Game Engine as a Service (GEaaS)
Document status: Vision. A hosted product, not Platform itself, and not a v1 requirement.
Renamed and reframed. This document was "Narrative Engine as a Service (NEaaS) — Platform Vision", and it described what this repository was. It is now one workload Platform hosts — see Platform Identity. The engine is renamed from "Narrative Engine" to Game Engine, matching what SubZeroDev.GameEngine calls itself and what it has become: it ships three kinds —
story-graph,simulationandworld-graph— and a weekly-budget life simulation and a resort-management sim are not narratives. "Narrative" now describes one kind, not the engine.
Vision
A hosted, API-first, MCP-first game platform where creators build, publish, and play games on a shared engine. The hosted service becomes the authoritative source for game state, rules, saves, campaigns, and AI-assisted authoring.
Build the engine once. Host it once. Consume it everywhere.
The engine and its kinds (the
SubZeroDev.GameEngine
architecture) are the foundation this product sits on. Nothing here changes the engine; it
wraps it. How it wraps it — the workload boundary, and what Platform supplies versus
what the engine owns — is
engine-hosting-contract.md, which is a contract rather than
a vision.
What the hosted layer would add
Above the pure engine:
- Session persistence as a managed service (the engine's session store becomes hosted).
- Player accounts and cloud-synced saves.
- Campaign publishing, versioning, and a public/private catalogue.
- Community sharing.
- Analytics.
- AI-assisted authoring as a hosted creator tool (the engine's authoring boundary still applies — AI authors campaign data, the engine validates it).
- Multiplayer sessions (far future).
- A live MCP transport, making the tool contract
(
mcp-tool-contract.md) reachable by a real AI client rather than only called directly by tests.
Each of those is either a Platform concern or a product concern, and the split is not
obvious by inspection. engine-hosting-contract.md §4 draws
it explicitly.
Creator workflow
Create campaign → test locally → upload → publish → players consume from any client
Known deferred gaps (before mods, not before MVP)
Raised in peer review, captured here rather than specified — they have no consumer until content packs stack, which is post-MVP. Spec them when the first pack that needs them appears, not before.
Content-pack merge rules. Once packs layer —
base campaign → expansion → localization → culture pack → community pack → user mod —
the engine needs defined answers to: override or merge? priority order? conflict
resolution? a dependency graph?
Partly closed since this was written. The engine now specifies content-pack resolution: a pure ordered fold in which campaigns replace wholesale and strings replace per key, exact-version dependencies with no range solving, and
campaignVersionstamped with a digest of the resolution so a game records the content it actually ran against. What remains open is community packs specifically — the trust half below — not the merge semantics.
Community modding. Untrusted third-party packs raise validation, sandboxing, and dependency-resolution questions beyond first-party culture packs. A pack is data and is validated like any other content, so it needs no sandbox — but who may publish one is a hosting question, and therefore this product's, not the engine's.
Possible business model
- Free — community campaigns, limited saves, limited AI generation, basic hosting.
- Creator (subscription) — unlimited campaigns and saves, AI authoring, analytics, private campaigns, sharing.
- Studio — white-label, custom domains, teams, collaboration, full API, enterprise hosting, dedicated MCP endpoint.
Those three tiers are what make this product a second consumer of Platform's billing, identity and tenancy candidates — see Platform Identity §4.
Differentiators
Headless, hosted, API-first, MCP-first, AI-assisted authoring, platform-independent, campaigns-as-data, UI fully decoupled, deterministic gameplay.
Inspiration
Twine · Ink · ChoiceScript · RPG Maker · AI Dungeon · NovelAI · Unity · Godot · PlayFab. The objective is to combine ideas from these into one hosted platform focused on AI-native games.
The order of operations
- Core + the kinds, proven by tests and a text client. Done — the engine's MVP
definition of done is fully checked, and
simulationandworld-graphhave followed. story-graphcontent model and the Bulgaria adventure as real content. Done — four arcs built.- The unified API + MCP surface. This is the open step, and it is where this product starts: the engine's tool table is implemented and tested in-process, but no real transport serves it over the wire.
- Only then the hosted layer above.
The engine is the foundation. The hosted service is the ecosystem. Campaigns are the products. In that order.