MUD · interactive mechanism simulation

A player action is previewed instantly by the client's optimistic local EVM sim, then the real tx routes World → namespaced System → Store (bitpacked relational tables) → Indexer → back to every client. Edit the parameters and watch the sync loop change.
Player client optimistic local EVM sim accuracy 100% World contract routes + access control Systems 6 systems registered Store (tables) 0 rows written Indexer syncs in 600ms
Actions simulated
0
Table writes
0
Optimistic accuracy
100%
World entities
0
Parameters — edit me
1.5/s
600ms
8%
6
Controls

Illustrative simulation. Reflects MUD's researched architecture (client-side optimistic EVM simulation, a World contract routing to namespaced Systems, a bitpacked relational Store, and a generic indexer syncing state back to clients), but action sizes, timing and the "overload" event are randomized for visualization — not live onchain data. The overload button caricatures the pre-MUD failure mode (zkDungeon-style single-key state sync collapsing under load) that MUD's Store/World redesign was built to fix. Part of The Onchain Experiment Atlas.