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<title>orrery.git, branch main</title>
<subtitle>An ASCII sci-fi-fantasy game for the terminal: derelicts, star systems, mining and cities
</subtitle>
<id>https://git.skylarcloud.xyz/orrery.git/atom?h=main</id>
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<updated>2026-11-11T23:34:04Z</updated>
<entry>
<title>README: recommend iTerm2 on macOS too</title>
<updated>2026-11-11T23:34:04Z</updated>
<author>
<name>skylar</name>
<email>me@casper</email>
</author>
<published>2026-11-11T23:34:04Z</published>
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<content type='text'>
Current iTerm2 shows 24-bit colour and reports held keys, so list it
beside Ghostty and kitty, with the version it needs and the setting to
turn on if the title screen says held keys aren't detectable.

Co-Authored-By: Claude Opus 5.5 &lt;noreply@anthropic.com&gt;
</content>
</entry>
<entry>
<title>Orrery 0.1.0: the galaxy, flight, cities, inventory and saves</title>
<updated>2026-11-11T23:24:37Z</updated>
<author>
<name>skylar</name>
<email>me@casper</email>
</author>
<published>2026-11-11T23:24:37Z</published>
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<id>urn:sha1:9ccf951473e21a8b90c25161156fa09a9b227a7b</id>
<content type='text'>
Grows the derelict crawler into the whole game, and gets it ready to
publish.

- A galaxy of star systems joined by lanes, split between four peoples'
  territories, with a star map and a system map. Systems are modelled
  with Kepler orbits, moons inside their Hill spheres, belts past the
  frost line and stations at Lagrange points.
- Flight around one place at a time: arcade flight with a throttle
  fallback where held keys can't be detected, mining rocks for ore,
  landing, docking at stations, and boarding wrecks that come and go by
  the calendar.
- Your ship to walk about, and capital cities to land at: generated
  plans with walls, quarters and streets, building interiors, shops,
  taverns, scholars and armourers.
- Fighting with a weapon and a gun ready, six damage types and how each
  monster takes them, and armour that guards, wears and can be mended.
- Everything you own has a weight: a vim-keyed inventory, a pack and the
  ship's lockers, and trade in ore, salvage, arms and fuel.
- Characters with a people and a ship of their own, saved as versioned
  JSON on every scene change and on quit, with a character sheet, a
  saves list and a pause menu wherever you are.
- `orrery weapons`, `armour`, `galaxy`, `system` and `town` print the
  generators' output without the TUI.
- Release: README install steps for macOS and Linux, a Makefile whose
  install also works with macOS's install, an MIT licence, and Cargo
  metadata with rust-version 1.88.

Co-Authored-By: Claude Opus 5.5 &lt;noreply@anthropic.com&gt;
</content>
</entry>
<entry>
<title>Orrery: game loop, name generator and derelict dungeons</title>
<updated>2026-11-10T14:50:08Z</updated>
<author>
<name>skylar</name>
<email>me@casper</email>
</author>
<published>2026-11-10T14:50:08Z</published>
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<id>urn:sha1:d36c54d996f3c14ae811312dbbe621e12a39edde</id>
<content type='text'>
An ASCII sci-fi-fantasy game for the terminal, built on ratatui.

- Game loop with a fixed 30 Hz tick and a stack of scenes; the kitty
  keyboard protocol is turned on where the terminal supports it, so later
  real-time scenes can tell when a key is held.
- Stable hierarchical seeds: the whole universe derives from one u64,
  with tests pinning the exact outputs so old seeds keep working.
- Name generator with four cultures, each with its own syllables and
  templates, plus unidentified/true names for artifacts.
- Title screen with an animated orrery, and a name forge for browsing
  generated names.
- Derelict ships to board: ship-shaped maps with an engine room, spine
  corridor, side rooms and bridge; symmetric shadowcasting sight;
  monsters that wake on sight and hunt; loot carried out through the
  airlock goes into the hold.
- `orrery names` and `orrery ship` print the generators' output without
  the TUI, for tuning.

Co-Authored-By: Claude Opus 5.5 &lt;noreply@anthropic.com&gt;
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</entry>
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