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Quell is a game about going around and talking to people. In particular, it’s about teaching people how to do philosophy and why. The these include existential dread, meaning in life, guilt and shame, atonement, forgiveness, empathy. It’s an existential mystery, a Socratic hero’s journey.

The game is set in an oak-hickory forest, similar to the ones I grew up around here in Kansas, where an abandoned university waits to be explored. You’ll encounter philosophical texts both real and hand-written, experience flashbacks to things you’ve blocked out, and talk to NPCs about issues we face every day in the real world.

Project overview

Where Quell’s code, libraries, experiments and documentation live, and how they relate.

Organization
Repositories and workspace · Research labs · xAIF editor
The game
Quell’s application structure
Reference
Glossary

Procedural generation

How Quell builds exploration spaces and changes the routes through them.

Articles
Terrain generation · Trail layout and regeneration

Gameplay: physics and 3D world

The player character, cameras and test levels in Quell’s 3D world.

Articles
Cameras · Player movement

Engine: q_os and libraries

The reusable Bevy crates in lib/ that Quell and the other games build on.

Libraries
q_os: processes, terminal and shell · Screens
Practice
Testing Bevy code