Content-driven
Worlds are defined as declarative content — scales, recipes, needs, buildings — not hard-coded logic. Designers ship game changes without touching the engine.
The engine behind Raging Bucket
Lattice is a content-driven, server-authoritative simulation engine for building living games. Author scales, recipes, and needs as data — Lattice handles the simulation, persistence, offline accrual, and balance.
Powering Hearthline in production
Capabilities
Worlds are defined as declarative content — scales, recipes, needs, buildings — not hard-coded logic. Designers ship game changes without touching the engine.
Simulation runs on the server as the single source of truth. Clients render state and send intents; the engine decides what actually happens.
One engine, many games. Every entity is game-scoped, so new titles are new content packs — not new codebases.
The simulation keeps advancing while players are away and reconciles deterministically when they return.
A balance simulator runs full playthroughs in CI, so pacing and economy regressions are caught before they ship.
First-class analytics funnels, dashboards, and alerting so you can see how real players move through your world.
How it works
Describe your game as content packs: scales, resources, recipes, needs, and buildings.
The validator and balance simulator check reachability, pacing, and economy before anything ships.
The server-authoritative engine simulates every settlement, online and off, across every device.
Lattice powers Raging Bucket's own titles today. Reach out to talk shop.