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Synesthesia

Godot 4.7.1 + Rust hybrid runtime for a portrait interactive-album adventure built around Echoes Of The Modern Mind.

Eleven explorable rooms turn the album into something you play rather than watch: each room has its own mechanic, reactive audio and haptics, and the journey resumes locally where you left it. Completing a run may enter a five-CD draw through the public CrowdRelay contract; the game itself owns no fan, consent or fulfillment state.

Features

  • eleven rooms with distinct mechanics and audiovisual responses;
  • procedural living-world motion and reactive audio/haptics;
  • resumable local progress with bounded reveal masks;
  • optional five-CD draw entry on completion;
  • Web boot shell and branded native startup;
  • adaptive performance that degrades expensive effects before functionality;
  • explicit asset, memory and release-package contracts.

Tech stack

Godot 4.7.1 owns scenes, UI, audio, haptics and the GPU reveal renderer. Deterministic gameplay primitives live in the pure native/synesthesia-core Rust crate and are exposed through native/synesthesia-gdext.

Native production builds are Rust-primary. Web production uses the behavior-compatible GDScript recognizer on the critical startup path while the Rust/WASM path remains a CI verification target.

GitHub Actions builds and verifies the Web artifact; deployment promotes the exact verified artifact. Build products remain ignored.

CrowdRelay integration

A completed run can create one draw entry in campaign virya-synesthesia-album-v1. Server-side rules enforce five winners, one CD each, and one entry per valid completion/e-mail. Draw participation does not grant marketing consent or collect shipping data.

Security and privacy

Run bearers are scoped to the Synesthesia lifecycle. Reward entry stores only the minimum identity needed for the draw; gameplay data and unnecessary personal data stay local.

See SECURITY.md.

License

See LICENSE.

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