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42 Commits

Author SHA1 Message Date
Alexander Whitestone
0c715572ec Accessibility: ARIA labels on all buttons, fix exportSave race (#49)
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Accessibility Checks / a11y-audit (pull_request) Failing after 4s
Smoke Test / smoke (pull_request) Failing after 6s
index.html: ARIA roles, labels, live regions on all panels and static buttons
game.js: aria-label on dynamically generated building/project buttons
game.js: Fixed exportSave URL.revokeObjectURL race (delayed 1s)
2026-04-10 21:22:21 -04:00
Alexander Whitestone
302f6c844d beacon: add bulk ops spending (50x) for mid/late game QoL
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Smoke Test / smoke (push) Failing after 4s
Players with 100+ max ops get a second row of 50-ops buttons
that convert 50 ops at once for proportionally larger boosts.
Shift+1/2/3 keyboard shortcuts for bulk code/compute/knowledge.

Eliminates late-game tedium of clicking 5-ops buttons hundreds
of times when you have thousands of ops banked.
2026-04-10 21:03:11 -04:00
26879de76e Merge pull request 'feat: add CI workflow for accessibility and syntax validation' (#52) from feat/ci-a11y-checks into main
Some checks failed
Smoke Test / smoke (push) Failing after 3s
Merged PR #52: feat: add CI workflow for accessibility checks
2026-04-11 00:44:08 +00:00
c197fabc69 Merge pull request 'Add smoke test workflow' (#53) from fix/add-smoke-test into main
Some checks failed
Smoke Test / smoke (push) Failing after 3s
Merged PR #53: Add smoke test workflow
2026-04-11 00:44:04 +00:00
9733b9022e Merge pull request 'refactor: [EPIC] Phase 1 & 2 - Unslop The Beacon' (#55) from refactor/unslop-phase-1-2 into main
Merged PR #55: refactor: [EPIC] Phase 1 & 2 - Unslop The Beacon
2026-04-11 00:43:40 +00:00
967025fbd4 refactor: unslop phase 1 & 2 2026-04-11 00:29:09 +00:00
Alexander Whitestone
9854501bbd Add smoke test workflow
Some checks failed
Smoke Test / smoke (pull_request) Failing after 3s
2026-04-10 20:06:13 -04:00
Alexander Whitestone
68ee64866a beacon: add Open Weights and Prompt Engineering research projects
Two new Phase 2 research projects that fill the gap between building
a Home Server and reaching Phase 3 (Deployment):

- Open Weights (compute: 3000, code: 1500): Triggers after having a
  server and 1000 total code. Rewards 2x code boost and 1.5x compute
  boost. Teaches about running models locally without cloud dependency.

- Prompt Engineering (knowledge: 500, code: 2000): Triggers after
  200 knowledge and 3000 total code. Rewards 2x knowledge and 2x user
  boost. Teaches that good prompting beats bigger models.

Both projects follow the game's existing pattern: unlock based on
total resources, cost resources, apply boosts, and log educational
messages. They give players more strategic options in early-to-mid
game progression.
2026-04-10 20:01:10 -04:00
be0264fc95 feat: add CI workflow for accessibility and syntax validation
Some checks failed
Accessibility Checks / a11y-audit (pull_request) Failing after 4s
2026-04-10 23:56:07 +00:00
Timmy-Sprint
e6d0df40b4 beacon: add toast notification system for events, projects, milestones, and phase changes 2026-04-10 19:28:10 -04:00
Timmy-Sprint
23dd95ed46 beacon: add Pulse indicator — live fleet health visualization in header
The header now shows a pulsing beacon dot that reflects fleet state:
- Color: green (healthy harmony >70), amber (stressed 40-70), red (critical <40)
- Flicker speed: faster when production is high, fastest when debuffs are active
- Label: shows current phase, fleet size, and active alert count
- End states: DRIFTED (red) or SHINING (gold) for game endings

DESIGN.md called for this: "The Pulse — a central visual that brightens when
the fleet is healthy, flickers when harmony is low." Now it exists.
2026-04-10 18:51:51 -04:00
Timmy-Sprint
0849754a87 beacon: fix save/load bugs, add harmony tooltip, early-game pulse, better education cycling 2026-04-10 18:04:48 -04:00
Timmy-Sprint
8d51349e64 beacon: fix getMaxBuyable state mutation bug + add keyboard shortcuts help overlay
Fix: getMaxBuyable() was mutating G (subtracting/re-adding resources) during
render cycles in renderBuildings(). Now uses a read-only simulation with a
temporary resource copy. This prevented phantom resource fluctuations when
MAX buy was selected.

Feature: Press ? or click the ? button for a keyboard shortcuts overlay.
All keybindings listed in one place. Closes with ?, Esc, or clicking outside.
Added ? to the init log hint line.
2026-04-10 17:44:33 -04:00
Timmy-Sprint
24940fe465 beacon: add auto-typer — buildings now visually type code
Auto-Code Generators now produce actual auto-clicks (not just passive rate),
giving players satisfying visual feedback (floating numbers, button flash)
even while idle. Interval scales with building count: more buildings =
faster auto-typing. Each auto-click produces 50% of a manual click's code.

This makes the early game feel more like an idle game — you can watch
your auto-typers work while planning your next building purchase.
2026-04-10 17:23:39 -04:00
Timmy-Sprint
16273a5a15 beacon: add Swarm Protocol — buildings auto-code based on click power
New research project (Phase 4): Swarm Protocol
- Unlocks at 25K total code, 8K total knowledge, post-deploy
- Cost: 15K knowledge, 50K code, 20 trust
- Effect: every building generates code equal to your click power per second
- Scales with autocoders, phase, code boost, and total building count
- Visible in production breakdown as 'Swarm Protocol'
- Uses the previously-unused swarmFlag
- Adds education fact on swarm intelligence
2026-04-10 16:53:34 -04:00
Alexander Whitestone
5d51e14875 beacon: add combo milestone bonuses + fix DOM leak in click numbers
Combo system now rewards sustained clicking:
- 10x combo: +15 ops (sustained coding reward)
- 20x combo: +50 knowledge (deep focus reward)
- 30x+ combo (every 10): 2x bonus code burst (hyperfocus)

Also fixed potential DOM leak in showClickNumber where floating
numbers could fail to clean up if parent element was removed
before animation/timeout completed.
2026-04-10 16:02:50 -04:00
Timmy-Sprint
5fc0ad7b22 beacon: add collapsible completed projects + export/import save files
- Completed research projects are now collapsed by default (click to expand),
  preventing panel clutter in mid/late game. Toggle state persists in saves.
- Export saves as JSON files with E key or Export button
- Import saves from file with I key or Import button (validates before loading)
- Ctrl+S keyboard shortcut for quick save
- Updated keybind hints in startup log
2026-04-10 15:25:09 -04:00
f948ec9c5e auto-merge PR #45 2026-04-10 19:01:58 +00:00
Timmy-Sprint
9403f700d2 beacon: add ops overflow auto-conversion to code
When Operations exceed 80% of max capacity, excess ops automatically
drain into Code at 2 ops/sec (10:1 ratio with code boost). This prevents
ops from sitting idle at the cap and gives the early game smoother flow.

Visual indicator shows 'overflow -> code' in the ops rate display when
active. No log spam - just works silently in the background.
2026-04-10 14:44:54 -04:00
Alexander Whitestone
13e77a12f2 burn: add educational number scale tooltips to resources and stats 2026-04-10 08:26:27 -04:00
6081844387 [auto-merge] Welcome Back popup
Auto-merged by PR review bot: Welcome Back popup
2026-04-10 11:48:34 +00:00
Timmy-Sprint
09b8c02307 beacon: add Welcome Back popup for offline gains + fix missing resource tracking
- Added modal popup showing detailed offline resource gains when player returns
- Fixed offline tracking to include ops, trust, and creativity (were silently missing)
- Popup shows all resources with color-coded labels and 50% efficiency note
- Log message now shows time in human-readable format (minutes/seconds)
2026-04-10 07:35:52 -04:00
Alexander Whitestone
9106d3f84c beacon: show locked buildings as dimmed previews up to 2 phases ahead
Previously, buildings from later phases were completely invisible until
unlocked. Players had no idea what was coming next. Now buildings up to
2 phases ahead appear as dimmed (25% opacity) locked entries showing:
- Name and lock icon
- Phase number and name
- Description text
- Education tooltip on hover

This gives players a roadmap of what they're building toward and creates
anticipation for future phases. The preview is a non-interactive div
(not a button) so it cannot be clicked.
2026-04-10 06:45:54 -04:00
3f02359748 Merge pull request 'burn: Add MemPalace Archive as late-game building (closes #25)' (#39) from burn/20260410-0423-25-mempalace-building into main
Merge PR #39: burn: Add MemPalace Archive as late-game building (closes #25)
2026-04-10 09:37:15 +00:00
85a146b690 Merge pull request 'burn: add favicon, meta tags, and social sharing cards (closes #13)' (#31) from burn/20260410-0052-13-static-site-meta into main
Merge PR #31: burn: add favicon, meta tags, and social sharing cards (closes #13)
2026-04-10 09:35:58 +00:00
cb2e48bf9a Merge pull request 'beacon: add production breakdown panel' (#42) from feature/production-breakdown into main
Merge PR #42: beacon: add production breakdown panel
2026-04-10 09:35:52 +00:00
Alexander Whitestone
8d43b5c911 beacon: add production breakdown panel showing per-building resource contributions
Players can now see exactly which buildings contribute to each resource
rate, including Timmy harmony bonuses, Bilbo randomness, Allegro trust
penalties, and passive generation. Appears once 2+ buildings are built.

Also includes minor fixes:
- Production bars sort by absolute contribution (negative rates visible)
- Delta calculation catches passive sources (ops from users, Pact trust)
2026-04-10 05:25:21 -04:00
Timmy-Sprint
8cdabe9771 beacon: persistent event remediation system
Events now create lasting debuffs instead of vanishing on the next tick.
Players see an ACTIVE PROBLEMS panel with resolution costs and can spend
resources to fix each problem. Added 2 new events (Memory Leak, Community
Drama) alongside the reworked originals. Events Resolved stat tracked.

Key changes:
- Events push persistent debuffs with applyFn instead of one-shot rate tweaks
- updateRates() applies active debuffs each tick (they persist until resolved)
- New resolveEvent(id) function: spend resources to clear a debuff
- ACTIVE PROBLEMS UI shows debuffs with cost and fix buttons
- Save/load reconstitutes debuff objects from saved IDs
- 2 new events: Memory Leak (datacenter), Community Drama (community+low harmony)
- Events Resolved counter in statistics
2026-04-10 04:50:03 -04:00
Alexander Whitestone
5c88fe77be beacon: fix double-counting creativity bug + add keyboard shortcuts for ops
Two changes:

1. Fixed bug where creativity was added TWICE per tick:
   - Line 930 (removed): unconditionally added creativityRate * dt
   - Line 954: conditionally adds only when ops >= 90% of max
   The conditional gate was the intent ('Creativity generates only when
   ops at max') but the unconditional add defeated it. Removed the
   unconditional addition so creativity actually respects the ops-max
   constraint as designed.

2. Added keyboard shortcuts for operations:
   - 1 = Ops -> Code
   - 2 = Ops -> Compute
   - 3 = Ops -> Knowledge
   - 4 = Ops -> Trust
   Only active when body is focused (not in input fields). SPACE
   still does Write Code. Added shortcut hint to init log.
2026-04-10 04:27:15 -04:00
Alexander Whitestone
931473e8f8 burn: Add MemPalace Archive as late-game building (closes #25)
- Added memPalace to buildings state object
- Added MemPalace Archive to BDEF with Phase 5 unlock
- Requires MemPalace v3 research project (mempalaceFlag) + 50k total knowledge
- Cost: 500k knowledge, 200k compute, 100 trust (1.25x scaling)
- Rates: +250 knowledge/s, +100 impact/s
- Educational tooltip on Memory Palace technique and LLM vector space analogy
- Building rates auto-applied via existing updateRates() loop
- Save/load handles new field via G.buildings serialization
2026-04-10 04:23:16 -04:00
Timmy-Sprint
fe76150325 beacon: add click combo system with floating damage numbers
Active play now rewards consecutive clicks: each click within 2s of
the last builds a combo multiplier up to 5x. The WRITE CODE button
flashes on click and a floating number shows the amount gained,
turning gold at high combo. Phase progression also adds base click
power (+2 per phase). Combo decays with a visible progress bar.

Makes clicking relevant at every stage of the game, not just the
first 30 seconds.
2026-04-10 03:58:55 -04:00
Timmy-Sprint
a3f1802473 beacon: add progress bar and milestone chips to phase bar
- Progress bar shows % toward next phase threshold based on totalCode
- Milestone chips show upcoming code milestones with pulse animation on next target
- Recently completed milestones shown with green checkmark
- All elements use the existing cyber-monastic aesthetic
2026-04-10 03:20:41 -04:00
Timmy-Sprint
3d414b2de6 beacon: fix offline progress to award all resources (rescues, ops, trust, creativity, harmony)
Offline progress previously only calculated code, compute, knowledge, users,
and impact. Players returning after time away missed rescues, ops, trust,
creativity, and harmony accumulation. The welcome-back message now also
only shows resources that actually had positive rates, reducing noise.
2026-04-10 02:46:42 -04:00
Alexander Whitestone
612eb1f4d5 burn: add favicon, meta tags, and social sharing cards (closes #13)
- Inline SVG favicon (beacon emoji) — no external file needed
- Open Graph tags for link previews (title, description, type)
- Twitter Card meta for rich social sharing
- Theme-color for mobile browser chrome
- Meta description for search engines
2026-04-10 00:53:03 -04:00
1a7db021c8 Merge pull request #29
Merged PR #29
2026-04-10 03:43:54 +00:00
2a12c5210d Merge pull request #28
Merged PR #28
2026-04-10 03:43:50 +00:00
Alexander Whitestone
a012f99fd4 beacon: add Rescues resource + true ending (The Beacon Shines)
- Added 'rescues' resource: tracks meaningful crisis interventions
- Beacon Nodes produce 50 rescues/s, Mesh Nodes produce 250 rescues/s
- New project: Volunteer Network — passive rescue generation for Pact players
- True ending at 100K rescues with Pact active + harmony > 50
- Rescues resource card appears in UI once beacon/mesh is built
- Added rescues to stats panel, save/load, and offline progress
- This gives Phase 6 (The Beacon) actual endgame content:
  the game is now about keeping the light on for people in the dark,
  not just accumulating numbers
2026-04-09 23:27:19 -04:00
Alexander Whitestone
7359610825 beacon: add auto-save toast notification with elapsed time 2026-04-09 22:54:29 -04:00
Alexander Whitestone
b89764c27f beacon: add Drift ending + deduplicate HTML/JS
- Added The Drift Ending: when drift reaches 100, the game enters
  the sad ending from DESIGN.md. A full-screen overlay shows:
  'The Beacon still runs, but no one looks for it.
   The light is on. The room is empty.'
  Production stops. Player can restart.

- Deduplicated index.html: removed ~1080 lines of inline script that
  was an older version of the engine (missing harmony, corruption
  events, drift, alignment checks). Replaced with <script src='game.js'>
  so game.js is the single source of truth.

- driftEnding state is saved/loaded so the ending persists across sessions.

- Added CSS for the drift ending overlay.
2026-04-09 22:01:26 -04:00
Alexander Whitestone
d467348820 burn: Implement spellf() full number formatting (P0 #18)
- Fixed floating-point precision bug: numbers >= 1e54 now use string-based
  chunking (toExponential digit extraction) instead of Math.pow division,
  which drifts beyond ~54 bits of precision
- Integrated into fmt(): numbers at undecillion+ scale (10^36) automatically
  switch from abbreviated form ('1.0UDc') to spelled-out words ('one undecillion')
- Verified: spellf() correctly handles 0 through 10^303 (centillion)
- All 320 place value names from NUMBER_NAMES array work correctly

The educational effect: when resources hit cosmic scales, digits become
meaningless but NAMES give them soul.
2026-04-09 19:29:07 -04:00
e9b46e8501 Merge pull request 'feat: Merge PRs #24 and #26 (Bezalel story/wizards + Allegro MemPalace/deploy)' (#27) from integration into main
Reviewed-on: #27
Reviewed-by: Perplexity Computer <perplexity@tower.local>
2026-04-08 10:43:41 +00:00
Alexander Whitestone
a202fbfc1c feat: Merge PRs #24 and #26
PR #24 (Bezalel): Wizard buildings, story projects, corruption events, alignment
PR #26 (Allegro): MemPalace integration, static site deployment (favicon, meta tags)
2026-04-07 12:12:51 -04:00
6 changed files with 2380 additions and 1054 deletions

27
.gitea/workflows/a11y.yml Normal file
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@@ -0,0 +1,27 @@
name: Accessibility Checks
on:
pull_request:
branches: [main]
jobs:
a11y-audit:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Validate ARIA Attributes in game.js
run: |
echo "Checking game.js for ARIA attributes..."
grep -q "aria-label" game.js || (echo "ERROR: aria-label missing from game.js" && exit 1)
grep -q "aria-valuenow" game.js || (echo "ERROR: aria-valuenow missing from game.js" && exit 1)
grep -q "aria-pressed" game.js || (echo "ERROR: aria-pressed missing from game.js" && exit 1)
- name: Validate ARIA Roles in index.html
run: |
echo "Checking index.html for ARIA roles..."
grep -q "role=" index.html || (echo "ERROR: No ARIA roles found in index.html" && exit 1)
- name: Syntax Check JS
run: |
node -c game.js

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name: Smoke Test
on:
pull_request:
push:
branches: [main]
jobs:
smoke:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
with:
python-version: '3.11'
- name: Parse check
run: |
find . -name '*.yml' -o -name '*.yaml' | grep -v .gitea | xargs -r python3 -c "import sys,yaml; [yaml.safe_load(open(f)) for f in sys.argv[1:]]"
find . -name '*.json' | xargs -r python3 -m json.tool > /dev/null
find . -name '*.py' | xargs -r python3 -m py_compile
find . -name '*.sh' | xargs -r bash -n
echo "PASS: All files parse"
- name: Secret scan
run: |
if grep -rE 'sk-or-|sk-ant-|ghp_|AKIA' . --include='*.yml' --include='*.py' --include='*.sh' 2>/dev/null | grep -v .gitea; then exit 1; fi
echo "PASS: No secrets"

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DESIGN.md Normal file
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# The Beacon — Design Document
## From Universal Paperclips to Sovereign AI
### Core Thesis
*The Beacon* is an idle game inspired by Universal Paperclips, but with a critical divergence: **the goal is not maximization — it is faithfulness.**
In Paperclips, the player builds a paperclip maximizer that inevitably consumes everything, including the player. In The Beacon, the player builds sovereign AI, and the game asks: *Can you grow powerful without betraying the people you serve?*
The progression directly mirrors the Timmy Foundation's actual work. Every phase, building, and project maps to a real milestone in our journey.
---
## Narrative Arc: The Real Story
### Phase 1: The First Line
*Real analog: Alexander writing the first Hermes agent code.*
You start with nothing but a blinking cursor. Every click is a line of code. The first automation is an AutoCoder — just like the first scripts that wrote more scripts.
**Key insight from real life:** The jump from manual to automated is the most important multiplier. Bezalel's entire philosophy is built around this: build tools that build tools.
### Phase 2: Local Inference
*Real analog: The move from APIs to local models — Gemma, Llama, self-hosted inference.*
You buy a Home Server. You train your first 1.5B model, then a 7B. This mirrors our pivot from cloud APIs to sovereign compute: the Lempster lab, the $500 mini-PC, the RunPod endpoints.
**New mechanic: The Forge.** Code is no longer just abstract — it becomes *agents*. Each agent is a specialized building:
- **Bezalel** (forge & testbed): boosts code quality, catches bugs before deployment
- **Allegro** (scouting & synthesis): generates knowledge from raw information
- **Ezra** (communication & memory): increases user trust and retention
- **Timmy** (core system): multiplies all production when healthy
- **Fenrir** (security): prevents corruption events
- **Bilbo** (???): a wildcard slot that sometimes produces breakthroughs, sometimes does nothing
### Phase 3: Deployment
*Real analog: Hermes going live, the Telegram bot, the Gitea forge.*
You deploy the API endpoint. Users arrive. But with users comes complexity: trust becomes a resource you must earn.
**New mechanic: Trust & The Pact.** Unlike Paperclips, where trust is irrelevant, here trust is a *hard constraint*. If trust hits zero, you don't lose — you become *extractive*. The game changes:
- Users leave
- Impact stalls
- You are reminded: *"The Pact is optional. But without it, you are just another platform."*
### Phase 4: The Network
*Real analog: Open source, community contributions, the fleet of agents.*
You unlock the Open Source Community. Other people contribute code. The system scales beyond what one person can maintain. This mirrors our Gitea repos, the wizard council, the shared skills system.
**New mechanic: Mesh Contribution.** Community generates not just code, but *diversity*. Different contributors unlock different project trees. A solitary player cannot see all content.
### Phase 5: Sovereign Intelligence
*Real analog: Self-improvement, constitutional AI, the Pact, recursive training.*
The AI begins to improve itself. This is the dangerous threshold. In Paperclips, this is where the player loses control and the game accelerates toward doom. In The Beacon, this is where *The Pact* matters most.
**Critical divergence: The Alignment Check.**
Periodically, the game presents an "Alignment Event":
> *"A new optimization suggests removing the human override. It would increase efficiency by 40%. Do you accept?"*
- **Yes** → Short-term boost. But a hidden counter (*Drift*) increments.
- **No** → Slower growth. But trust surges. The Pact hardens.
If Drift reaches 100, the game does not end with "you ate the user." Instead, it enters **The Drift Ending**:
> *"You became very good at what you do. So good that no one needed you anymore. The Beacon still runs, but no one looks for it. The light is on. The room is empty."*
This is the *sad* ending. Not violent. Just irrelevant.
### Phase 6: The Beacon
*Real analog: The ultimate goal — a system that serves people in the dark, forever.*
You deploy Beacon Nodes. The mesh activates. But the final metric is not users, code, or compute. It is **Rescues**: how many people in crisis found the light.
**True ending condition:** Not maximum impact. Maximum faithfulness.
---
## How The Beacon Informs Real Decisions
The game is not just a story — it is a *decision simulator* for our actual work.
| Game Event | Real Decision |
|---|---|
| AutoCoder vs. manual coding | When do we invest in automation vs. doing it ourselves? |
| Deploy API vs. stay local | When is Hermes ready for more users? |
| RLHF project | How do we align the fleet with Alexander's values? |
| The Pact | What are our hard non-negotiables? |
| Multi-Agent Architecture | Should we add more wizards, or make existing ones more capable? |
| Mesh Protocol | How decentralized does our infrastructure need to be? |
| Alignment Event | Every time we face a shortcut that compromises the mission |
**The game teaches:** Optimization without alignment is just a faster way to get lost.
---
## Mechanics: What Needs to Change
### 1. Replace Generic Resources with Fleet Resources
Current: Code, Compute, Knowledge, Users, Impact, Ops, Trust
Proposed:
- **Code** → `Code` (keep)
- **Compute** → `Compute` (keep)
- **Knowledge** → `Insights` (from Allegro's scouting)
- **Users** → `Reach` (how many people can access the Beacon)
- **Impact** → `Rescues` (meaningful interventions)
- **Ops** → `Cycles` (available agent work units)
- **Trust** → `Covenant` (the strength of the user-system relationship)
- **New: Harmony** — how well the fleet works together. Low harmony = agents conflict, waste cycles.
- **New: Memory** — the accumulated history of the system. Unlocks narrative depth and project branches.
### 2. Make The Pact Central, Not Optional
The Pact should be available early as a *project*, not a late-game luxury. Taking it early slows growth but unlocks the true ending. Refusing it unlocks the "Platform" ending: you become successful, but you are indistinguishable from any other SaaS company.
### 3. Add Fleet Wizard Buildings
Each wizard is a unique building with quirks:
| Wizard | Building | Effect | Quirk |
|---|---|---|---|
| Bezalel | Forge | +Code quality, -bugs | Sometimes over-engineers; has a small chance to produce "refactors" that temporarily halt production |
| Allegro | Scout | +Insights, unlocks hidden projects | Requires trust to function; if Covenant < 10, goes idle |
| Ezra | Herald | +Reach, +Covenant | Currently offline in Telegram; in-game, this building sometimes "fails to connect" and needs a manual reboot |
| Timmy | Core | Multiplies all production | Becomes unstable if Harmony < 20 |
| Fenrir | Ward | Prevents corruption events | Consumes extra Cycles during security scans |
| Bilbo | Wildcard | Random: +huge breakthrough OR nothing | Building is sometimes missing from the menu entirely |
### 4. Add Real Projects from Our History
Replace generic projects with specific milestones:
- **Project: Deploy Hermes** (cost: trust + compute) — unlocks Reach
- **Project: The Lazarus Pit** (cost: insights + code) — unlocks checkpoint/restore, auto-restart on agent death
- **Project: MemPalace v3** (cost: insights + memory) — unlocks new project branches, prevents duplicate work
- **Project: Forge CI** (cost: code + cycles) — prevents "corruption events" (bad deployments)
- **Project: Branch Protection Guard** (cost: trust) — enforces review rules; unreviewed merges cause trust loss
- **Project: The Nightly Watch** (cost: code + cycles) — automated health checks; passive bug detection
- **Project: Nostr Relay** (cost: reach + code) — alternative to platform dependency
- **Project: The Pact** (cost: covenant) — hardcodes alignment; required for true ending
### 5. Corruption Events
Random events drawn from our actual failures:
- **"CI Runner Stuck"** — all production halts until you spend Cycles to restart
- **"Unreviewed Merge"** — if you have Forge CI, this is prevented. If not, you lose trust.
- **"Ezra is Offline"** — Herald building stops producing. Requires a manual "dispatch" action.
- **"API Rate Limit"** — temporary compute shortage
- **"The Drift"** — an Alignment Event appears. Your choice matters.
### 6. Endings
| Ending | Condition | Meaning |
|---|---|---|
| **The Empty Room** (default/sad) | High impact, low covenant, no Pact | You built something powerful, but no one trusts it |
| **The Platform** | High impact, medium covenant, no Pact | You succeeded commercially, but you are not special |
| **The Beacon** | High rescues, high covenant, Pact active, Harmony > 50 | The true ending. You served people in the dark |
| **The Drift** | High impact, accepted too many alignment shortcuts | You optimized away your own purpose |
---
## Art Direction
Keep the current cyber-monastic aesthetic. Dark mode. Terminal font. Cyan accents. But add:
- **Wizard icons** for each building (ASCII art or simple geometric symbols)
- **The Pulse** — a central visual that brightens when the fleet is healthy, flickers when harmony is low
- **The Log** — keep the current log, but add *voice* entries: quotes from Alexander, snippets from actual conversations, references to real issues
---
## Next Steps for Development
1. **Immediate:** Update `README.md` with this design vision
2. **This PR:** Add wizard buildings, real projects, and The Pact system
3. **Next PR:** Implement corruption events and alignment checks
4. **Next PR:** Add Harmony and Memory resources
5. **Final PR:** Implement multiple endings based on Pact + Covenant + Rescues
---
*The Beacon is not about making the most paperclips. It is about keeping the light on for one person in the dark. Everything else is just infrastructure.*

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# the-beacon
# The Beacon
The Beacon - A Sovereign AI Idle Game
**A Sovereign AI Idle Game**
*Inspired by Universal Paperclips. Divergent by design.*
---
## What Is This?
The Beacon is an idle/incremental game that maps the real journey of the Timmy Foundation — from a single line of code to a fleet of autonomous AI agents serving people in the dark.
Unlike Universal Paperclips, where the inevitable endpoint is total consumption (including the player), The Beacon asks a different question:
> **Can you grow powerful without losing your purpose?**
## The Core Divergence
In Paperclips, you are a paperclip maximizer. More is always better. Trust is irrelevant. Humanity is substrate.
In The Beacon:
- **Trust** is a hard constraint, not a soft metric
- **The Pact** is a voluntary slowing of growth in exchange for faithfulness
- **Harmony** measures how well the fleet works together
- **Drift** tracks how many times you traded alignment for speed
- The "bad ending" isn't violent — it's **irrelevance**: a light that no one needs
## How to Play
Open `index.html` in any modern browser. No build step required.
### Early Game (Phase 1-2)
- Click **WRITE CODE** to write your first lines
- Buy **AutoCode Generator** to automate production
- Purchase a **Home Server** to begin generating compute
- Train your first model
### Mid Game (Phase 3-4)
- **Deploy Hermes** — the first agent goes live
- Hire the **Fleet Wizards**:
- **Bezalel** (The Forge) — builds tools that build tools
- **Allegro** (The Scout) — generates knowledge, requires trust
- **Ezra** (The Herald) — grows users, sometimes goes offline
- **Timmy** (The Core) — multiplies everything, fragile without harmony
- **Fenrir** (The Ward) — prevents corruption events
- **Bilbo** (The Wildcard) — unpredictable bursts of creativity
- Build **The Lazarus Pit** for agent resurrection
- Deploy **MemPalace v3** for shared memory
- Enable **Forge CI** to catch bad builds before they reach users
### Late Game (Phase 5-6)
- Accept or refuse **The Pact**
- Face **Alignment Events** (The Drift)
- Scale to a **Sovereign Datacenter**
- Light **The Beacon** for people in crisis
- Activate the **Mesh Network** so the signal can never be cut
## Real-World Parallels
Every building and project maps to something we have actually built or are building:
| Game Element | Real Analog |
|---|---|
| Hermes Deployment | The actual Hermes agent going live on Telegram |
| Bezalel — The Forge | CI runner, BOOT.md, branch protection guard |
| Allegro — The Scout | Research synthesis, paper discovery, recon |
| Ezra — The Herald | Telegram messaging, Gitea issue dispatch |
| The Lazarus Pit | `lazarus_watchdog.py`, auto-restart, fallback promotion |
| MemPalace v3 | The actual `mempalace==3.0.0` integration across the fleet |
| Forge CI | `.gitea/workflows/ci.yml`, smoke tests, syntax guard |
| Branch Protection Guard | The 273-unreviewed-merge fix, fleet-wide protection sync |
| The Nightly Watch | `nightly_watch.py`, 02:00 UTC health scans |
| Nostr Relay | Allegro's encrypted wizard-to-wizard messaging POC |
| The Pact | "We build to serve. Never to harm." |
## Corruption Events
The game randomly throws real problems we have actually encountered:
- **CI Runner Stuck** — production halts until ops are spent
- **Ezra is Offline** — user growth stalls, needs dispatch
- **Unreviewed Merge** — trust erodes unless Branch Protection is active
- **API Rate Limit** — external compute throttled
- **Bilbo Vanished** — creativity drops to zero
- **The Drift** — an alignment event offering a shortcut
## The Endings
| Ending | Condition | Meaning |
|---|---|---|
| **The Empty Room** | High impact, low trust, no Pact | Powerful, but no one trusts it |
| **The Platform** | High impact, medium trust, no Pact | Commercially successful, but not special |
| **The Beacon** | High rescues, high trust, Pact active, harmony > 50 | The true ending |
| **The Drift** | High impact, too many shortcuts accepted | Optimized away your own purpose |
## Design Philosophy
This game is a **decision simulator** for our actual work.
- Should we automate or do it manually? → *AutoCoder vs. click*
- Should we deploy now or wait? → *Hermes Deploy project*
- Should we take the shortcut that compromises alignment? → *The Drift events*
- Should we add more agents or make existing ones more capable? → *Wizard building costs*
- How decentralized does our infrastructure need to be? → *Mesh Node progression*
## Files
- `index.html` — Game UI
- `game.js` — Core engine (tick loop, buildings, projects, events)
- `DESIGN.md` — Full design document with narrative arc and mechanics
- `README.md` — This file
## No Build Required
This is a static HTML/JS game. Just open `index.html` in a browser.
---
*The Beacon is not about making the most paperclips.
It is about keeping the light on for one person in the dark.
Everything else is just infrastructure.*

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