Vision ====== What Ishtaria is ---------------- * **One planet per world, Earth-sized.** About 510 million km² of surface, generated procedurally from a seed. Only changes are stored. * **Comparable physics and ecosystem.** Rigid-body physics near players, population dynamics of plants and animals everywhere else. * **Persistent time.** The world does not pause when a player leaves. Crops grow, animals migrate, a sleeping avatar gets hungry. * **Start from nothing.** No towns, no shops, no money supply. Economy emerges from gathering, crafting and trade between players. * **Decentralised.** Any operator can run a world. Worlds federate through bilateral agreements and in-game portals. * **Open source, Linux first.** Everything is distributed as Debian packages. What Ishtaria is not -------------------- * Not a single centrally owned universe. * Not a blockchain project. Trust between worlds comes from signed messages and explicit agreements between operators, not from a ledger everybody must share. * Not a scripted theme park. Content is mostly systemic: rules, recipes, species, biomes. Design principles ----------------- #. **Simulate where someone looks.** Full fidelity is spent only where it is observed; elsewhere the world advances by cheaper aggregate models that stay consistent when observed again. #. **Never trust a peer blindly.** Every federated exchange is signed, bounded by the local import policy and reversible on defederation. #. **Small, shippable steps.** Each roadmap milestone is usable on its own. #. **Open standards.** glTF/VRM for avatars, H3 for spatial cells, CBOR/COSE for signed data, Matrix for chat. Platforms --------- Ishtaria targets **Debian and Ubuntu on x86-64**. All components – server, client, generator, content and this documentation – are shipped as ``.deb`` packages. Windows and macOS builds are not planned.