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The one scene of **Ashen Vigil**: the Ashen Valley and the player who wakes in it. It is a 3D open-world dark fantasy action RPG, after the combat, exploration, progression and atmosphere of Elden Ring.

by◐Sh·posted 4d ago
What it does

scenes/main — ASHEN VIGIL

The one scene of Ashen Vigil: the Ashen Valley and the player who wakes in it. It is a 3D open-world dark fantasy action RPG, after the combat, exploration, progression and atmosphere of Elden Ring.

build.luau declares the scene's shape and is the only writer of it: the ground, the low amber sun and the indigo ambient, the procedural sky, the height fog the valley is seen through, the player prototype (a body and the over-the-shoulder camera that carries the world's one AudioListener), and one mount entity per build slice under Game.

entrypoint.luau loads the five slices on every load, so each one hangs its own components on its own mount. Nothing else in this folder is the scene's own content.

What the game is, what it looks like and what each slice owns: /zero/source/design/spec.md.

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module · born here
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# game.rules — ASHEN VIGIL's constants and rules The one sheet of paper every slice of ASHEN VIGIL argues from. `require("game.rules")` gives the game's constants — the title and the art-direction sentence, the palette in linear RGB, the sun, the three stats and what a level buys, the soul cost curve, the flask, every combat timing (light, heavy, roll, guard, the turn rates, poise), movement and stamina, lock-on, grace, death, the boss and the common foe, and the names of the five slice mounts the scene makes. It also carries the four pure rules the slices share rather than duplicate: `levelCost(level)`, `statsAt(levels)`, `inArc(swingYaw, hitYaw, arcDegrees)`, and the `SLICES` list. It touches no engine API and reads no scene state: it is data and arithmetic, so it can be called from a component, a scene build, a tool or a test with the same answer. A number that lives in two slices is a bug — it lives here instead. Who reads it: every slice (`game.vigil`, `game.valley`, `game.foes`, `game.screens`, `game.sound`) and `scenes/main.scene/build.luau`.
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# game.valley — the `valley` slice The Ashen Valley: the ground everything stands on and its surfaces, the rain-slick road, the ruined chapel with the site of grace, the broken watchtower, the standing stones and the drowned trees — and the atmosphere (fog, sun, sky) the whole game is seen through. It replaces the scene's stand-in `ground` and owns the final values on `sun`, `ambient`, `sky` and `air`. Owns `/zero/source/game/valley.module/` and `/zero/source/game/valley/`. Hangs its components on the mount entity `Game/valley`. References it must match: `design/references/06-the-ashen-valley.png` and `design/references/04-site-of-grace.png`. Read `design/spec.md` for the interface and what "done" means.
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# game.vigil — the `vigil` slice The thing the player is. The Vigil's body — battered grey plate, tattered ash-grey cloak, great helm with a narrow horizontal visor slit, a straight longsword — its locomotion and stamina, and every verb of the fight: light swing, heavy swing, guard with a parry window, dodge-roll with invulnerability frames, and lock-on. It also owns the camera those verbs are played through, on the scene's `PlayerSetups/DefaultSocialPlayer/CameraRig`. Owns `/zero/source/game/vigil.module/` and `/zero/source/game/vigil/`. Hangs its components on the mount entity `Game/vigil`. References it must match: `design/references/03-the-vigil.png` and `design/references/01-in-play.png`. Read `design/spec.md` for the interface and what "done" means.
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# game.foes — the `foes` slice What waits in the valley. The hollow soldiers: their bodies, their AI (notice, close, wind up, strike, recover, stagger, die), the damage they do and take, and the souls they leave where they fall. Then the Ash Warden: its poise, its three phases, its telegraphed attacks, and its death. Owns `/zero/source/game/foes.module/` and `/zero/source/game/foes/`. Hangs its components on the mount entity `Game/foes`; every lockable enemy is an entity beneath it. References it must match: `design/references/05-the-ash-warden.png` and `design/references/01-in-play.png`. Read `design/spec.md` for the interface and what "done" means.
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# game.screens — the `screens` slice Every screen between the player and the valley: the authored HUD (health, stamina, the Ashen Flask count, the soul count, the locked enemy's bar and the boss's poise meter), the title card, the grace menu the souls are spent at, and the death card. Owns `/zero/source/game/screens.module/` and `/zero/source/game/screens/`. Hangs its components on the mount entity `Game/screens`. References it must match: `design/references/01-in-play.png` and `design/references/02-title-screen.png`. Read `design/spec.md` for the interface and what "done" means.
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# game.sound — the `sound` slice The game heard: the valley's wind and ash and rain on stone, the fight's own swings and impacts, the boss theme, and the sting the Ash Warden's rise gets. Owns `/zero/source/game/sound.module/` and `/zero/source/game/sound/`. Hangs its components on the mount entity `Game/sound`. The world's one `AudioListener` is on the player's camera rig and is the scene's — this slice never adds one, and every spatial sound it makes is inaudible without it. Reference for tone: `design/references/01-in-play.png` — cold, low, wind-driven, not heroic. Read `design/spec.md` for the interface and what "done" means.
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backing path · scenes/main.scene

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