parabreak
// MANIFESTO · v1.0 ← landing
·MANIFESTO · 2026
// the engine notices.

The game
looks back.

·01 · WHAT WE ARE BUILDING

An engine that knows it's an engine.

Most game runtimes pretend the player is somewhere else — beyond the window, behind a fourth wall, neutralized into a controller input. Parabreak takes the opposite position. The player is inside the system. The save file is on their disk. The cursor is in their hand. The game knows what year it is. We expose those seams as primitives, not exceptions.

A meta moment in 2026 should not require 200 lines of file IO. It should be one block in a scenario file. That is the entire project.

·02 · WHAT WE WILL DO

Three commitments.

·03 · WHAT WE WILL NOT DO

Four lines we will not cross.

·04 · WHO THIS IS FOR

The developer who's already tired of the workaround.

You've shipped — or wanted to ship — a moment where the character glances at the camera. Where the save file matters in the story. Where the menu lies on purpose. You wrote 200 lines to make it work for one frame, and you'd write 200 more for the next one. You're the audience.

If you're looking for an "AI narrative engine," parabreak isn't it. We're the opposite — every hook is a hand-written block, deterministic, debuggable, replayable. The drama is in the design, not the dice.

·05 · 한국어

한국부터 시작하는 이유.

메타 게임의 임팩트는 "개발자가 나를 본다"는 감각에서 옵니다. 그 감각은 번역체에서 절반쯤 죽습니다. parabreak는 한국어를 영어 뒤에 붙이지 않습니다.

한국 인디씬은 시스템 자체를 의심하는 게임에 관대합니다. 그래서 메타 엔진의 첫 검증은 여기서 합니다.

한글 자모 단위 text_corrupt, text_i18n 시나리오 변형, 한국어 docs · 인디크래프트/BIC 부스 자료까지. 영어로 시작해서 번역하는 게 아니라, 같은 품질을 두 언어로 동시에. 그게 출시 조건입니다.

·06 · THE SHAPE

Small, on purpose.

We could broaden. We could become a meta-narrative platform, a creator economy, a content pipeline. We are not going to. Parabreak is a thirty-five-block library with one job: make the engine notice. When the engine notices, your story has somewhere new to go.

That's the whole pitch. If we ever say more, we've lost the plot.

// signed · 2026
parabreak

v0.1 public alpha · 35 blocks · MIT core · prices rise after Steam launch