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World Of Noumena | Update
Jan 15, 2026

This release focused on pushing the MUD toward a scalable, multi-node architecture while adding in-world tools for lore and puzzle interaction. Below is a technical walkthrough of the main changes and how they fit together.

Distributed Zone Architecture

Zones now shard across BEAM nodes using consistent hashing. The core changes:

Player Process Migration

Players are now separate from socket connections:

This isolates socket lifecycles from game state and makes cross-node movement explicit.

NPC and World Event Sharding

NPCs and events now respect zone ownership:

Archive Terminals and Log Indexing

The Archives are now a first-class interface:

This gives the world a queryable memory without external tooling.

Puzzle Framework

Rooms tagged with :puzzle can host lattice-style symbol puzzles:

The puzzle system is lightweight but designed to grow into multi-step or data-driven puzzles.

Tooling and Operational Updates

To make distribution testable locally:

Code Quality and Maintenance

Several refactors landed to reduce complexity and Credo warnings:

Next Steps

Immediate follow-ups:

  1. Persist puzzle progress per character instead of process memory.
  2. Add richer archive ingestion (structured metadata, indexed search).
  3. Expand puzzles into multi-room sequences with stateful progression.
  4. Introduce zone-aware item persistence across nodes.