Devadex

Devadex Labs

Devadex Labs builds reusable world-simulation middleware — the missing layer between a game engine and a living world. Everything here is drawn from the real projects — and where a claim is a measured result, it says so.

LivingBrain

Shipped

The first reusable civilization simulation middleware. One brain, any engine.

A deterministic, engine-agnostic civilization simulation core you drop behind any game. ~180 interlocking systems grow a persistent world from a single seed — settlements rise, citizens are born, marry, feud and die, economies boom and crash, wars are fought for reasons. The core knows nothing about any engine; a thin adapter carries it into Godot, Unity, or Unreal.

  • 180 systems, all loaded & ticked
  • 76,188 lines of Lua, zero dependencies
  • 60 seeds · 30,000 sim-days · 1.64M events · 0 crashes
  • 100% deterministic replay, cross-process verified
  • Under 4 MB, zero-install (bundled Lua 5.4)

Verified: Certified from source: 60-seed / 30,000-sim-day run, 0 crashes, byte-identical cross-process replay.

Capabilities: SimulationEconomyNPCProcedural GenerationAI
Platforms: GodotUnityUnrealLua
License: Commercial (indie self-serve tiers available)

Living World Middleware

Verified on Godot 4.7

The Living systems as drop-in middleware — auto-detect the host game, auto-attune the systems to it.

Turns the Living World systems into drop-in middleware: enable it in an existing game and it auto-detects what the game already has (player, currency, inventory, NPCs, save store, UI) and auto-attunes — binds the systems to those objects and tunes each system's config to the game's scale, instead of assuming a blank project. Mutation is the last step and is previewable: detect (read-only) → plan (read-only) → apply.

  • Detector found 7 of 9 host concepts on the demo host
  • Attune plan staged 6 config changes + 7 bindings
  • Detect → plan pipeline ran clean, read-only (nothing mutated)

Verified: Ran headless on Godot 4.7 (detect + attune plan) against the demo host — pipeline clean; 7 seed systems of 50 covered end-to-end.

Verified systems (7 of the Living World set):
Progressionleveling
host max-level → Progression.max_level
CombatCombat
binds Player; host.player_attacked → Combat.deal_damage
EconomyEconomy
binds Currency; tuned starting gold to host
InventoryInventory
binds Inventory + Player; slot/weight tuned to host
EcosystemSimulation
activates only when a WorldRoot is detected
NPC AINPC
binds detected NPCs + WorldRoot
QuestQuest
binds Player + UIRoot
Capabilities: ProgressionCombatEconomyInventoryEcosystemNPCQuest
Platforms: Godot — Godot first; Roblox (Luau) and Unity adapters slot onto the same engine-neutral core.
License: Devadex Labs

These are shown as a curated showcase; they are not yet mixed into the searchable middleware index.