Product name: Ariadne — thread through the labyrinth.
Scrya’s native Rust point-and-click adventure runtime.
Docs: https://scrya.com/ariadne · Name note: docs/NAME.md
Source: github.com/scrya-com/adventure-engine
Repository directory name remains adventure-engine (crate paths) until a full rename.
| Runtime | Rust workspace · wgpu · bevy_ecs (world only) · Rhai · RON |
| Phases | 0–7 done · 8–9 next · workflow graph viz (example-09) |
| Sister | Flutter Scene at beta.scrya.com/scene |
Walk graphs · dialog trees · verb coin — the thread that weaves playable systems.
Playable SCUMM-style chrome on a full cellblock still: status strip, LOOK / TALK / USE, NEXT DAY, face-cropped hub portraits, door-aligned hotspots.
cargo run -p example-08-shawshank-pacDetails: examples/08-shawshank-pac/README.md · playtest notes: PLAYTEST.md.
Interpret multi-agent .rhai workflows as a structural DAG. Rust parses; Flutter renders.
# Backend (JSON/Mermaid + HTTP for Flutter)
cargo run -p example-09-workflow-graph -- --json path/to/w.rhai
cargo run -p example-09-workflow-graph -- --serve --port 8791
# UI (sibling repo)
cd ../PresidentialDilema-FastApi/workflow_graph_ui && flutter run -d chromeCrate: crates/workflow_graph · HTTP: examples/09-workflow-graph · Flutter: workflow_graph_ui/ · snapshots: docs/workflows/.
git clone git@github.com:scrya-com/adventure-engine.git
cd adventure-engine
cargo build --workspace
cargo test --workspace
cargo run -p example-08-shawshank-pacA small, native Rust point-and-click adventure game engine.
Inspired by an architectural analysis of Unreal Engine 5.8 — keeping the load-bearing abstractions (slate-style element batcher, gameplay tags, streaming assets, versioned saves) while dropping everything irrelevant to 2D point-and-click (3D rendering, physics, networking, Blueprint VM, mark-sweep GC, cooking).
| Phase | Status | What lands |
|---|---|---|
| 0 — Foundation | done | repo, design docs, forked locomotion SDK, vendored graph math |
| 1 — Core + scene data model | done | RON scene format, gameplay tags, var table |
| 2 — Rendering | done | wgpu + Slate-style batcher (examples/01, 02) |
| 3 — Input + interaction | done | click/hover dispatch, hotspot picking (examples/03) |
| 4 — Locomotion wired up | done | click-to-walk (examples/04 + engine) |
| 5 — Dialog + UI | done | RON dialog trees + Rhai conditions (examples/05-dialog) |
| content pack | assets | Shawshank PAC stills (examples/06-shawshank-pac) — playable HTML in sibling ncp repo |
| 6 — Audio + save | done | kira 4-bus mixer, versioned save files (examples/06-audio-save) |
| 7 — Inventory + verbs | done | items + combine + verb coin (examples/07-inventory) |
| 8 — Cutscenes + i18n | pending | timeline/sequencer, fluent-rs |
| 9 — Editor tooling | pending | asset packer, RON inspector |
See docs/ROADMAP.md for the full plan.
16-crate workspace under crates/. See docs/ARCHITECTURE.md for the dependency graph.
Foundation crates:
core— glam re-exports, AssetId, Error, tracinglocomotion— forked from scene-engine (walk graphs, plant FSM, retargeting)graph— vendored aval_graph (ring-arc route planning)
Engine crates:
scene,state,dialogue,inventory,save,assetsrender2d,audio,input,uiscripting(Rhai),cutscene,localizationengine(main loop)
| Code | Origin | License |
|---|---|---|
crates/locomotion/ |
forked from scene-engine (PresidentialDilema-FastApi) |
MIT |
crates/graph/ |
vendored from aval_graph (aval/flutter/rust) |
MIT OR Apache-2.0 |
| All other crates | original | MIT |
The design borrows patterns (not code) from Unreal Engine 5.8 — see docs/DECISIONS/ for the architectural decisions and docs/DESIGN.md for the full UE → Rust mapping.
cargo build --workspace
cargo test --workspace
cargo run -p example-02-sprite # phase 2
cargo run -p example-05-dialog # phase 5 — branching dialog + Rhai
cargo run -p example-06-audio-save # phase 6 — music crossfade + save/load
cargo run -p example-07-inventory # phase 7 — pick up / look / combine / verb coin
# Shawshank PAC content pack (HTML playable demo lives in ncp repo):
# examples/06-shawshank-pac/README.mdFlagship fantasy lean: Santorini light, Aegean teal, gold thread — see docs/BRAND_AND_GAME.md.
| File | Use |
|---|---|
docs/assets/readme/wordmark.svg |
Title lockup |
docs/assets/readme/logo-mark.png |
Avatar / favicon source |
docs/assets/readme/hero-banner.jpg |
GitHub social / hero |
docs/assets/readme/features-strip.jpg |
Feature teaser |
docs/assets/readme/architecture.svg |
Crate graph |
docs/assets/readme/mood-cliff.jpg |
Brand mood |




