# GENOME.md — the-beacon > Codebase analysis generated 2026-04-13. Sovereign AI idle game — browser-based. ## Project Overview The Beacon is a browser-based idle/incremental game inspired by Universal Paperclips, themed around the Timmy Foundation's real journey building sovereign AI. The core divergence from Paperclips: the goal is not maximization — it is faithfulness. "Can you grow powerful without losing your purpose?" Static HTML/JS — no build step, no dependencies, no framework. Open `index.html` in any browser. **6,033 lines of JavaScript** across 11 files. **1 HTML file** with embedded CSS (~300 lines). **3 test files** (2 Node.js, 1 Python). ## Architecture ``` index.html (UI + embedded CSS + inline JS ~5000L) | +-- js/engine.js (1590L) Core game loop, tick, resources, buildings, projects, events +-- js/data.js (944L) Building definitions, project trees, event tables, phase data +-- js/render.js (390L) DOM rendering, UI updates, resource displays +-- js/combat.js (359L) Canvas boid-flocking combat visualization +-- js/sound.js (401L) Web Audio API ambient drone, phase-aware sound +-- js/dismantle.js (570L) The Dismantle sequence (late-game narrative) +-- js/main.js (223L) Initialization, game loop start, auto-save, help overlay +-- js/utils.js (314L) Formatting, save/load, export/import, DOM helpers +-- js/tutorial.js (251L) New player tutorial, step-by-step guidance +-- js/strategy.js (68L) NPC strategy logic for combat +-- js/emergent-mechanics.js Emergent game mechanics from player behavior CI scripts (not browser runtime): +-- scripts/guardrails.sh Static analysis guardrails for game logic +-- scripts/smoke.mjs Playwright smoke tests Reference prototypes (NOT loaded by runtime): +-- docs/reference/npc-logic-prototype.js NPC state machine prototype +-- docs/reference/guardrails-prototype.js Stat validation prototype ``` ## Entry Points ### index.html The single entry point. Loads all JS files, contains all HTML structure and inline CSS. Open directly in browser — no server required. ### js/main.js — Initialization `initGame()` sets initial state, starts the 10Hz tick loop (`setInterval(tick, 100)`), triggers tutorial for new games, loads saved games, starts ambient sound. ### js/engine.js — Game Loop The `tick()` function runs every 100ms. Each tick: 1. Accumulate resources (code, compute, knowledge, users, impact, rescues, ops, trust, creativity, harmony) 2. Process buildings and their rate multipliers 3. Check phase transitions (Phase 1→6 based on total code thresholds) 4. Trigger random events (corruption events, alignment events, wizard events) 5. Update boosts, debuffs, and cooldowns 6. Call `render()` to update UI ## Data Flow ``` User clicks "WRITE CODE" / presses SPACE | v G.code += 1 (or more with auto-clickers, combos, boosts) | v tick() accumulates all passive rates from buildings | v updateRates() recalculates based on: - Building counts × base rates × boost multipliers - Harmony (Timmy's multiplier, Pact drain/gain) - Bilbo randomness (burst/vanish per tick) - Active debuffs | v Phase check: totalCode thresholds → unlock new content | v Event roll: 2% per tick → corruption/alignment/wizard events | v render() updates DOM ``` ## Key Abstractions ### Resources (10 types) - **code** — primary resource, generated by clicking and AutoCoders - **compute** — powers training and inference - **knowledge** — from research, unlocks projects - **users** — from API deployment, drives ops and impact - **impact** — from users × agents, drives rescues - **rescues** — the endgame metric (people helped in crisis) - **ops** — operational currency, from users - **trust** — hard constraint, earned/lost by decisions - **creativity** — from Bilbo and community - **harmony** — fleet health, affects Timmy's multiplier ### Buildings (defined in js/data.js as BDEF array) Each building has: id, name, description, cost formula, rates, unlock conditions. Buildings include: - AutoCode Generator, Home Server, Training Lab, API Endpoint - Wizard agents: Bezalel, Allegro, Ezra, Timmy, Fenrir, Bilbo - Infrastructure: Lazarus Pit, MemPalace, Forge CI, Mesh Nodes ### Projects (in js/data.js) One-time purchases that unlock features, buildings, or multipliers. Organized in phases. Projects require specific resource thresholds and prerequisites. ### Phases (6 total) 1. The First Line (click → autocoder) 2. Local Inference (server → training → first agent) 3. Deployment (API → users → trust mechanic) 4. The Network (open source → community) 5. Sovereign Intelligence (self-improvement → The Pact) 6. The Beacon (mesh → rescues → endings) ### Events (corruption, alignment, wizard) Random events at 2% per tick. Include: - CI Runner Stuck, Ezra Offline, Unreviewed Merge - The Drift (alignment events offering shortcuts) - Bilbo Vanished, Community Drama - Boss encounters (combat.js) ### Endings (4 types) - The Empty Room (high impact, low trust, no Pact) - The Platform (high impact, medium trust, no Pact) - The Beacon (high rescues, high trust, Pact active, harmony > 50) - The Drift (too many shortcuts accepted) ## API Surface ### Save/Load (localStorage) - `saveGame()` — serializes G state to localStorage - `loadGame()` — deserializes from localStorage - `exportGame()` — JSON download of save state - `importGame()` — JSON upload to restore state ### No external APIs The game is entirely client-side. No network calls, no analytics, no tracking. ### Audio (Web Audio API) - `Sound.startAmbient()` — oscillator-based ambient drone - `Sound.updateAmbientPhase(phase)` — frequency shifts with game phase - Sound effects for clicks, upgrades, events ## Test Coverage ### Existing Tests - `tests/test_reckoning_projects.py` (148 lines) — Python test for reckoning project data validation - `tests/dismantle.test.cjs` — Node.js test for dismantle sequence ### Coverage Gaps - **No tests for core engine logic** (tick, resource accumulation, rate calculation) - **No tests for event system** (event triggers, probability, effects) - **No tests for phase transitions** (threshold checks, unlock conditions) - **No tests for save/load** (serialization roundtrip, corruption handling) - **No tests for building cost scaling** (exponential cost formulas) - **No tests for harmony/drift mechanics** (the core gameplay differentiator) - **No tests for endings** (condition checks, state transitions) ### Critical paths that need tests: 1. **Resource accumulation**: tick() correctly multiplies rates by building counts and boosts 2. **Phase transitions**: totalCode thresholds unlock correct content 3. **Save/load roundtrip**: localStorage serialization preserves full game state 4. **Event probability**: 2% per tick produces expected distribution 5. **Harmony calculation**: wizard drain vs. Pact/NightlyWatch/MemPalace gains 6. **Ending conditions**: each ending triggers on correct state ## Security Considerations - **No authentication**: game is fully client-side, no user accounts - **localStorage manipulation**: players can edit save data to cheat (acceptable for single-player idle game) - **No XSS risk**: all DOM updates use textContent or innerHTML with game-controlled data only - **No external dependencies**: zero attack surface from third-party code - **Web Audio autoplay policy**: sound starts on first user interaction (compliant) ## Design Decisions - **No build step**: intentional. Open index.html, play. No npm, no webpack, no framework. - **10Hz tick rate**: 100ms interval balances responsiveness with CPU usage - **Global state object (G)**: mirrors Paperclips' pattern. Simple, flat, serializable. - **Inline CSS in HTML**: keeps the project to 2 files minimum (index.html + JS) - **Progressive phase unlocks**: prevents information overload, teaches mechanics gradually