Coheronia - Godot Survival Settlement Sandbox

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Coheronia live gameplay UI with settlement status, event panel, player dock, health vessel, and attunement vessel.

TL;DR: A Godot 4 side-view survival sandbox where digging, building, and feeding a settlement feed three real systemic pressures — Coherence / Load / Resilience — on the road to ruling a small civilization.

What it is

Coheronia is a side-view survival settlement sandbox built in Godot 4 (GDScript), inspired by Terraria-style mining and building, survival crafting, and civilization sims. You reshape terrain directly while managing a settlement whose health is computed from real world state — shelter, light, food, threats — not decorative meters. As of v0.6, the game launches into a persistent shell for characters, worlds, saves, and simulation settings, with each world stored as a configured simulation container in its own JSON save file.

Why it exists

The long-term fantasy is bigger than solo survival: carve out a place in a hostile world, rule a small civilization, and watch its needs, fears, politics, and defenses push back through play. The current shell already stores future-facing knobs (morale, loyalty decay, rebellion, ruler pressure) as world rules so later systems can consume them without rewriting the save model.

Core features

  • Persistent shell: character creation (five playable ancestries with live effects), world creation with presets, six difficulty axes, and rule toggles
  • Character-owned inventory, hotbar, and tools that travel between worlds, with drag-and-drop backpack/dock organization, compatible equipment swaps, and unequipping
  • Data-driven enemies (surface slime, cave crawler, raider) with drops and difficulty-scaled density
  • Player XP across six types plus base progression: Camp → Hamlet → Village gating population growth
  • Config-driven deterministic world generation with per-block seed channels
  • Automated smoke harness exercising the real gameplay path with 334 assertions; the last recorded full run is 332/334, with the remaining regressions documented in the wiki

Architecture

A shell scene manages profiles, characters, and worlds; the playable scene owns day/night, storms, threats, and population flow. JSON data authorities (blocks, recipes, enemies, ancestries, settlement_rules, progression tables) drive behavior, loaded through registry autoloads. Known limits are documented honestly: provisional art, abstract population, finite single-biome terrain, and two tracked full-smoke regressions.

Interactive project wiki

The live wiki below is packaged with the portfolio so it can be browsed without leaving this project page. It covers the actual game data, inventory and crafting routes, HUD architecture, image coverage, planned work, and known limitations.

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