The workshop, opened up

Small systems.
Big experiences.

Notes from a workshop most people don't know is here yet — the philosophy underneath the servers, bots, and worlds actually being built on this site.

StatusWay later, fed by real work LaboratoryVWoW · a live WoW server Body of workPACS · persistent characters
BENCH-01 · hover or tap an object
five things on the bench — nothing here is decorative
Room 1

What is this place?

For a while, this site has just been infrastructure notes — Palworld servers, a WoW emulator, a scraper that watches for restocks. All real, all separately useful.

There's a throughline underneath them that's never had a name on this site until now. Tiny Machines is what we call it: the belief that a small, clever system built with real care can do more than a large one built without it — and that whatever world comes out of that belongs to the person who spent time in it.

This isn't a studio announcement. There's no game yet, and no release date to speculate about. It's the workbench where the actual thinking happens before anything gets a name people outside this site would recognize.

Room 2

The belief, in three lines

Not a manifesto — a plaque. Everything past this point is one of these three ideas, worked out in more detail.

Room 3

Optimization is craftsmanship, not a chore

It's easy to solve a problem by throwing more hardware at it. It's harder — and much more interesting — to ask what the smallest, cleverest system is that gets the same result. Same decision, built two different ways:

A diagram of one NPC combat decision Game state LLM call every tick · every NPC What the NPC does
Brute force

Ask a language model what to do, every tick, for every character. It works — right up until there are more than a handful of characters on screen, or the same hardware also needs to run the actual game. Cost: grows with every NPC, every tick.

Tiny Machine

A few cheap, deterministic rules decide what nearly every NPC does, nearly all the time. The expensive step — a real language model — only gets called for the rare interaction where it actually earns its cost. Cost: nearly flat, no matter how many NPCs.

Room 4

A save file that remembers who you are

Call it the Heart. The idea: your identity, your history, and who remembers you shouldn't be trapped inside one game's ending screen. What changes between games isn't who you are — it's how each world chooses to read that back to you.

The card on the right holds the same three facts either way. Only the words change — because the interpretation belongs to the game, but the identity belongs to the player.

The Heart CARD // 0x4E
Reputation A famous adventurer, three towns over.
Longest bond A healer who still owes you one.
One thing they remember You didn't leave when the caravan was attacked.
Room 5

We're not going to sell you the secret room

Cheat codes used to mean something: a developer handing you a toy, sometimes just because it'd be funny. Somewhere along the way, secrets became something to patch out or put behind a purchase instead.

If something in one of these systems turns out to be more fun than intended, the first question is whether it's fun — not how fast it can be closed off or sold back to you.

Found it. There's nothing to buy here. That's the whole point.
Room 6 · real and in progress

VWoW: the laboratory

Tiny Machines isn't tested in a design doc. It's tested on a Raspberry Pi running a Vanilla WoW private server, against bots that actually have to fight, remember, and hold a grudge.

That's VWoW — the modest, deliberately unglamorous proving ground. If a decision-making system can't survive a real combat encounter on a Pi 5, it doesn't get to graduate into anything bigger. Every idea on this page has either already been tried there, or is waiting its turn.

i

Boring on purpose The current work here is deliberately unglamorous: finishing a safe combat foundation before anything gets called "smart." That order is the philosophy in practice, not a delay of it.

Read the actual notes from the lab → snubtechsolutions.com/wiki/vmangos-bots.html
Room 7 · the emerging body of work

PACS: what the lab is teaching us

Persistent Adaptive Character System. Four small, plain ideas that keep showing up whenever a character needs to feel like it has a past: an identity, a memory, a relationship, and a body that identity can move into.

a character who persists Identity Memory Relationship Incarnation

None of this is a game yet. It's a pattern that keeps proving itself true in VWoW first — a body of working notes, not a pitch deck.

Meet Kiri, the first real test of this → snubtechsolutions.com/wiki/kiri-hart.html
Room 8

What this could become

Honestly: we don't know the shape of it yet. Maybe it stays a philosophy that makes the existing work better. Maybe, eventually, it's a world of its own — one where you show up as nobody in particular, and the place has already been going on without you.

Either way, it gets built the same way everything else on this bench does: small, tested, and kept.

Come back later This page will change as VWoW and PACS actually earn more of it. That's the point — nothing here is written to be permanent on day one.