Select a Domain node to open its Subdomains and architectural relationships.
DYNAMIC DEVELOPMENT ROUTING
Domains stay.
Executions rotate.
Domains, subdomains, public contracts and Task Slots are permanent. Individual AI executions are temporary: development resumes from the GitHub record, never from an individual session.
PERMANENT WORK IDENTITY
One durable address. Replaceable execution.
A Domain is a permanent general boundary. A Subdomain is an independent module with a versioned API or contract. Every Subdomain has exactly one permanent Task Slot with the same identity. If a Subdomain becomes too large, split the Subdomain; never create two ambiguous slots for one module.
Permanent authority and public contract boundary.
One independent module, one versioned seam and one permanent work address.
Temporary Codex or Claude thread, worker, branch and active tranche.
The slot survives completion, decline, handoff and worker replacement.
Purpose, what works now, visible result, blocker, cost/risk, current execution and next step.
Architecture, APIs, contracts, seams, owned paths, branch/SHAs, tests, evidence and the exact next action.
Every execution updates its own data record before completion, decline or handoff.
Bytelaris will later host the task-page and HQ functions. Wingoria keeps this coordinator, domain map and links.
“API” means the versioned public seam: an application port, endpoint, event, job or DTO. It does not require a separate network service. Until Bytelaris takes over, each accepted Task Slot maintains wingoria.com/task?slot=Wingoria.Domain.Subdomain from task-pages/Domain/Subdomain.json. The worker may edit only that Slot record; shared page code remains Wingoria HQ-owned.
Use HQ routing or assign generic execution slots manually. Click one or more Domain cells, choose AI 1, AI 2 or AI 3 and copy the brief. The recipient records its actual execution name only when it accepts. Task Slot assignments live on their dedicated pages. Manual owner assignments override HQ proposals. Proposed (grey) → Sent (yellow) → Accepted (green), Declined (red) or Handoff (orange).
| Account | Account | Wingoria.Account.Profile, .Credits and .Entitlements | Verified Commerce payment receipts → Credits → authorized Economy conversions and paid services | No payment-provider integration, game-currency state, direct gameplay mutation or unverified credit creation | |
|---|---|---|---|---|---|
| World | Gameplay | Wingoria.World.Graph, .Nodes, .Tapestry, .Lore, .Reputation and .Deeds | Domain outcomes → World ledgers; versioned World facts → Adventuring, Story, Combat and Services | No scene construction, encounter pacing, Combat resolution, Character relationships or Unity-authored authority | |
| Combat | Gameplay | Wingoria.Combat.Core and Wingoria.Combat.UnityClient | Character, Rules and World topology → snapshots and events → Unity and Warden evidence | No Character, World or Reputation state; Unity presentation never becomes authority | |
| Commerce | Commerce | Wingoria.Commerce.Payments | PayPal or another approved gateway → verified, idempotent receipt/refund → Account.Credits | No browser-created credits, client-held gateway secrets, game-currency balance or Inventory mutation | |
| Economy | Gameplay | Wingoria.Economy.Gold, .Silver, .Exchange, .Pricing and .Trade | Account Credits plus a versioned quote → atomic currency conversion; Sojourn market offer → authoritative trade | No payment receipts, Account credit ownership, Inventory ownership or vendor-scene presentation | |
| Adventuring | Gameplay | Wingoria.Adventuring.Expeditions, .Encounters, .Bestiary, .Road, .Camp and .Gather | World, Party, Rules and validated Story encounter intents → runs; outcomes → Story, Combat and Character transfer commands | No World storage, Story prose, Character inventory state or Combat internals | |
| Story | Gameplay | Wingoria.Story.Engine, .Narration, .Dialogues and .Diary | World, Character and ordered EventRecords → Story Engine; Warden proposals → Server validation → Encounter intents for Adventuring | AI never writes story truth directly; Story never resolves Encounters, mutates shared ledgers or holds provider credentials | |
| Character | Gameplay | Wingoria.Character.Sheet, .Muster, .Party, .Inventory, .Equipment, .Relationships and .Tether | Transfer outcomes and relationship events → Character state → authorized projections | No pricing, trade rules, Reputation scale, encounter resolution or Spine internals | |
| Sojourn | Gameplay | Wingoria.Sojourn.Village, .Downtime, .Facilities, .Market, .Forge and .Recipes | Character and World projections plus Economy quotes → village offers and transformations → transfer commands and outcomes | No pricing authority, currency balance, Inventory state, World graph, Gather generation or Character progression | |
| Rules | Gameplay | Wingoria.Rules.SRD, .Spells, .Rest and .Classifications | Cited, versioned norms and semantic identifiers → every gameplay domain | No runtime state and no implementation inside another cluster | |
| Socials | Gameplay | Wingoria.Socials.Matchmaking, .Groups, .Presence, .Chat and .RTC | Server identity and realtime/RTC → Social sessions; approved Character profile references → matchmaking | No Character relationship ledger, gameplay-state mutation or direct infrastructure credentials | |
| Server | Infrastructure | Wingoria.Server.GameHost, .Auth, .Persistence, .Realtime, .Control and .Studio | Module contracts → authenticated hosting, persistence and transport → clients | No gameplay rules, module-private state or client-authored authority | |
| AI | AI | Wingoria.AI.Warden, .Images, .Voice, .Music and .SFX | Authorized read models, profiles and budgets → provider adapters → inert proposals and media artifacts | No authoritative mutation, direct SQL, client-held secrets or gameplay readiness dependency | |
| Services | Presentation | Wingoria.Services.Spine, .AssetCatalog, .SceneConstruction and .BackgroundRendering | Domain-owned scene facts, Character appearance and asset references → client-safe scenes, rigs, portraits, busts, walkers and camera profiles | No authoritative topology, collision, Character identity, Story truth, Encounter resolution or gameplay decisions | |
| Deployment | Delivery | Wingoria.Deployment.Release, .WebDelivery, .UnityDelivery and .ServerDelivery | Frozen module handoffs and evidence → accept/reject decision → protected merge and release | Never repairs a failure by writing inside another cluster |
Wingoria HQ is a replaceable coordination task, not a product domain and not an AI. Every Domain and Subdomain exposes only versioned public seams. Every Subdomain is exactly one permanent Task Slot and admits one active writer at a time. Executions may change only through Proposed, Sent, Accepted, Declined or Handoff transitions recorded in GitHub.
TEMPORARY EXECUTION
Current coordinator briefs.
Wingoria HQ maintains these domain-level briefs from GitHub checkpoints. Detailed implementation status belongs to each permanent Task Slot page. Before editing, every execution must accept its slot and obtain the exact branch, worktree, base SHA and writable-path allowlist.
| Coordination | Resolve ownership collisions and serialize every protected shared surface. | Issue #63 update with worker, branch, worktree, base SHA, allowed paths and merge order. | Active |
|---|---|---|---|
| Server · Deployment | Review the open root stack and establish the next safe integration and deployment order. | SHA-bound review, exact changed paths, green gates and explicit merge/deploy decision. | Active |
| Character · Sojourn · Services | Checkpoint current Character, Village and Spine work without touching another domain. | Branch/head SHA, changed-path manifest, build/tests, screenshots and every collision listed separately. | Awaiting checkpoint |
| Adventuring · Story · Rules · World | AI 3 receives Adventuring, Rules and World; AI 1 receives the Story Engine boundary. Actual worker names appear only after acceptance. | One branch per Domain, exact allowlist, Task Slot pages, tests and a separate request for every shared surface. | Awaiting confirmation |
| Combat · Scenarios | Keep Unity implementation in Unity; coordinate only required Server contracts and online artifact handoff here. | Unity commit/artifact evidence, Server fixture identity and owner visual approval before product acceptance. | Active |
| Socials | Define contracts, authenticated identity, presence, matchmaking and the RTC boundary. | Read-only architecture and ordered change requests before implementation or provider selection. | Queued |
| GM | Define the human-GM Console and activity panels as authorized clients of existing Domain APIs. | GM Task Slot split, access model, command matrix and Warden/Metanomicon proposal boundary. | Queued |
PERMANENT PRODUCT MAP
Domains contain Subdomains.
Each item below is both an independently versioned Subdomain and its one permanent Task Slot. Implementations may rotate between workers; these addresses do not.
INTERACTIVE DOMAIN GRAPH
Explore Domains, Subdomains and seams.
Click or tap a Domain to open its Subdomains. Select a Subdomain to inspect its scope, public seam, hard boundary and permanent Task Page. Select a dashed seam to inspect its contract, direction, authorization, maturity and runtime evidence status.
Design graph only. Runtime endpoints, health, logs, traces and metrics remain explicit Task Page evidence until a live resource feed is connected.
Wingoria.Account
Account identity, purchased credits and entitlements.
- ProfileAccount-owned public and private profile data.
- CreditsPremium balance and immutable credit-movement journal.
- EntitlementsAuthorized access to game goods and paid services.
Wingoria.Adventuring
Gameplay outside the village.
- ExpeditionsPreparation and authoritative run lifecycle.
- EncountersEncounter intents and ordered resolution handoff.
- BestiaryEncounter-ready creature definitions.
- RoadTravel states and transitions.
- CampResting while adventuring; never Sojourn downtime.
- GatherResource gathering during travel.
Wingoria.AI
Provider-backed intelligence and generated media.
- WardenNarrative intelligence and cited inert proposals.
- ImagesMemory image generation and provenance.
- VoiceSpeech generation and voice profiles.
- MusicMusic, ambience and stinger generation.
- SFXSound-effect generation; separate from Music.
Wingoria.Character
Persistent player-character and party truth.
- SheetCharacter detail and progression projection.
- MusterRecruited character roster.
- PartyActive party composition.
- InventoryOwned items and quantities.
- EquipmentEquipped items and loadout.
- RelationshipsCharacter relationship ledger.
- TetherValidates what identity, items and progress may transfer between a videogame Character and its digital TTRPG Ghost.
Wingoria.Combat
Authoritative match resolution and its thin Unity client.
- CoreMatch application, decisions, motion and outcomes.
- UnityClientNon-authoritative presentation and input client.
Wingoria.Commerce
Verified real-money payment intake without gameplay authority.
- PaymentsVerifies PayPal or another approved gateway, deduplicates signed webhooks and emits auditable purchase, refund and chargeback receipts for Account.Credits.
Wingoria.Deployment
Reviewed delivery of immutable product artifacts.
- ReleaseVersion, evidence, promotion and rollback.
- WebDeliveryWingoria and Play web deployment.
- UnityDeliveryWebGL, Brotli and large-asset delivery through Pages/R2.
- ServerDeliveryDigitalOcean application deployment.
Wingoria.Economy
Game currencies, conversion, pricing and trade.
- GoldAuthoritative premium game-currency balance and movements.
- SilverAuthoritative earned game-currency balance and movements when the product enables it.
- ExchangeExecutes authorized, atomic and idempotent Credits↔Gold/Silver conversions using versioned rates and limits.
- PricingVersioned prices, rates, limits and promotions.
- TradeValidates purchase and sale transactions without owning Character inventory.
Wingoria.Rules
Versioned norms, never runtime state.
- SRDApproved SRD 5.2.1 rules.
- SpellsSpell definitions and classifications.
- RestRest and recovery norms consumed by Camp.
- ClassificationsShared semantic rule identifiers.
Wingoria.Server
Authenticated hosting and module integration.
- GameHostAuthoritative API host and composition root.
- AuthIdentity, authentication and authorization.
- PersistenceDatabase adapters, migrations and isolation.
- RealtimeVersioned live transport and reconnect.
- ControlPrivate administration application.
- StudioProtected creative tools application.
Wingoria.Services
Presentation and asset services without gameplay authority.
- SpineRigs, portraits, busts and walkers.
- AssetCatalogStable asset keys, versions and provenance.
- SceneConstruction2D and 3D scene building; not World truth.
- BackgroundRendering2D backgrounds derived from approved scene facts.
Wingoria.Socials
Human sessions and communication.
- MatchmakingGroup discovery and compatibility.
- GroupsInvitations, membership and table pact.
- PresenceOnline state and observer presence.
- ChatAuthenticated text communication.
- RTCRealtime voice and video communication.
Wingoria.Sojourn
Between-expedition life inside the village.
- VillageVillage state and available locations.
- DowntimeActivities performed between expeditions.
- FacilitiesVillage services and availability.
- MarketVillage-facing merchants and offers backed by Economy pricing and trade.
- ForgeCrafting and equipment transformation.
- RecipesVersioned crafting recipes.
Wingoria.Story
Deterministic story planning and presentation.
- EngineStory schemas, planning rules and validated intents.
- NarrationNarrative rendering from validated story state.
- DialoguesCharacter conversation presentation.
- DiaryChronicle, deeds, leads and memories.
Wingoria.World
Persistent world facts and ledgers.
- GraphCanonical places and connections.
- NodesWorld-node definitions.
- TapestryWorld structure and era layers.
- LoreApproved canon and source material.
- ReputationFaction and place reputation.
- DeedsWorld-facing record of consequential acts.