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
2026-04-07 12:12:51 -04:00
2026-04-07 12:12:51 -04:00
2026-04-07 12:12:51 -04:00
2026-04-07 12:12:51 -04:00

The Beacon

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.

Description
The Beacon - A Sovereign AI Idle Game
Readme 229 KiB
Languages
JavaScript 52.2%
HTML 47.8%