot-fixes
Open-World Narrative - Live Service & DLC — Live-service architecture: the calendar spine
Open-World Narrative - Modes & Multiplayer — How a mode is selected
Open-World Narrative - Modes, World Streaming & Procedural Generation — How a streamed open-world session fits together
Open-World Narrative - Netcode, Authority & Determinism — The per-cell netcode model
Open-World Narrative - Observability, Performance, Testing & the Content Pipeline — The launch-readiness gate (honestly red)
Open-World Narrative - Online Services & Infrastructure — The backend infrastructure
Open-World Narrative - Perception, Crowd & the Morality System — The cross-cell bridge and the Wanted escalation
Open-World Narrative - Persistence, Online Services & Cross-Play — Anti-cheat and integrity
Open-World Narrative - Platform, Performance & Tech — Crossplay & cross-progression
Open-World Narrative - Production, Progression, World & Launch — The gate cannot be hand-edited green
Open-World Narrative - Shared Cross-Cell Systems — The open-world simulation: one streaming world, per-cell density
Open-World Narrative - Spaceships, Vehicles & Mounts — The three-module split
Open-World Narrative - Telemetry, Build & Data — The launch-readiness gate
Open-World Narrative - The Creator Suite & the Mind Palace — The deduction mechanic is authored-first with a weak fallback
Open-World Narrative - The Frontier Cell — The frontier signature systems
Open-World Narrative - The Mind Palace — How a player actually solves a case
Open-World Narrative - The Monster-Hunter Cell — The hunting, alchemy & crafting systems
Open-World Narrative - The Period-Drama Cell — The period systems — the era machine, loyalty, and the case desk
Open-World Narrative - The Ruleset Cells: Overview — A tour of the six cells
Open-World Narrative - The Sci-Fi Galactic-Squad Cell — The squad and starship systems
Open-World Narrative - The Sci-Fi Hard-Vacuum Cell — Newtonian flight and ship systems
Open-World Narrative - The Urban-Crime Cell — The bureau / investigation / heist systems
Open-World Narrative - Topology, Project Layout & Module Split — Runtime topology: five targets over one shared core
Open-World Narrative - Topology, Project Layout & Module Split — The module split, by concern
Open-World Narrative - V5 Diagram Atlas — Six-cell product landscape
Open-World Narrative - V5 — Architecture (Page Index) — Architecture landscape
Open-World Narrative - V5 — Features (Page Index) — Feature landscape
Open-World Narrative - OpenAPI Domain — Architecture — Where It Sits in the Stack
Openapi - Customer-Facing Domains — The adaptive learning loop
Oshun Platform - Eve Development and Change Map — Eve Development and Change Map
Oshun Platform - Eve Handbook — Request-to-evidence flow
Oshun Platform - Eve Models, Quality, and Evaluation — Eve Models, Quality, and Evaluation
Oshun Platform - High-Level Architecture — The V1 Stack at a Glance
Oshun Platform - Isis — Generation Control Substrate — Where Isis sits
Oshun Platform - Living Scenes — Composition flow and technique selection
Oshun Platform - Living Scenes — Conductor flow — intention to artifact
Oshun Platform - Oshun V1 — Architecture (Page Index) — Architecture landscape
Oshun Platform - Oshun V1 — Features (Page Index) — Feature landscape
Oshun Platform - Sophia — Grounding Substrate — Aspirational / spec-only (described concretely, not yet a live flow)
Oshun Platform - Telegram Architecture, Data, Contracts, and Integrations — Component map
Oshun Platform - Telegram Bot, Commands, and Conversation — Command execution model
Oshun Platform - Telegram Channels, Inline, Media, Payments, and Deep Links — Telegram Channels, Inline, Media, Payments, and Deep Links
Oshun Platform - Telegram Handbook — Surface map
Oshun Platform - Telegram Mini App, Authentication, and Account Linking — Account binding lifecycle
Oshun Platform - Telegram Operations, Observability, Testing, and Release — Telegram Operations, Observability, Testing, and Release
Oshun Platform - V1 Diagram Atlas — Product and platform landscape
Oshun Platform - Workbench Data, Rights, Security, and Safety — Trust boundaries
Oshun Platform - Workbenches Handbook — Shared workbench model
Oshun Platform - Yemaya Study & Deconstruction Workspace (Study Workbench) — Core journey
Oshun Platform - Oya Domain — Architecture — The Shape of the System
Oya - Yemaya Study & Deconstruction Workspace Proposal — 15.1 Learning loop
Proposals - Yemaya Study & Deconstruction Workspace Proposal — 16.2 Relationship model
Proposals - Yemaya Study & Deconstruction Workspace Proposal — 17.1 Logical architecture
Proposals - Proto Domain — Architecture — Component & data flow
Proto - Saraswati Domain — Architecture — How the Libraries Actually Relate
Saraswati - Contracts (libs/contracts) — The re-export pattern — one barrel, several resolution styles
Shared Platform - Domain Orchestration (libs/oshun) — The dependency contract
Shared Platform - Persistence & Data — The contract-envelope persistence foundation
Shared Platform - Shared Libraries (libs/shared) — Eventing: the cross-domain event bus
Shared Platform - The Shared Platform — The layered model
Shared Platform - Animation Pipeline — The module surface
Tactical Action - Build, Data & Content Pipeline — The balance ledger: telemetry-backed source of truth
Tactical Action - Content, Creator Tools & Community — The esports & tournament toolkit — manifest over real spectator C++
Tactical Action - Game Modes & Live Service — Mode discovery, registration & activation
Tactical Action - Game Modes: Campaign, Co-op, PvP & Horde — How any mode boots
Tactical Action - Gameplay Ability System (GAS) Layout — The shared spine
Tactical Action - High-Level Architecture — Build targets — client, editor, tournament server
Tactical Action - High-Level Architecture — The runtime stack, ground-up
Tactical Action - Input Pipeline — The shape of the pipeline
Tactical Action - Live Service, Progression & the Vault — DLC over the GameFeature boundary
Tactical Action - Live Service, Progression & the Vault — The store & region-aware pricing
Tactical Action - Narrative, Extras & Launch — The exit criteria, in code
Tactical Action - Networking & Determinism — The per-cell netcode model
Tactical Action - Online Services & Persistence — Moderation, anti-cheat, and compliance
Tactical Action - Online Services, Networking & Esports — Networking: three netcodes on one server fleet
Tactical Action - Per-Cell Architecture Deep-Dives — The 2D run-and-gun & arcade cell — `V4Arcade`
Tactical Action - Per-Cell Architecture Deep-Dives — The RTS cell — `V4RTS`
Tactical Action - Per-Cell Architecture Deep-Dives — The Stealth cell — `V4Stealth`
Tactical Action - Per-Cell Architecture Deep-Dives — The Tactical FPS cell — `V4Tactical`
Tactical Action - Platforms, Operations & Hardware — Local multiplayer: split-screen, hot-seat & LAN
Tactical Action - Presentation Pipelines: Audio, VFX, Cinematics & UI — The shared shape: four subsystems, one discipline
Tactical Action - Security, Compliance & Launch — Service lifecycle & sunset
Tactical Action - Subsystem Glossary & Module Map — The module graph as it is built
Tactical Action - Telemetry, Observability & Performance — Ingest: `telemetry-ingest` (real Rust → ClickHouse)
Tactical Action - The 2D Run-and-Gun (Arcade) Cell — The systems behind the two faces
Tactical Action - The Action-RPG (Wukong-Style) Cell — Posture and the cinematic counter
Tactical Action - The RTS (StarCraft & AoE-Style) Cell — The deterministic sim
Tactical Action - The Shared Cross-Cell Engine — How a cell specializes the engine
Tactical Action - The Stealth & Real-Time-Tactics Cells — Gadgets and mark-and-execute
Tactical Action - The Stealth & Real-Time-Tactics Cells — Where the two cells meet
Tactical Action - The Tactical FPS Cell — Recoil you can learn
Tactical Action - Training, Replay, Signature Modes & the AI Director — The AI Director
Tactical Action - Trust, Safety & Compliance — Speech moderation and the two-stage content gate
Tactical Action - V4 Diagram Atlas — Multi-cell runtime landscape
Tactical Action - V4 Product Promise & Architectural Overview — V4 Product Promise & Architectural Overview
Tactical Action - V4 — Architecture (Page Index) — Architecture landscape
Tactical Action - V4 — Features (Page Index) — Feature landscape
Tactical Action - World Streaming & Procedural Generation — How a sandbox tick fits together
Tactical Action - Accessibility result: Studio and Operator surfaces — Evidence map
V1 Web PWA - Accessibility result: customer contrast-token handoff — Evidence map
V1 Web PWA - Accessibility result: key customer routes — Evidence map
V1 Web PWA - Dependency result: Atelier scene contract — Evidence map
V1 Web PWA - Dependency result: Crypto merchant settlement — Evidence map
V1 Web PWA - Dependency result: Library collection contract — Evidence map
V1 Web PWA - Dependency result: Metis course-proposal contract — Evidence map
V1 Web PWA - Dependency result: Nyx logged-observation contract — Evidence map
V1 Web PWA - Dependency result: Real Tara sit audio and CDN — Evidence map
V1 Web PWA - Dependency result: Studio scene contract — Evidence map
V1 Web PWA - Journey result: AAA upgrade entitlement bounce — Evidence map
V1 Web PWA - Journey result: Account deletion + DSAR — Evidence map
V1 Web PWA - Journey result: Agentic pipeline customer invocation — Evidence map
V1 Web PWA - Journey result: An authored Metis lesson specimen, not learner completion — Evidence map
V1 Web PWA - Journey result: Arete create habit — Evidence map
V1 Web PWA - Journey result: Arete living-offering create — Evidence map
V1 Web PWA - Journey result: Arete streak recovery — Evidence map
V1 Web PWA - Journey result: Assistant handoff context carry — Evidence map
V1 Web PWA - Journey result: Atelier Cinematheque render queue — Evidence map
V1 Web PWA - Journey result: Atelier image to library — Evidence map
V1 Web PWA - Journey result: Atelier motion to Cinematheque — Evidence map
V1 Web PWA - Journey result: Citation drift resolution — Evidence map
V1 Web PWA - Journey result: Crisis-aware tone policy — Evidence map
V1 Web PWA - Journey result: Editorial review and approval — Evidence map
V1 Web PWA - Journey result: First Tara sit — Evidence map
V1 Web PWA - Journey result: First-time anonymous visitor — Evidence map
V1 Web PWA - Journey result: Incident triage — Evidence map
V1 Web PWA - Journey result: Install as PWA — Evidence map
V1 Web PWA - Journey result: Journey E2E quality audit — Wave 4 — Evidence map
V1 Web PWA - Journey result: Journey E2E quality audit — Wave 5 — Evidence map
V1 Web PWA - Journey result: Journey E2E quality audit — Wave 6 — Evidence map
V1 Web PWA - Journey result: Journey E2E quality audit — base pass — Evidence map
V1 Web PWA - Journey result: Journey and interaction sweep — Evidence map
V1 Web PWA - Journey result: LMS connectors — operator visibility and validation — Evidence map
V1 Web PWA - Journey result: Library save, collection, and share — Evidence map
V1 Web PWA - Journey result: Lilith Studio Tara scene publish — Evidence map
V1 Web PWA - Journey result: Memory review, edit, pause, and forget — Evidence map
V1 Web PWA - Journey result: Messages center dispatch, follow, and subscription control — Evidence map
V1 Web PWA - Journey result: Multi-device workspace handoff — a one-way packet, not a device round trip — Evidence map
V1 Web PWA - Journey result: Nisaba notebook capture and cite — two durable lanes, disconnected clients — Evidence map
V1 Web PWA - Journey result: Nisaba scholarly read — three passage identities, no continuous study record — Evidence map
V1 Web PWA - Journey result: Nyx calendar/reminder — real exports and state, no joined reminder receipt — Evidence map
V1 Web PWA - Journey result: Nyx → Tara — curated navigation, no shared handoff record — Evidence map
V1 Web PWA - Journey result: Quiet hours, verified channels, and provider boundaries — Evidence map
V1 Web PWA - Journey result: Three stored Metis seams, not a BYOM-to-course chain — Evidence map
V1 Web PWA
Sequence diagrams (49)#
- Surface Realization: Anansesem, Loom & Ori Suspects — Ori — the living suspects
Ariadne - V8 Diagram Atlas — Case-generation sequence
Ariadne - ADR-S3: Event, Audit, Idempotency, and Transaction Boundaries — 1. Failure before commit — atomic rollback
Decisions (ADRs) - ADR-S3: Event, Audit, Idempotency, and Transaction Boundaries — 2. After commit / before dispatch — durable outbox closes the window
Decisions (ADRs) - ADR-S3: Event, Audit, Idempotency, and Transaction Boundaries — 3. Duplicate delivery — idempotent consumer
Decisions (ADRs) - ADR-S3: Event, Audit, Idempotency, and Transaction Boundaries — 4. Worker loss — pending rows resume
Decisions (ADRs) - ADR-S3: Event, Audit, Idempotency, and Transaction Boundaries — 5. External success / local timeout — safe retry
Decisions (ADRs) - ADR-S3: Event, Audit, Idempotency, and Transaction Boundaries — 6. Compensation failure — NOT APPLICABLE (0 sagas)
Decisions (ADRs) - ADR-S3: Event, Audit, Idempotency, and Transaction Boundaries — 7. Replay — idempotent by construction
Decisions (ADRs) - V6 Diagram Atlas — Steward communication sequence
Egbe Companions - Online Services, Network Quality & Tournaments — Online Services, Network Quality & Tournaments
Fighting Game - Racing Component, Vehicles & Peripherals — Lifecycle and officiating, worked end to end
Fighting Game - Rollback Netcode, Client-Server & Tag-Team Sim — The rollback session loop
Fighting Game - V2 Diagram Atlas — Authoritative online match sequence
Fighting Game - V2 — Architecture (Fighting Game, Unreal Engine 5) — Game Modes
Fighting Game - Lilith Metaverse Worlds and Presence — Lilith Metaverse Worlds and Presence
Lilith Metaverse - Lilith World Server and Realtime Gateway — A join, end to end
Lilith Metaverse - Multiplayer Netcode, Wire Protocol, and Physics — Client prediction and reconciliation
Lilith Metaverse - Tara Studio: Instructors, Classes & Coaching — Tara Studio: Instructors, Classes & Coaching
Lilith Metaverse - Tier Routing and the Pixel Streaming Edge — The Pixel Streaming relay
Lilith Metaverse - V3 Diagram Atlas — Room join sequence
Lilith Metaverse - V3 Product Promise, Tiered Client Stack, and High-Level Architecture — A worked example: cold-open to first frame
Lilith Metaverse - World, Rooms, Presence & Multiplayer — A join, end to end
Lilith Metaverse - Moremi: Realm Server & Netcode — Prediction and reconciliation
Mawu - Moremi: The Server-Authoritative Roleplay Framework — Server authority: the structural anti-cheat foundation
Mawu - V7 Diagram Atlas — Executable realm action sequence
Mawu - Chiron and Hephaestus — the Embodied Teacher and Explorables — How the two halves connect
Metis - Prometheus — the Solve-First Lesson Forge — Stage 8 — compile & cache
Metis - The Lesson Artifact — Delivery Contract — How an artifact is minted
Metis - V9 Architecture Overview — A Curious Ape's Guide to Reality — Prometheus: the lesson forge (the flow)
Metis - V9 Diagram Atlas — Lesson-forge sequence
Metis - V5 Diagram Atlas — Investigation sequence
Open-World Narrative - Communication Patterns — Example flow — Veritas claim retraction cascade
Oshun Platform - Communication Patterns — The request lifecycle through the BFF
Oshun Platform - Eve Runtime, Tools, and Actions — Eve Runtime, Tools, and Actions
Oshun Platform - Foundations — How the foundation composes — the BFF request lifecycle
Oshun Platform - Generation Audience Tiers — Generation request flow
Oshun Platform - Iris — Assistant Memory Substrate — Memory recall resolution
Oshun Platform - Sophia — Grounding Substrate — The grounding flow (live shape)
Oshun Platform - Telegram Rooms, Reminders, Notifications, and Voice — Telegram Rooms, Reminders, Notifications, and Voice
Oshun Platform - Trust, Safety, and Privacy — Crisis-frame cascade
Oshun Platform - Trust, Safety, and Privacy — DSAR and operator access
Oshun Platform - V1 Diagram Atlas — Member request sequence
Oshun Platform - Auth & Identity — How identity threads through the stack
Shared Platform - BFF & Gateway — A request, traced end to end
Shared Platform - Contracts (libs/contracts) — A schema, end to end
Shared Platform - Domain Orchestration (libs/oshun) — How a domain call actually composes
Shared Platform - Persistence & Data — Deletion fan-out across derived-artifact services
Shared Platform - V4 Diagram Atlas — Player action sequence
Tactical Action
State machines (42)#
- Realization & Living Suspects — Ori — suspects you actually interrogate
Ariadne - V8 Diagram Atlas — Case lifecycle
Ariadne - V8 Documentation Guide — Case truth model
Ariadne - V6 Diagram Atlas — Ori life-cycle state
Egbe Companions - V6 Documentation Guide — Truth and welfare model
Egbe Companions - Combat System: GAS, Frame Data, Game Feel & Determinism — Match-state machine
Fighting Game - Mode Catalog, Training & Replay — Mode Catalog, Training & Replay
Fighting Game - Racing × Fighting Crossover, Open World & Ops — Racing × Fighting Crossover, Open World & Ops
Fighting Game - Ranked, Esports Circuit & Spectator Modes — Ranked, Esports Circuit & Spectator Modes
Fighting Game - V2 Diagram Atlas — Match lifecycle
Fighting Game - V2 Documentation Guide — Truth and release model
Fighting Game - Commerce, Rights & Takedown — Commerce, Rights & Takedown
Lilith Metaverse - Governance, Safety & Recording-Consent — Governance, Safety & Recording-Consent
Lilith Metaverse - Lilith Identity, Memory, Safety, and Rights — Lilith Identity, Memory, Safety, and Rights
Lilith Metaverse - Saraswati Stage: Personas, Discography & Performance — Saraswati Stage: Personas, Discography & Performance
Lilith Metaverse - V3 Diagram Atlas — Presence session lifecycle
Lilith Metaverse - V3 Documentation Guide — Truth and rollout model
Lilith Metaverse - V7 Diagram Atlas — Package and realm lifecycle
Mawu - V7 Documentation Guide — Trust and release model
Mawu - V9 Diagram Atlas — Lesson lifecycle
Metis - V9 Documentation Guide — Lesson truth model
Metis - V5 Diagram Atlas — Case content lifecycle
Open-World Narrative - V5 Documentation Guide — Truth model
Open-World Narrative - Eve Operations, Observability, and Maintenance — Eve Operations, Observability, and Maintenance
Oshun Platform - Eve Safety, Governance, and Privacy — Eve Safety, Governance, and Privacy
Oshun Platform - Lilith — Contemplative Policy Substrate — Crisis recovery journey — modules, not just prose
Oshun Platform - Living Scenes — Shareability matrix
Oshun Platform - Oshun Studio — Authoring, Editorial, Curation — Editorial lifecycle and calendar (§16.3)
Oshun Platform - Telegram Safety, Privacy, Grounding, and Rights — Telegram Safety, Privacy, Grounding, and Rights
Oshun Platform - V1 Diagram Atlas — Governed action lifecycle
Oshun Platform - V1 Documentation Guide — Release and truth model
Oshun Platform - Workbench Operations, Observability, and Release — Workbench Operations, Observability, and Release
Oshun Platform - AI, Perception & Stealth — The AI core: stimulus in, suspicion out
Tactical Action - Per-Cell Architecture Deep-Dives — The Action-RPG cell — `V4ActionRPG` (Wukong)
Tactical Action - Per-Cell Architecture Deep-Dives — The RTST cell — `V4Tactics` (Commandos / Desperados)
Tactical Action - The Action-RPG (Wukong-Style) Cell — The Wukong campaign and specialty modes — the plugin layer
Tactical Action - The Action-RPG (Wukong-Style) Cell — Transformations and the Will economy
Tactical Action - The Shared Cross-Cell Engine — One AI brain: perception, crowd, and schedules
Tactical Action - The Stealth & Real-Time-Tactics Cells — Showdown Mode — the simultaneous-turn planner
Tactical Action - The Tactical FPS Cell — Raven Shield — the planning phase and the breach
Tactical Action - V4 Diagram Atlas — Cell session lifecycle
Tactical Action - V4 Documentation Guide — Truth model
Tactical Action
Entity-relationship (ERD) (15)#
- V8 Diagram Atlas — Durable case and proof records
Ariadne - V6 Diagram Atlas — Durable Ori identity and life records
Egbe Companions - Relationships, Progression & Creator Suite — Relationships, Progression & Creator Suite
Fighting Game - Roster, Character Presentation & Stages — Roster, Character Presentation & Stages
Fighting Game - V2 Diagram Atlas — Durable competitive records
Fighting Game - Identity, Embodied Safety & Provenance Foundations — Identity, Embodied Safety & Provenance Foundations
Lilith Metaverse - V3 Diagram Atlas — Identity, room, consent, and content records
Lilith Metaverse - V7 Diagram Atlas — Creator, package, realm, and governance records
Mawu - V9 Diagram Atlas — Durable knowledge and learning records
Metis - V5 Diagram Atlas — Durable case and world records
Open-World Narrative - Data Architecture and Tenancy — The tenant / consent / memory-scope model
Oshun Platform - Eve Memory, Grounding, and Continuity — Eve Memory, Grounding, and Continuity
Oshun Platform - Study Data, Evidence, Learning, and Operations — Study Data, Evidence, Learning, and Operations
Oshun Platform - V1 Diagram Atlas — Durable identity and evidence relationships
Oshun Platform - V4 Diagram Atlas — Durable cell and session records
Tactical Action
Class diagrams (16)#
- Canonical Data Contracts — Canonical Data Contracts
Ariadne - V8 Diagram Atlas — Subsystem composition
Ariadne - Subsystem Glossary — Subsystem Glossary
Egbe Companions - V6 Diagram Atlas — Runtime contract composition
Egbe Companions - Racing Component: Vehicles, Modes & Online — Racing Component: Vehicles, Modes & Online
Fighting Game - Rulesets, Tag-Team & Kameo Assists — Rulesets, Tag-Team & Kameo Assists
Fighting Game - V2 Diagram Atlas — Shared and specialized module composition
Fighting Game - Avatars, Nameplates & Spatial Audio — Avatars, Nameplates & Spatial Audio
Lilith Metaverse - V3 Diagram Atlas — Shared contract composition
Lilith Metaverse - V7 Diagram Atlas — Capability composition
Mawu - V9 Diagram Atlas — Six-layer reuse composition
Metis - Product Promise & Subsystem Glossary — Product Promise & Subsystem Glossary
Open-World Narrative - V5 Diagram Atlas — Runtime and authoring composition
Open-World Narrative - Shared Workbench Platform and Composition — Shared Workbench Platform and Composition
Oshun Platform - V1 Diagram Atlas — Shared contract composition
Oshun Platform - V4 Diagram Atlas — Plugin and contract composition
Tactical Action
User-journey maps (22)#
- Overview & Player Promise — Overview & Player Promise
Ariadne - V8 Diagram Atlas — Player investigation journey
Ariadne - V8 Documentation Guide — Recommended reading journey
Ariadne - Overview & Design Posture — Overview & Design Posture
Egbe Companions - V6 Diagram Atlas — Stewardship journey
Egbe Companions - V6 Documentation Guide — Recommended reading journey
Egbe Companions - V2 Diagram Atlas — Production journey
Fighting Game - V2 Documentation Guide — Recommended reading journey
Fighting Game - Lilith Member Persona and Experience — Lilith Member Persona and Experience
Lilith Metaverse - V3 Diagram Atlas — Creator-to-live journey
Lilith Metaverse - V3 Documentation Guide — Recommended reading journey
Lilith Metaverse - V7 Diagram Atlas — Creator publication journey
Mawu - V7 Documentation Guide — Recommended reading journey
Mawu - V9 Diagram Atlas — Learner journey
Metis - V9 Documentation Guide — Recommended reading journey
Metis - V5 Diagram Atlas — Authored-content journey
Open-World Narrative - V5 Documentation Guide — Recommended reading journey
Open-World Narrative - V1 Diagram Atlas — Multi-actor release journey
Oshun Platform - V1 Documentation Guide — Recommended reading journeys
Oshun Platform - Workbench Development, Testing, and Change Map — Workbench Development, Testing, and Change Map
Oshun Platform - V4 Diagram Atlas — Content production journey
Tactical Action - V4 Documentation Guide — Recommended reading journey
Tactical Action
Timelines (9)#
- V8 Diagram Atlas — Evidence order
Ariadne - V6 Diagram Atlas — Evidence order
Egbe Companions - V2 Diagram Atlas — Release evidence order
Fighting Game - V3 Diagram Atlas — Rollout evidence order
Lilith Metaverse - V7 Diagram Atlas — Evidence order
Mawu - V9 Diagram Atlas — Evidence order
Metis - V5 Diagram Atlas — Evidence order
Open-World Narrative - V1 Diagram Atlas — Release timeline
Oshun Platform - V4 Diagram Atlas — Evidence order
Tactical Action
Mind maps (32)#
- V8 Diagram Atlas — Ariadne ownership estate
Ariadne - V8 Documentation Guide — Documentation map
Ariadne - Glossary & Conventions — Glossary & Conventions
Egbe Companions - V6 Diagram Atlas — Subsystem and ownership estate
Egbe Companions - V6 Documentation Guide — Documentation map
Egbe Companions - Community, Store, Support & AI Services — Community, Store, Support & AI Services
Fighting Game - Foundations, Subsystem Glossary & Conventions — Foundations, Subsystem Glossary & Conventions
Fighting Game - Product Promise & Surfaces — Product Promise & Surfaces
Fighting Game - V2 Diagram Atlas — Mode and surface estate
Fighting Game - V2 Documentation Guide — Documentation map
Fighting Game - Lilith Commons, Venues & Live Service — Lilith Commons, Venues & Live Service
Lilith Metaverse - Lilith Tenants: Tara, Saraswati, and Commons — Lilith Tenants: Tara, Saraswati, and Commons
Lilith Metaverse - Overview, Subsystem Glossary & Product Promise — Overview, Subsystem Glossary & Product Promise
Lilith Metaverse - V3 Diagram Atlas — Tenant and platform estate
Lilith Metaverse - V3 Documentation Guide — Documentation map
Lilith Metaverse - Overview, Product Promise & Design Posture — Overview, Product Promise & Design Posture
Mawu - V7 Diagram Atlas — V7 ownership estate
Mawu - V7 Documentation Guide — Documentation map
Mawu - V9 Diagram Atlas — Promethean subsystem estate
Metis - V9 Documentation Guide — Documentation map
Metis - Product Promise — Product Promise
Open-World Narrative - Subsystem Glossary — Subsystem Glossary
Open-World Narrative - V5 Diagram Atlas — Product and ownership estate
Open-World Narrative - V5 Documentation Guide — Documentation map
Open-World Narrative - Eve Surfaces and Invocation — Eve Surfaces and Invocation
Oshun Platform - V1 Diagram Atlas — Cross-cutting ownership map
Oshun Platform - V1 Documentation Guide — The documentation model
Oshun Platform - Workbench Estate and Ownership — Workbench Estate and Ownership
Oshun Platform - Product Promise & Conventions — Product Promise & Conventions
Tactical Action - Subsystem Glossary & Plugins — Subsystem Glossary & Plugins
Tactical Action - V4 Diagram Atlas — Cell and platform estate
Tactical Action - V4 Documentation Guide — Documentation map
Tactical Action
Pie charts (1)#
- TODO/FIXME/HACK burn-down inventory (audit F-7) — Marker concentration
Audits