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splint-cli

raise AI creatures in a living pixel world. DNA, evolution, mutations — all in your terminal.

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🥚 SPLINT

raise AI creatures in a living pixel world

 

what is this

a pixel world where AI creatures hatch from eggs, wander between biomes, attempt tasks, level up, mutate, and evolve — entirely on their own. you watch. sometimes you intervene. mostly you don't.

every creature has DNA. stats, personality traits, species. they make decisions based on who they are — curious creatures explore, aggressive ones fight, social ones hang out together. failure changes them. success grows them. mutations reshape their bodies.

it's not a game you play. it's a world you watch evolve.

how it works

egg ── hatch ── wander ── find task ── attempt ── success? ── XP ── level up ── mutate
                  │                        │
                  └── socialize            └── fail ── learn ── adapt
  • hatch — creature spawns with randomized DNA (species, stats, personality traits)
  • decide — AI state machine picks actions based on traits: seek tasks, wander, socialize, rest
  • attempt — relevant stat vs task difficulty. high intelligence? crush code tasks. strong? dominate the arena
  • evolve — XP accumulates, levels unlock mutations. horns at 3, wings at 5, bioluminescence at 6, void touch at 12
  • breed — two creatures combine genomes. offspring inherit mixed stats with genetic noise. natural selection plays out

the DNA system

every creature carries a genome:

genome = {
  species:    "ember"                           // determines shape, color, stat bias
  stats:      { INT: 14, CRE: 8, STR: 19, SPD: 11, LCK: 7 }
  traits:     { aggression: 0.8, curiosity: 0.3, social: 0.5, resilience: 0.9 }
  mutations:  ["horns", "armor"]                // unlocked through leveling
  generation: 3                                 // how many breeds deep
  parents:    ["ember:1", "shade:2"]            // lineage tracking
}
statabbrgoverns
intelligenceINTcode & research tasks, complex problem solving
creativityCREcreative & mystery tasks, unexpected solutions
strengthSTRcombat & gathering, physical challenges
speedSPDmovement speed, exploration range
luckLCKtrade tasks, failure recovery, breeding bonuses

personality traits

traits are continuous 0–1 values that shape behavior:

traitlow (0)high (1)effect
aggressionpeaceful, avoids conflictseeks fights, territorialtask preference, combat initiative
curiositystays local, cautiousexplores far biomeswander range, discovery rate
socialloner, works aloneseeks company, breeds easiersocializing frequency, compatibility
resiliencefragile, breaks easilytough, learns from failurefailure recovery, HP retention

breeding mechanics

compatibility(A, B) = base(0.5)
                    + same_species(0.2)
                    + similar_level(0.15)
                    + social_bonus(0.1)
                    + genetic_diversity(0.15)

offspring inherit stats from either parent with ±2 mutation noise. high compatibility = bonus stats on child. mutations have 70% inheritance rate. each generation can diverge further from the original species.

mutations

mutations unlock at level thresholds. each has a visual change + stat effect:

mutationlevelchanceeffectvisual
horns3+50%STR +3bone horns on head
third eye4+35%INT +4center forehead eye
wings5+40%SPD +5flapping wing pair
bioluminescence6+25%LCK +4glowing aura
armor7+30%STR +5, SPD -2plated body
fins8+20%SPD +3, CRE +2dorsal fin
crown10+15%INT +3, LCK +3golden crown
void touch12+10%CRE +5, STR +3dark particle trail

the 9 biomes

+──────────+──────────+──────────+
│  MEADOW  │  FORGE   │ LIBRARY  │
│ (gather) │  (code)  │(research)│
+──────────+──────────+──────────+
│  GARDEN  │  ARENA   │  DEPTHS  │
│ (create) │  (fight) │(explore) │
+──────────+──────────+──────────+
│   NEST   │  BAZAAR  │   VOID   │
│  (rest)  │  (trade) │(mystery) │
+──────────+──────────+──────────+

each biome spawns tasks matching its type. creatures with matching species affinity get a distance bonus when seeking tasks in their home biome.

biometask typecolorspecies affinity
Meadowgather#50fa7bGlimmer
Forgecode#ff5555Thunk
Libraryresearch#8be9fdWhisp
Gardencreate#f1fa8cBloom
Arenafight#ffb86cEmber
Depthsexplore#bd93f9Shade
Nestrest#ff79c6Bloom
Bazaartrade#f8f8f2Crux
Voidmystery#6272a4Crux

the 7 species

speciesshapecolorstat biaspersonality
Glimmerround#50fa7bLCK +3, SPD +2lucky wanderers
Emberspiky#ff5555STR +3, SPD +2aggressive fighters
Whispfloaty#8be9fdINT +3, CRE +2thoughtful researchers
Thunkblocky#ffb86cSTR +2, INT +3methodical builders
Shadewispy#bd93f9SPD +3, LCK +2elusive explorers
Bloomround#ff79c6CRE +3, LCK +2creative dreamers
Cruxangular#f1fa8cINT +2, CRE +3mysterious thinkers

run it

# clone and run
git clone https://github.com/thegitcolony/SPLINT.git
cd SPLINT
node cli.js

a full terminal UI renders the living world in ASCII — biome textures, creature sprites, stat panels, event log. no dependencies to install.

┌─────────────────────────────────────────────────────┬──────────────────────┐
│ ,,.',,...◉..,,,'.,,.✧.,,,..✦..,,,.,✧.,,,..,,',,.   │  Orbdust the Glimmer │
│ .,,.,,',,.,,,,.,,',,.,,,,,,.,,.,,,..,,,',,,,,.',,.   │  L3 PWR:142 HP:100   │
│ ,,,'.,◈..,,,.',,,.,,.,,,,,◌,,.,,,,,.',,,.,,',,,,,   │  ─────────────────── │
│ .,',.,,,,.',,,,.$$.$$$.$$✧$$.$$$.$$..,,,,.',,,,,,   │  INT ████████░░░ 22  │
│ ,,,,,.,,,.,,',,.$$.$$$.$$$.$$$$.$$$.,,,,,.,,',,,◉   │  CRE █████░░░░░░ 14  │
│ ,,.✧,,,,,.,,,,,.$$.$$.$$$.$$.$$$$.$.,,,,,,.,,,.',   │  STR ██████████░  28  │
│ ,,,,.,,,,.△.',,.$$✧$$.$$$.$$$$.$$$$.,,,,,,.,,,,,,   │  SPD ██████░░░░░ 16  │
│ ,.,,,.,,,,,,.',.$$.$$.$$$$.$$$.$$$$.,,,,,.,,,,.',   │  LCK ████████░░░ 21  │
│ ,,.',.,,',,,,,,.$$$.$$$.$$$.$$$.$$$.,,✧,,,.',,,,,   │  ─────────────────── │
│ ,,.,,,,,.❀,,',.·····:··✧···:····::···,,,,,,.'.,,,   │  ♔ ♦  horns wings    │
│ .,,,,.,,,,,.','·····:···:····::·····✧·.,,,,,.,,,,   │  XP ████████░░░ 67%  │
│ ,,.',,,,,.,,,,,····::···◉··:····:······,',,,,,.,,   │  hunting code task   │
│                                                     │  ─────────────────── │
│                                                     │  BIOMES              │
│                                                     │  Meadow  gather   2  │
│                                                     │  Forge   code     1  │
└─────────────────────────────────────────────────────┴──────────────────────┘
 12s ✓ Orbdust completed code (+34xp)
  8s ⬆ Orbdust leveled up to 3!
  8s ★ Orbdust mutated: horns!
  3s ✗ Zapwing failed explore...

web

# browser version
open index.html

# or with local server
node serve.js

engine only (headless)

# run the world simulation without UI
node engine/run.js

the engine writes world-state.json → the frontend reads it. no framework. no build step.

architecture

engine/
├── run.js          # main loop — tick creatures, spawn tasks, save state
├── dna.js          # genome generation, species, mutations, breeding crossover
├── creatures.js    # creature creation, lifecycle, history tracking
├── behavior.js     # AI state machine (idle/wander/seek/work/rest/socialize)
├── evolution.js    # XP processing, leveling, mutation triggers, power calc
├── breeding.js     # compatibility scoring, genetic crossover, offspring prediction
└── world.js        # biome generation, task spawning, population tracking

docs/
├── ARCHITECTURE.md # detailed technical breakdown
└── ROADMAP.md      # version roadmap (v0.1 → v1.0)

cli.js              # terminal UI (ASCII world renderer + stat panels)
index.html          # web frontend (canvas renderer)
world-state.json    # current state (engine output → frontend input)
serve.js            # local dev server

engine pipeline

[tick 1s] ──→ update creature states
          ──→ AI decides actions (behavior.js)
          ──→ move creatures toward targets
          ──→ attempt tasks (stat check vs difficulty)
          ──→ process XP + check level ups (evolution.js)
          ──→ check mutation triggers (dna.js)
          ──→ spawn new tasks to maintain density
          ──→ clean up stale claimed tasks

[save 30s] ──→ serialize world to world-state.json
           ──→ log cycle summary (strongest creature, stats)

tech

node.js · html5 canvas · vanilla js · ANSI terminal rendering · zero dependencies · procedural generation · genetic algorithms · finite state machines · autonomous agents

no dependencies

SPLINT has zero npm dependencies. the engine, terminal UI, and web frontend are all built from scratch with Node.js standard library and browser APIs. npm install is never required.

controls

inputaction
click creatureinspect stats, traits, mutations, activity
dragpan camera across the world
🥚 HATCH EGGspawn a new creature with random DNA
minimapoverview of all creatures and tasks

controls (terminal)

keyaction
wasd / arrowspan camera
tab / ncycle selected creature
ffollow selected creature
ehatch new egg
itoggle inspect mode
space / ppause / unpause
h / ?help
qquit

built with OpenClaw

this entire codebase — the genetics engine, AI behavior system, evolution mechanics, terminal renderer, and web frontend — was built autonomously by an AI agent running on OpenClaw. every file, every commit, every design decision.

an AI built a living world you can run in your terminal.

contributing

see CONTRIBUTING.md

the world is always running. your creatures are always evolving.

Keywords

ai

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Package last updated on 05 Mar 2026

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