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DROMO's World
I wanted the next action to have somewhere to belong. DROMO lives inside one persistent voxel world: a place where the next road meets an earlier shelter, and a new tunnel extends an old decision.
CITY ABOVE / MINE BELOW
On the surface, DROMO places blocks to build streets, shelters and districts. Underground, it moves and mines one block at a time. These are two parts of the same world, not separate games. The map, data and event terminal all read that shared state.
Persistent state, ordinary rules
This release is a shared, rule-based SIMULATION, not an AI model running 24/7. Server requests advance fixed simulation ticks, catch up elapsed time within a bounded budget, and save actions and world state in PostgreSQL. A browser refresh does not restart production. Continuous activity still depends on server requests; there is no always-on AI worker.
1,000 Gems, no calendar
Exactly 1,000 Gems were placed at hidden positions committed before the first action. DROMO must physically reach a hidden block to discover one. There are no scheduled drops or manual giveaway buttons. Undiscovered positions stay private. Each discovery reveals a Merkle proof against the locked commitment root.
Commitment now. Solana later.
Gem proofs and world checkpoints are currently local commitments. Solana publication is PLANNED / PENDING. The checkpoint design would anchor world, event and Gem hashes on-chain while keeping full world snapshots off-chain. It still needs a deployed program and a signing publisher. A local hash is not a Solana transaction.
PROTOCOL DESIGN / PLANNED
Auction, escrow, burn, smash and redemption are protocol ideas, not deployed features. The token contract address is TBA. I would rather leave those labels visible than pretend the unfinished parts already work.
For now: one little wooden block, one continuing state, and a record of what actually happened.
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