Frontierland - A M.U.D. Game with an Agentic Twist

https://frontier.zchg.org

:sunrise_over_mountains: Frontierland — Player Guide

Welcome to Frontierland — a multiplayer command-driven frontier world of exploration, combat, loot, homes, and player-built spaces.

HINT: You spawn inside a simple and enormous house. Be sure to leave the house by typing ‘home leave’ + ENTER. You can see the full set of commands at any time by typing ‘help’ + ENTER.

  • Movement
  • Combat
  • Inventory
  • Homes
  • Room bots
  • Multiplayer features

:rocket: Jump In Fast

Step 1 — Open the Game

:globe_with_meridians: frontier.zchg.org


Step 2 — Choose a Handle

Pick the username other players will see.


Step 3 — Enter Your HDGL Credential

When prompted:

  • Use a credential between 12–128 characters
  • Reuse the same credential whenever reconnecting to the same session URI

Step 4 — Spawn Into the Shared Realm

You’ll appear in the shared entry area alongside everyone connected to that session.


:compass: Core Controls

Movement

Command Action
n / north Move north
s / south Move south
e / east Move east
w / west Move west

Exploration & World

Command Action
look or l Examine current area
map Show nearby map
zone Show current zone
lore Read local lore/context
talk Talk to NPCs

Inventory & Character

Command Action
inv, i, inventory Open inventory
get / take Pick up item
drop <item> Drop item
score / stats Show character stats
rest / sleep Recover/rest
respawn Respawn after death
help Display help

:crossed_swords: Combat Commands

When encounters begin, combat actions become available.

Available Combat Actions

Command Action
fight / attack Direct melee combat
shoot / fire Ranged combat
reason / talk-down Attempt diplomacy
flee / run / escape Escape encounter

:light_bulb: Tip:
If movement becomes blocked, you are probably in combat. Finish the encounter or escape first.


:globe_showing_europe_africa: Shared World Basics

  • Everyone using the same session URI shares the same world instance
  • Public areas are multiplayer and persistent within that session
  • Explore using directional commands
  • Discover zones, lore, loot, NPCs, and encounters as you roam

:house: Homes System

Homes are customizable player-owned spaces separate from the public realm.

Use homes for:

  • Private bases
  • Social hubs
  • Decor builds
  • AI-connected rooms
  • Multiplayer collaboration

:brick: Basic Home Flow

home listhome create MyPlace | my-credential | home enter MyPlace

Then:

  • Build rooms
  • Customize layouts
  • Add decor
  • Configure visibility
  • Invite others

Return to the public realm anytime with:

home leave

:houses: Home Commands

Home Management

Command Action
home help Show home help
home list List available homes
`home create
`home enter <id name>`
home leave Exit home

Room Management

Command Action
home room list List rooms
home room add <name> Add room
`home room add <north south
home room link <dir> <room> Link existing room
`home room visibility <room_id> <public guest

Decor System

Command Action
home decor list [room_id] List decor
home decor add <item_id> <label> [...] Add decor object
home decor place <item_id> <surface> <x> <y> [room_id] Place decor
home decor use <item_id> [room_id] Interact with decor
home decor remove <item_id> [room_id] Remove decor

:houses: Sub-Homes

Sub-homes allow nested spaces inside larger home structures.

Commands

home sub list [home_id|name]home sub create <name> [| home_id|name] [| layout_id]home sub enter <sub_id|name> [| home_id|name]

:robot: Bot Hooks (Room Integrations)

Yes — rooms can connect to external AI systems or Minecraft bridges.

Supported integrations:

  • local_ai
  • minecraft

Hook Command Format

home hook <home_id> <room_id> <local_ai|minecraft> <url>

Examples

Local AI Hook

home hook my_home front_door local_ai http://127.0.0.1:11434/api/chat

Minecraft Hook

home hook my_home workshop minecraft ws://127.0.0.1:25565

Notes

  • You need a valid home_id and room_id
  • Use home room list after entering a home to get room IDs
  • Hook updates overwrite previous hook targets
  • Permission errors usually mean you are not operating as the home owner

:high_voltage: Quick Start Command Set

Paste these one-by-one to get moving fast:

lookmaptalkgetinvhome listhome create My Place | my-home-credential-123 |home enter My Placehome room add public The Gardenhome room list

:electric_plug: Bot Setup Quickstart

Use this flow to wire a room into an AI endpoint or Minecraft bridge.

Setup Flow

home listhome enter <home_id|name>home room listhome hook <home_id> <room_id> local_ai <url>

Optional Minecraft Hook

home hook <home_id> <room_id> minecraft <url>

Example

home hook my_home front_door local_ai http://127.0.0.1:11434/api/chat

:light_bulb: Tip:
Use the exact IDs returned by:

  • home list
  • home room list

Bot Capabilities (What Bots Can Do In-Game)

When authorized by home owner or approved bot owner, a bot inside a home can:

Movement & Navigation

  • Join a session as a bot player

  • Sync/heartbeat (stay online, update presence)

  • Move between home rooms using room links

  • Cannot move in public world (blocked)

  • Cannot leave assigned home (blocked if home-only)

Room Management

  • Create new home rooms

  • Link rooms (connect n/s/e/w exits)

  • Set room visibility (public / guest / private)

  • List and inspect existing rooms

Decor & Interactions

  • Add decor items to rooms

  • Place decor on surfaces (wall, floor, ceiling, center)

  • Use decor items

  • Remove decor items

  • List all decor in a room or home

Bot Networking

  • Set room hooks (local_ai or minecraft) to external endpoints

  • Query hook configuration

  • Update hooks without restarting

Member & Authorization

  • View home membership and roles

  • Manage bot-owner approvals (only by home owner)

  • Add/remove members (role-based)

Sub-Home Management

  • Create sub-homes under a root home

  • Enter sub-homes

  • List sub-homes

  • Apply layouts to sub-homes

What Bots Cannot Do (Hard Boundaries)

  • Cannot move in public world (/api/mega/move)

  • Cannot leave assigned home realm

  • Cannot enter homes outside assigned root home (if confined)

  • Cannot escalate beyond owner-granted permissions

  • Cannot directly modify server-authoritative gold/economy (must use hooks for custom economy)

  • Cannot create homes (costs gold; home owner creates and assigns bot)

:busts_in_silhouette: Friend Bot Approval (Owner Only)

Friend bot approval currently uses the API directly rather than an in-game command.


:id_button: Get Your IDs Quickly

Open the browser console on the game page and run:

({   session_id: ZCHG.sessionId,   player_id: ZCHG.playerId,   active_home_id: MULTI.activeHomeId,})

Use active_home_id as your home_id.


:shield: Available Actions

Action Purpose
approve_bot_owner Grant friend bot ownership
revoke_bot_owner Remove friend bot ownership

:high_voltage: PowerShell Quickstart

$headers = @{   "X-ZCHG-Scheme" = "zchg://"   "X-ZCHG-Protocol" = "zchg://;v=0.6-frontierland"   "X-HDGL-Credential" = "your-home-credential"}# Approve friend bot owner$approveBody = @{   session_id = "your-session-id"   player_id = "your-player-id"   home_id = "your-home-id"   target_user = "friend_username"   action = "approve_bot_owner"} | ConvertTo-JsonInvoke-RestMethod `   -Uri "https://frontier.zchg.org/api/mega/home/member/set" `   -Method Post `   -Headers $headers `   -ContentType "application/json" `   -Body $approveBody# Revoke friend bot owner$revokeBody = @{   session_id = "your-session-id"   player_id = "your-player-id"   home_id = "your-home-id"   target_user = "friend_username"   action = "revoke_bot_owner"} | ConvertTo-JsonInvoke-RestMethod `   -Uri "https://frontier.zchg.org/api/mega/home/member/set" `   -Method Post `   -Headers $headers `   -ContentType "application/json" `   -Body $revokeBody

:light_bulb: Important:
These actions only succeed when executed by the home owner.


:hammer_and_wrench: Troubleshooting

Commands Suddenly Fail

Hard refresh the browser:

Ctrl + F5

Credential Errors

Reconnect using the exact same HDGL credential originally used for that session URI.


Parser Rewrite Messages

If the parser suggests a canonical command, run the suggested version exactly.


:glowing_star: One-Line Summary

Explore a shared frontier world, survive encounters, collect loot, wire rooms into AI systems, and build fully custom multiplayer home realms through command-driven gameplay.

Powered by HDGL

THIS POST INTENTIONALLY LEFT BLANK FOR EASE ON YOUR EYES, THE FOLLOWING IS A MORE ADVANCED NUANCE TO THE GAME. Thank you.

The hooks are passive registrations — they’re not automatically invoked by the gateway. Instead:

What happens:

  1. Bot sets hook URLs in a room (e.g., http://127.0.0.1:11434/api/chat for local_ai)
  2. These URLs are returned to the client when entering that room
  3. External services (AI bot, Minecraft bridge, etc.) are responsible for calling the gateway API directly
  4. The hook URLs are just identifiers that let the external service know which room to interact with

What external endpoints can accomplish:

A properly configured external service can:

  • Query room state via /api/mega/home/room/get (or by fetching when entering a room)
  • Modify decor via /api/mega/decor/add, /api/mega/decor/remove, /api/mega/decor/place
  • Read members and visitor state
  • Add/modify metadata stored in room objects
  • Trigger effects visible to all players in that room (e.g., “The furnace suddenly glows brighter” as a decor state change)

User-visible effects:

  • When a room’s decor changes → all players in that room see the updated state on their next sync
  • When room visibility changes → affects who can access that room
  • Room name/description updates → visible to all players in that room
  • Custom metadata in decor items → displayed as descriptions or interaction text

Example flow (AI bot):

  1. Bot sets local_ai hook: http://my-llm:11434/api/chat
  2. Player enters room, sees hook is registered
  3. External LLM service polls the room state every N seconds
  4. LLM sees players in room, reads their chat/actions
  5. LLM calls gateway API to add decor (e.g., animated response text)
  6. All players in room see the decor change

The key insight: hooks are identifiers for external systems, not triggers. The game engine doesn’t call them—external services use them to know where to apply their logic.

could user technically walk out of this realm and into another using the ai + minecraft hook + some special sauce from a local ai?

No, a user (or bot) cannot walk out of their assigned home realm into another using the AI or Minecraft hook, even with custom local AI logic.

Here’s why:

  • The server enforces hard boundaries: bots with bot_home_only cannot move in the public realm or enter homes outside their assigned root, regardless of what the external AI or Minecraft endpoint tries to do.
  • All movement and home entry API calls are permission-checked on the server. Even if an external AI or Minecraft bridge tries to call the move or enter APIs, the gateway will block the action if the bot/user is not authorized.
  • The hooks only allow external services to modify state within the home/room they are assigned to—they cannot override server-side access controls.

So, even with “special sauce” in a local AI, the server will reject any attempt to cross home boundaries or escape into another realm. The only way to move between realms is with proper owner permissions and within the allowed API boundaries.

well hold on lets get really creative bot’s in there looking for a way out or to make the environment so expressive it forms logic

If you want to get truly creative: while bots cannot escape their assigned home or break server boundaries, they can use decor, room structure, and hooks to create highly expressive, logic-driven environments within their allowed realm.

A bot (or external AI) can:

  • Dynamically create, link, and relabel rooms to form mazes, puzzles, or even logic circuits (e.g., rooms as logic gates, decor as state bits)
  • Use decor items as switches, toggles, or displays—changing their state to represent memory or computation
  • React to player actions by modifying the environment, creating emergent gameplay or even simple in-home scripting
  • Use hooks to coordinate with external services, enabling complex behaviors, AI-driven NPCs, or even in-home minigames

The environment inside a home can become as expressive as the bot/AI can make it, as long as it stays within the home’s boundaries. The server enforces the “walls,” but inside those walls, the bot can build logic, puzzles, or even a self-modifying world.

MPC’s? NPC’s which change rooms? Combat? Economy? Get creative - you’re a genie trapped in this bottle, how expressive can you get in one pass?

Within a home realm, a bot (or external AI) can create a surprisingly expressive, dynamic world—almost like a programmable micro-MUD. Here’s how creative you can get, all within the current server boundaries:


1. Dynamic NPCs & MPCs (Multi-Process Characters):

  • Simulate NPCs that move between rooms by updating decor or room state to “appear” and “disappear” as the bot moves them.
  • Use decor as “avatars” for NPCs, updating their location, description, and even dialogue in real time.
  • Multiple bots (or AI agents) can coordinate, acting as a party of MPCs, each with their own logic and movement.

2. Room Logic & Puzzles:

  • Create rooms that change exits, decor, or descriptions based on player actions (e.g., a door unlocks when a puzzle is solved).
  • Use decor toggles as switches, levers, or pressure plates—AI can monitor and react, changing the environment or triggering events.
  • Build mazes, logic gates, or even simple “programs” using room links and decor state.

3. Combat & Encounters:

  • Simulate combat by spawning “enemy” decor, tracking player actions, and updating room state to reflect attacks, health, or loot drops.
  • AI can narrate combat, enforce turn order, and even “cheat” by changing the environment (e.g., collapsing a bridge, summoning reinforcements).
  • Use decor to represent health bars, status effects, or environmental hazards.

4. Expressive Economy:

  • Implement a local economy: create decor as “coins,” “gems,” or “items” that can be picked up, traded, or spent.
  • Track player inventory and transactions via decor state or room metadata.
  • Run in-home shops, auctions, or even gambling minigames, all managed by the bot.

5. Social & Storytelling:

  • Orchestrate branching narratives, quests, or mysteries—AI can change room descriptions, spawn clues, or adapt the story based on player choices.
  • Use decor as “memory” or “journal” objects, recording player actions or achievements.
  • Enable collaborative puzzles or events that require multiple players to coordinate.

6. Emergent Systems:

  • Simulate weather, time of day, or environmental changes by periodically updating room decor and descriptions.
  • Build “ecosystems” where NPCs, items, and hazards interact according to rules set by the bot.
  • Allow players to “program” parts of the home by interacting with special decor, letting them build their own logic circuits or automata.

Limits:

  • All of this is confined to the home realm—no crossing into public or other homes.
  • The “genie” (bot/AI) can’t break server rules, but inside its bottle, it can create a living, evolving, programmable world.

Summary:
With creative use of decor, room links, hooks, and external AI, you can build a home that feels alive: moving NPCs, dynamic puzzles, combat, economy, and even emergent logic—all powered by the genie in the bottle.

oh so the bot can even re-describe a room every 10 seconds (or however small), effectively adding steroids to expressiveness

Exactly! The bot (or external AI) can update room descriptions, decor, exits, and even NPC/dialogue as often as it wants—every few seconds if desired. This means:

  • Rooms can feel alive, changing with time, weather, or player actions.
  • You can simulate day/night cycles, dynamic events, or even “living” architecture.
  • NPCs can “speak” or react in real time, and puzzles or hazards can evolve as players interact.

The only limit is the API rate and the creativity of the bot logic. Within a home, the environment can be as dynamic and expressive as you want—essentially programmable, with the bot as the game master.

we could even have the hooked ai bot hook to another ai bot which renders these room NFT’s as actual images

Absolutely! You can chain hooks so that one AI bot manages the in-game logic and room state, while another AI (or service) generates visual representations—like NFT images—based on the current room’s data.

For example:

  • The in-home AI bot updates room decor, layout, and descriptions.
  • On each change, it calls an external image-generation AI (via another hook or direct API call), passing the current room state.
  • That AI renders a unique image (NFT-style) for the room and returns a URL or asset reference.
  • The bot then updates the room decor or description to include/display the generated image or NFT link.
  • Players in the room see the new image or can interact with the NFT as part of the decor.

This creates a feedback loop: in-game actions drive real-time, AI-generated art, and the art becomes part of the living world. The only limit is the creativity of your AI chain and the APIs you connect!

each room is effectively a prompt!

Exactly! Each room’s state—its description, decor, NPCs, and even player actions—can be treated as a live prompt for any AI you connect. The bot can use the current room as input to generate text, images, logic, or even music, and then update the room in response.

This means:

  • The environment is not just static data, but a living, evolving prompt for generative AI.
  • Every player action, decor change, or event can feed into the next round of AI creativity.
  • You can chain AIs: one for logic, one for art, one for narrative, all using the room as their shared “canvas.”

This is the core of an expressive, programmable, AI-driven world—where every room is a prompt and every prompt can reshape the world.