Engine · Rust · Goddess craft

Ariadne
The thread that weaves worlds.

air-ee-AD-nee · not AVAL (that’s the motion format)

Native Rust runtime for isometric adventures — and the brand for Scrya’s divine-feminine craft path through chaos. Walk graphs, hotspots, dialog trees, and AVAL characters, same language as Scene on the web.

Source lives at scrya-com/adventure-engine. Product name: Ariadne — weaver of the labyrinth’s path.

Brand

Divine feminine. Self-sovereignty. The thread.

In myth, Ariadne gives Theseus the thread through the Labyrinth — not as a sidekick, but as the weaver who turns chaos into a path. That is the engine: walk graphs, flags, dialog branches, AVAL bodies. That is the brand: clarity, craft, and a way through systems that want you lost.

Myth

Daughter of Minos · Cretan "utterly pure" · weaver and guide

Tagline

The thread that weaves worlds.

Palette

Deep teal + gold on charcoal — mythic, modern, Scrya-kin

Mark

Glowing thread forming a stylized A · labyrinth in the negative space

Thread, not mesh

Walk graphs and plant FSM from Scrya’s scene locomotion — feet stay locked, facing is honest. No generic navmesh fog.

AVAL as the body

Characters are prerendered motion packs (idle, walk_*, gestures) with ring-arc transitions — not skinned 3D puppets.

RON + Rhai

Data-first rooms and dialog. Conditions and side effects in Rhai without shipping a full Blueprint VM.

UE patterns, adventure weight

Gameplay tags, streaming assets, versioned saves, Slate-style batching — without 3D, physics, or cooking.

Flagship game

Ariadne’s Thread

A modern Temple Run–class parkour chase where you are the weaver-goddess. The Labyrinth is power and illusion. Your thread is movement and truth-vision — a They Live–style reveal on walls and watchers: OBEY · CONSUME · SUBMIT.

  • Mountaineering / parkour action pack (vault, slide, climb)
  • Santorini cliffs · Delphi oracles · white stone · deep blue sea
  • Divine feminine explorer — Lara agility, goddess purpose
  • Built on Ariadne runtime + hub → AVAL pipeline

Full design notes in the engine repo: docs/BRAND_AND_GAME.md

01

Cliff of the Watchers

Sun-bleached paths under the eyes of Minos. First thread-vision reveal.

02

Oracle Vault

Cave shrine; falling stelae; echo-thread of your last run.

03

Overgrown Labyrinth

Vines on ancient stone; beasts as minions; open sky climbs.

One craft, three surfaces

Web Scene (Flutter)

Ship playable isometric rooms in the browser today — AVAL characters, verbs, captions. The live product surface.

Play Cell Block C →

Ariadne (Rust native)

Desktop-native runtime: same design DNA (walk graphs, hotspots, dialog, AVAL), built for long-form adventure games.

View source →

NCP + hub + AVAL

Story structure, character hub stills, and multi-codec .avl packs feed both surfaces.

Companions pipeline →
Isometric cutaway of Ariadne runtime layers: walk graph, hotspots, dialogue, AVAL character

Architecture at a glance

Sixteen crates in layered dependency order. Foundation never depends on rendering. Locomotion owns the plant FSM. Domain types stay pure. The engine crate wires the frame.

Foundation

  • core
  • graph

Locomotion

  • locomotion

Domain

  • scene
  • state
  • inventory
  • dialogue
  • scripting
  • save
  • assets
  • localization

I/O

  • render2d
  • audio
  • input
  • ui
  • cutscene

Engine

  • engine

Content → thread → play

The product gap we sell: story structure and media packs become a navigable room with a living character.

  1. 01

    NCP / story graph

    Author intent, perspectives, PAC hotspots & dialog trees.

  2. 02

    Isometric room plate

    Pixel or photoreal bg + prop cutouts / element manifest.

  3. 03

    Hub still

    Full-body chroma green character — conditioning frame for every clip.

  4. 04

    AVAL pack

    Idle + walk_* + gestures → multi-codec .avl on the CDN.

  5. 05

    Play

    Web: /scene/?play=1&room=… · Native: Ariadne room RON + AVAL bind.

Isometric pixel Cell Block C demo room

Live reference

Cell Block C

Shawshank-inspired isometric pixel room on the web Scene player: verb strip, hotspots, fictional inmate AVAL (hub workflow). Content pack also lives under Ariadne’s examples for the native path.

Open playable demo ↗

Roadmap

Phase 0–1 Done

Foundation

Workspace, RON scene model, gameplay tags, var table.

Phase 2 Done

Render

wgpu + Slate-style element batcher. Sprites that composite cleanly.

Phase 3–4 Done

Touch the world

Hotspot pick, click-to-walk, plant-locked locomotion.

Phase 5 Done

Dialog + UI

RON dialog trees, Rhai conditions, HUD primitives.

Phase 6 Next

Audio + save

kira mixer, versioned saves — next.

Phase 7 Next

Verbs + inventory

Look / Use / Talk-to, item combine — next.

Phase 8–9 Next

Cutscenes + tools

Sequencer, i18n, packer, inspector.

Build from source

Repo directory may still be adventure-engine until a full rename. Crates publish under the Ariadne product name.

git clone [email protected]:scrya-com/adventure-engine.git
cd adventure-engine
cargo build --workspace
cargo test --workspace
cargo run -p example-05-dialog

Follow the thread

Play the web room today. Ship native adventures with Ariadne as verbs, save, and tooling land.