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.
- 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.
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.
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.
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.
See LICENSE.