An open, serverless game world the tide is always taking back. Every wall and monument is an Arkiv entity kept alive by Lifetime Extension, materials are lifetimes, and whatever the players stop caring about literally sinks off the query surface.
Pine fades in days, stone in a season, monuments stand for years. Watch the neglected district: nothing is deleting those buildings. Their entities are expiring.
Scavengers watch it to claim. Guilds watch it to rescue their own. The scoreboard of neglect is one range query.
In Rust or Wurm, decay is game code a studio can change. Here no GM can save a monument the players stopped funding: expiry is protocol physics.
Renewing an entity is watering a plant. Under the strict permission model only an owner extends, so rescuing a stranger's tower means they transfer it to you first: the social drama, not a bug.
Pine, stone, monument: the same entity with different prepaid spans. Bigger and longer costs more by construction, so scarcity needs no tokenomics.
Parcels trade via changeOwnership: a real land market. But $creator is immutable: the mason's signature outlives every sale. You cannot take what is maintained; you inherit what is abandoned.
Claimable only where the previous parcel expired. Claim races resolve deterministically: both visible, earlier timestamp wins by convention, the loser goes unrenewed. Contested ground is visible drama, not corruption.
Lifetime bought at build time: material IS lifetime. $creator = the builder, forever.
A charter nobody renews disbands the guild by protocol, and its lands drift onto the tide map.
Writers pay for exactly how long they want to be remembered. Chronicles keep seasonal history queryable after the evidence itself has sunk.
Render a region. Any client, mod, map site or bot draws the same world from the same filters: no server, no indexer, no studio in the loop.
The tide map. Everything that sinks in the next day. Absence-as-pressure, rendered as gameplay.
A builder's legacy and a holder's estate: craft reputation and holdings are both pure queries.
A guild's standing footprint: the territory score, counted, never asserted.
Writers, the entity layer with its lifetimes, the readers, and the build → maintain → neglect → reclaim loop. Click for full size.