The machinery under the living world, written out in plain language. Longer than the front page, and meant to be.
Bonemark runs on a world model built for one purpose: to let every person in it perceive, reason, remember and choose for themselves, and to make sure the game never cheats to make a story happen.
Those two halves fight each other. A world full of small minds wants to sprawl, and a world that never cheats has to say no a great deal. Everything below is the shape of that compromise: what each part is allowed to do, and, more importantly, what it is not.
If you only read one section, read the six rules at the bottom. The rest is how they are kept.
Four kinds of helper run alongside the world, and they are sorted by one thing only: how much they are allowed to do. Two of the four never run at all while you are playing.
The deterministic side of the world. It holds every rule the world runs on, weighs each proposed deed against law and evidence, and is the only thing allowed to make anything real. Further down this page it splits into three, the lawbook, the Judge and the Executor, because the split is the safety.
✓ The only part that can change the world ✗ Refuses rather than fake a resultA learned helper that can lean over and say, "maybe try that one first." It only re-orders ideas the rules have already produced. And it steps back on its own: if the model is off, if it takes too long, if its answer comes back empty or broken, or if it does not recognise the situation, the rules' own answer passes through untouched.
✓ Re-orders good ideas, and knows when to stay quiet ✗ Switched off in normal playSearches for new advisors instead of being trained on a pile of data: it explores candidate ways of ranking ideas, inside hard bounds, and throws out its own experiments when it judges them exploitable or unsafe. What it produces are candidates, not decisions.
✓ Experiments offline, and refuses its own bad ideas ✗ Cannot reach your saves, the filesystem, the network, or the one hand that changes the worldA small model that runs on your own machine, offline. When you speak to someone, it finds natural words for a reply the world has already chosen. It receives a sealed packet: your words, what that person can actually see, a short memory, and a closed list of legal answers, and it can phrase at most a handful of options that already existed.
✓ Runs locally. No account, no internet, nothing sent anywhere ✗ Never sees your save, and is never handed the hand that changes the worldEvery person runs this little 10-step loop to decide what to do next. Follow Bella through one morning:
Bella only sees and hears what's near her. Asleep? She notices nothing at all.
She's a baker. She loves her sister. She promised bread to the inn. That's who she is.
Tired? Worried the flour ran out? Each feeling has a real reason.
A goal appears: "get flour before morning." Nobody handed it to her. It grew from her life.
Bake now · ask a friend · wait · or say no. Only things she can truly do.
She weighs it up and chooses. Waiting and refusing are real choices too.
If someone asks for help she can say yes, no, "later," or "let's make a deal."
Only the world itself moves the bread and the coins. No pretending.
A new memory and a new feeling stick. Tomorrow's Bella is a little different.
Even far off-screen she carries on, still the same Bella, with the same heart.



These brains notice problems and suggest stories: "Hey, maybe Bella needs flour, and maybe that guard could carry it."
But there's a wall they can never climb: they cannot force anybody. They can only knock and ask. Every single person, even your Companions, gets to say yes, no, "later," or "let's negotiate."
That's why the world feels fair and surprising: the story is offered, never forced.
Pull back the curtain and there are many brains running the world at once. Every one can only propose. Then the Judge weighs the deed, and only the Executor may carry it out for real. That gate is the true depth of Bonemark.
Thinking hard about a thousand people at once would melt your computer. So folks far away think a little slower, but they never stop being themselves.
Walk back to her and she's still Bella, same promises, same worries, same sister.
The game keeps a record of what you have found out: places you have been, things you were told, objects you examined, consequences you watched happen.
Every entry carries how you learned it and how reliable it is, and entries are allowed to contradict each other, because people do.
What you know is not the same as what is true, and the game never quietly closes that gap for you.
"Bonemark is built as a single-player game and will launch as one. But the world already keeps every person's knowledge apart, who saw a thing, who was only told about it, who was never told at all. That separation is the hard part of letting a few friends walk the same realm at once.
If we get there, it will be host-and-join, up to four travellers in one world. And the chronicle will remember each of you differently: one armed the village, one fed the Gathering, and the realm never quite agreed about either."
Bonemark is in development for PC. The Steam page is on its way; when it opens, this is where you press.