A world of crystal, memory, and unfinished paths.
Atrinik is an open-source cooperative fantasy role-playing world of islands, ruins, and crystal-lit mysteries. Founded by Zoey Seraphina Rose, it is built with its community.
The maintained GPL-licensed Atrinik Classic line keeps the world playable today. In parallel, a next-generation MIT implementation is being developed with Go, Rust, and Protobuf foundations. They do not yet form a complete game release. Game content and media remain separately licensed under the terms in their source repositories.
Classic remains GPL as distributed. Tools
is MIT by default with a GPL-2.0-or-later map-checker-qt/ exception; historical
tools tags and releases remain under the terms that applied when published.
Under the
historical MIT provenance registry,
an MIT destination may inspect exact, independently separable material as
source reference, copy it, migrate or port it, translate or adapt it, or
relicense it only after the canonical audit proves each selected contribution
is the applicable named grantor's original work. Each contribution must be
solely authored by that grantor and fall within the row's temporal scope.
Distinct contributions may cite different rows only when each independently
satisfies one row. Rows cannot be combined to cover jointly authored
contributions, generated output, or inseparable mixed work. Later material needs
contemporaneous compatible permission. This does not relicense the source
repositories or by itself approve a GPL dependency, link, or bundle.
- Play Atrinik Classic
- Explore the development workspace
- Follow the next-generation roadmap
- Discover the world
| Repository | Purpose |
|---|---|
| classic | The playable, maintained C17 client, server, editor, libraries, and protocol |
| content | Atrinik's authored maps, quests, archetypes, and world data |
| client | Rust and SDL3 foundation for the next-generation MIT client |
| server | Go foundation for the next-generation MIT authoritative server |
| protocol | Game Protocol 1 schemas, QUIC specifications, and Go/Rust bindings |
| renderer | Shared Rust GPU renderer for clients, editors, and tools |
Human creators direct the game world. Software is developed publicly—primarily through Codex-driven workflows under maintainer direction, review, provenance controls, and repository validation. Direct human contributions are welcome.