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
Cliff of the Watchers
Sun-bleached paths under the eyes of Minos. First thread-vision reveal.
Oracle Vault
Cave shrine; falling stelae; echo-thread of your last run.
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 →
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.
- 01
NCP / story graph
Author intent, perspectives, PAC hotspots & dialog trees.
- 02
Isometric room plate
Pixel or photoreal bg + prop cutouts / element manifest.
- 03
Hub still
Full-body chroma green character — conditioning frame for every clip.
- 04
AVAL pack
Idle + walk_* + gestures → multi-codec .avl on the CDN.
- 05
Play
Web: /scene/?play=1&room=… · Native: Ariadne room RON + AVAL bind.
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
Foundation
Workspace, RON scene model, gameplay tags, var table.
Render
wgpu + Slate-style element batcher. Sprites that composite cleanly.
Touch the world
Hotspot pick, click-to-walk, plant-locked locomotion.
Dialog + UI
RON dialog trees, Rhai conditions, HUD primitives.
Audio + save
kira mixer, versioned saves — next.
Verbs + inventory
Look / Use / Talk-to, item combine — 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.