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Credence: a Godot prototype about belief and divine intervention. Original work all rights reserved.

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Credence

A standalone 3D Godot prototype about how people interpret a god's actions. Two villages, 24 people, one week of drought. You choose where rain and food appear. People witness events, pass reports, remember interpretations, and act on them.

A continuous perspective camera moves from a person's face to the surrounding mountain valley. The scene uses stylized human characters, skeletal animation, textured materials, terrain relief, vegetation, directional shadows, water, and atmosphere.

This is a new project. It does not load, change, or redistribute Black & White 2. The BW2 baseline and Korri packaging are separate.

Source-only publication

No binary releases are provided. The original code, writing, procedural art, and generated audio are copyright © 2026 Simon W. Jackson. All rights reserved. Public source availability is not an open-source license. See LICENSE.txt, third-party notices, and the scoped rights audit. Quaternius CC0 assets and OFL fonts keep their existing terms.

The title is now Credence. Historical reports retain Signs of Rain where that was the name actually tested. The old installed Linux launcher on aka remains at /home/simonwjackson/.local/share/signs-of-rain/current/launch. This publication does not rename, replace, or deploy that installation. New builds use separate Credence paths, with no fallback reads or data migration.

See controls and experiments before playing a local build. Normal play takes about five minutes. Use F for faster time and Space to pause.

Android

The Android prototype keeps the 3D game and adds one-finger orbit, two-finger pan/pinch, tap actions, safe-area layout, and density-scaled controls. Every action is available without a keyboard. It uses Godot's Mobile renderer and starts with Faster graphics.

Build the signed ARM64 APK on aka with nix run .#build-android -- --host simonwjackson@aka from a clean committed checkout after toolchain preparation. The local output is build/android/credence.apk. See installation, reproduction, and device-test limits.

Historical Signs of Rain evidence checked the package and desktop Mobile rendering. Wireless ADB installed that old APK on SM-F971U1 running Android 17. Physical touch, folding, heat, and phone frame rate remain unverified. The Android build does not replace the installed Linux launcher.

Develop and rebuild

Run commands from the source checkout. flake.lock pins nixpkgs revision c06b4ae3d6599a672a6210b7021d699c351eebda. The flake supplies Godot 4.6.1, JDK 17, Android SDK/Build Tools 36, Python, GDScript tooling, and Ruff. Android templates have a fixed official SHA-512. The SDK follows the home-kiosk composition pattern, without an NDK, emulator, or CMake.

nix develop
nix run .#check
nix run .#prepare-android -- --host simonwjackson@aka
nix run .#build-android -- --host simonwjackson@aka

Run commands from this checkout. nix run .#check writes results under ignored build/local-checks.json, so checks do not make the release source dirty. nix flake check runs the full suite in an isolated source copy. Both run the real engine tests and Python tests.

Inside nix develop, open project.godot or run godot --path .. The shell also exposes adb for wireless pairing and APK installation. Fonts and generated wave files are included. tools/prepare-assets.py regenerates the authored sound.

For a local x86_64 Linux build (not a published binary release):

nix run .#build-linux
./build/credence/launch

The bundle contains the resource pack, launcher, accessible license files, and a SHA-256 manifest. Its runtime is the pinned Nix Godot 4.6.1 closure. It uses Forward+ and needs Vulkan. The optional tools/deploy.py script copies the pinned runtime to simonwjackson@aka, verifies the release hashes, and changes only Credence's ~/.local/share/credence/current link. Deployment is not part of this source publication. It refuses deployment while this game's launcher holds its lock. Older releases remain under releases/. The build records whether its source tree was dirty.

This is an x86_64 NixOS delivery, not a portable Windows/macOS release. Restoring the recorded Nix closure is required if it is absent. Use the flake commands for the locked toolchain. Direct Nix-shebang helper environments still use the host's nixpkgs registry. Signing stays outside Nix builds and the Nix store. No binary uploads are part of this publication. The native Nix packages are packages.x86_64-linux.credence and packages.aarch64-linux.credence; their launcher is bin/credence. Accessible notices live under share/credence/.

Verification and implementation

  • Acceptance evidence separates local model checks from real target input, rendering, audio, restart, and capture.
  • Simulation rules explain the model and controlled initial conditions.
  • Simulation results compare no intervention, balanced help, and one-sided help.
  • 3D direction records the user's approved stylized-realistic camera and presentation requirements. It supersedes the old 2D rendering plan in the initial brief.

sim/simulation.gd owns all simulation state and its seeded RNG. game/main.gd owns time, input precedence, and replay. The valley and HUD only read supplied state. Rendering animation and sound do not change simulation randomness.

The terrain and scenery consist of authored 3D geometry and shaders. Animated dressed characters derive from three Quaternius CC0 archives, with actual licenses and source hashes retained. See character provenance. Audio comes from the included generator. Alegreya and Lato remain under their bundled SIL Open Font Licenses. The optional input helper derives from our BW2 tooling at commit d900362. This copy requires a private display socket before connecting. Only its generic Wayland keyboard/pointer protocol is used. The BW2 name-field command is irrelevant to this game.

Limits

The model has fixed trust, four starting histories, direct travel, no mortality, and no distorted report facts. Character art has no facial animation, cloth simulation, or foot/grip IK. Arbitrary routes can cross scenery. There is no campaign, combat, construction, or creature. The design tests meaningful rule-driven consequences, not general intelligence. See the controls document for further limits and the exact scope of replay.

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Credence: a Godot prototype about belief and divine intervention. Original work all rights reserved.

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