SPIRIT GENESIS
account email → hash → total 50–200 → partitioned across 8 lineages → spirit color. Bound to the login email: unlike usernames, emails can't be minted freely to fish for colors.
MODELS — LIVE TINT (interactive 3D)
drag to orbit · pinch to zoom — colors follow the equations above in real time
SPIRIT — tinted by the email above
ORB EGG ·
LORE SHARD ·
LORE DROPS
place authored shards in the world — first finder is recorded forever. Requires web sign-in with an admin account.
ORB ELEMENT ROLLS
sampled from the orb grant equation (k = 60/30/10, primary 0.1–0.2, halving)
GENESIS POPULATION
mass-rolled identities — distribution & fairness of starting profiles
SOUL — glowing flare-core (live 3D)
drag to rotate. Glowing core + flare VFX (the LoftyAnchor / Unity-VFX-flare look) with DISTINCTIVE per-player traits so you can tell whose soul it is — that is the "Soul Eater" idea. Seeded per email, element-tinted. THIS ports to the game.
PROGRESSION — levels, gates, energy
live from the same curves as docs/PROGRESSION.md. EXP = lifetime orb points (never drops) · Energy = spendable, capped · element values feed the gates.