02 / Ledger
Every coin accounted for.
Every move of value is recorded. One side gives, the other receives, and each entry balances to zero.
- If the database goes down, value pauses.
- Play continues for a short, capped window.
- When the database is back, value moves again.
03 / Zones
Zones fail. Fights don't restart.
The world runs on zone servers. They hand players off to each other, and they recover from crashes.
- A zone goes dark.
- Its players reroute to the zones around it.
- The zone comes back and takes handoffs again.
04 / Tests
Tested by a thousand bots.
Nothing counts as done until a confirm run passes with simulated players in the world.
One cell per simulated player
05 / Watch
We watch the money, not the chat.
Cheat detection follows the value-flow graph to find mule networks. It never bans on first sight, so the whole ring is caught.
- Feeders pour value in.
- A killer collects it.
- Distribution spreads it, delivery hands it over.
06 / Bases
Bases and raids.
Players build bases. Other players raid them. What is taken moves through the ledger like everything else.
07 / World
One hub. Many cones.
The world is a stack of planes. They branch off a hub in cones, each cone widening to its own edge.
- Going deeper means going further out.
- The further out, the less steady the ground.
- Cones meet only at the hub. To switch, you go back up.
08 / Roadmap
Done, now, next.
Done
Ledger
Every move of value recorded.
Done
Zones
Handoff and crash recovery.
Done
Bases
Player bases.
Done
Raiding
16 milestones shipped so far.
Now
Cheat detection
Mule networks, traced on the flow graph.
Now
GM tools
The operator's side of the console.
Next
5,000-bot load test
Five times the confirm run.
Next
Chat
Talking in the world.
Next
Multi-world and market
More than one world, and trade.
Next
Economy graph and replay
See the flow, and play it back.
Next
Windows client
The way in.