Peroxide Script Today
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.
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
Developed by independent game studio (and later open-sourced in early 2025), Peroxide Script ( .ps or .h2o2 ) was designed to solve a specific pain point: safe, concurrent mutation of game state without garbage collection stutter.
But what makes it "peroxide"? The name hints at its core mechanism: . Let’s break it down. 1. The Bleach Operator: !> The headline feature of Peroxide is the Bleach Operator ( !> ). In traditional scripting, if you modify an object, all references see that change. In Peroxide, mutation is opt-in and temporary . This allows modders to simulate "what-if" scenarios (damage
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.
No more manual component lookups. The compiler optimizes queries into linear memory access patterns automatically. Mods often break when two scripts touch the same data. Peroxide enforces channel-based communication . Instead of shared memory, you send bleached copies through named pipes. Peroxide uses reactive reference counting with a twist:
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 } } }