Peroxide Script Apr 2026

archetype Player { health: f32, position: Vec3, inventory: List<Item> } system "damage_over_time" { query (mut health, @tag "burning") for each { health.current -= 5.0 * delta_time } }

let enemy_health = 100 let preview = !> enemy_health - 20 // Creates a bleached copy print(enemy_health) // 100 (unchanged) print(preview) // 80 Peroxide Script

No locks. No deadlocks. Just data flowing one way. Because of the Bleach Operator, every script runs in a sandboxed revision . You can change a function, recompile the script, and the running game will automatically migrate live variables to the new version—as long as they’re stable. archetype Player { health: f32, position: Vec3, inventory:

This allows modders to simulate "what-if" scenarios (damage prediction, UI previews, network rollback) without cluttering the live game state. It’s like Git for game variables. Most scripting languages pause the world to clean up memory. Peroxide uses reactive reference counting with a twist: objects self-destruct when their last stable reference disappears. The Bleach Operator creates ephemeral references that vanish automatically after the current frame. Because of the Bleach Operator, every script runs

channel "UI_Events" -> (event_type: string, payload: any) spawn fn update_health_bar() { loop { match recv("UI_Events", timeout=0) { ("damage_taken", val) => animate_red_flash(val) _ => skip } } }