The Jovian Humanitarian Conflict
Copyright 2026 magmacrunch media


THE LICENCE

Everything in this repository -- the browser version in web/, the tests, the
build files and the documentation -- is licensed under the PolyForm
Noncommercial License 1.0.0, in the LICENSE file beside this one.

Read it, learn from it, build on it, play with it. Any noncommercial purpose is
permitted, and that includes personal projects, teaching and research. What is
not permitted is commercial use: selling the game or a derivative of it,
shipping it inside a product, or running it as part of a business.


WHAT IS RESERVED OUTRIGHT

The game ships no art: the gas giant, its bands, the cloud deck, the ship and
every contact are drawn procedurally onto a canvas rather than loaded from
files. The sound effects are synthesised at runtime by web/js/sfx.js and are
not assets either. So there is very little here to reserve that is not code.

What is reserved: the game's name, the magmacrunch name and marks, the Jovian
palette and visual design, the transponder and identification design, and the
music.

The music is "The Jovian Humanitarian Conflict" by Jimmi, a magmacrunch media
record label act -- the game is named after the song, not the other way round.
The track is not in this repository. It is served from the website's jukebox,
and web/js/config.js points at it there rather than carrying a second copy.
Copyright 2026 magmacrunch media, all rights reserved.

Those are Copyright 2026 magmacrunch media, all rights reserved. The licence
covers the software, and it grants no trademark rights.

If you want to use any of it, ask.


THIRD-PARTY COMPONENTS

Press Start 2P, by CodeMan38, licensed under the SIL Open Font License 1.1.
Loaded from Google Fonts by web/index.html rather than shipped here.

adenosine, the browser engine whose AdAudio module plays the music and whose
score and chat clients the deployed page loads, is Copyright 2026 magmacrunch
media under the Apache License 2.0. It is a separate repository and keeps that
licence -- the engine is meant to be reused; this game is not. Note the game's
own modules depend on none of it: web/js/ is vanilla JavaScript over the Canvas
API, and the shared bundles are wired in by the website at deploy time.
