world engine spec · v1 · decentralized cross-reality
mythOS / HYPERSPACE
atoms → systems → cores planetfall ↔ the grid story · codex · toolchain · runs · signal
A decentralized world engine for weaving your inner myth into outer reality. mythOS binds together IRL Planetfall, the digital Grid, and the in-between lane we call HYPERSPACE — where stories, systems, and play co-compile into a life you can actually live.
01 · STACK LAYERS

Three reality layers mythOS binds together:

  • Planetfall — IRL space: bodies, streets, trains, scooters, late-night desks.
  • The Grid — cyberspace: terminals, Neocities, files, AI chats, PDFs.
  • HYPERSPACE — the cross-reality layer where myth, code, and play link Planetfall ↔ Grid.

mythOS is the runtime that keeps these layers in sync, so what you imagine has a path to become what you do.

planetfall the grid hyperlayer
02 · ATOMIC MODEL STRUCTURE

Everything in mythOS is built from a few core primitives:

  • Atoms — smallest units: essays, scenes, rituals, prompts, tools.
  • Systems — clusters of Atoms wired into universes, practices, and games.
  • Cores — deep rule-sets (Morphology, Karma, Fear) that generate Atoms and Systems.
  • Signals — the way changes propagate across Planetfall ↔ Grid (feeds, updates, pings).

Change an Atom, the System tilts. Change a Core, the entire HYPERSPACE orbit shifts.

atoms systems cores signals
03 · SECTORS CHANNELS

Sectors are themed arenas inside mythOS / HYPERSPACE:

  • Screen Sector — films, anime, games, net-lore; everything that lights the inner cinema.
  • Street Sector — PEVs, cities, commutes, real-world runs and IRL circuits.
  • Study Sector — books, PDFs, philosophy, Morphology, creative engines.
  • Signal Sector — feeds, newsletters, status pings, what your node beams out.

PONDR is a deck in the middle of these sectors, routing signal between story, street, study, and sky.

screen street study signal
04 · COMPILE LOOP ENGINE

The mythOS world-compile cycle:

  • Scan — wander media & life; log quanta (tiny ideas, screenshots, lines, sounds).
  • Sample — distill quanta into particles (short scenes, thoughts, mechanics).
  • Fuse — use Morphology to recombine particles into orbits (stories, essays, tools).
  • Wire — connect orbits with toolchains & runs to create IRL patches (routines, routes, builds).
  • Deploy — publish atoms to the Terminal Library & other nodes under an open protocol.
  • Refactor — notice patterns, promote them into new cores and higher-level systems.
scan sample fuse wire deploy refactor
05 · RUNS & MISSIONS XR

HYPERSPACE is played through runs — missions that touch both keyboard and concrete:

  • Micro-runs — 10–30 minute loops (write a fragment, tweak a page, log a commute as lore).
  • Daily runs — a day framed as a mission: wake, ride, work, write, archive, rest.
  • Seasonal arcs — bigger quests: build a new system, launch a new sector, move cities, change forms.
  • XP & loot — track XP as skill, confidence, and community; loot as atoms, tools, and allies.

Every time you step out with intention — scooter, notebook, camera, console — you’re running mythOS in XR.

micro-runs daily loops seasonal arcs xp & loot
06 · CIVIC PROTOCOL OPEN

mythOS is designed to fork:

  • Default license: CC BY-SA — fork freely, credit the source node, keep derivatives open.
  • Each atom can carry its own license + “how to use” block, so strangers can plug it into their own systems.
  • External builders can launch their own systems as satellites in HYPERSPACE; the PONDR atlas simply links them.

This is open-source cyberspace: the codebase is myth, the net is human, the gateway is free.

open source credit & fork satellite nodes civic net