Changelog
What is built today and what comes next. Stages follow implementation, not a calendar.
Now — S1: game core
The scripted tier is done. A full session is playable without a language model.
- Five scenarios: Signal Triage, The Quarter Commit, Design Debt, The Growth Squeeze, The Second Team
- Deterministic engine: meters, effects, phase conditions, win and loss
- Decision queue with due dates: each item — options, a due round, a resolution rule
- Action tiers: Solo, Quorum, Gate — split by blast radius
- Standing orders: personal rules that fire on a player’s behalf when they are absent
- Team policies: adoption, amendment, repeal; mandatory coupled downside
- Delayed consequences: effects with fuses, telegraphed through risk gauges
- Standups: five mandatory beats — digest, reveals, agenda, commitments, close
- Retrospective: the engine compiles causal chains and states one grounded takeaway
- Scripted bots fill empty seats; a session never stalls on a partial table
Next — S2: language-model layer
Characters will speak in the voice of their role and culture. Meeting scenes will come alive. The retro will gain depth.
- Connective standup and meeting narration
- NPCs with voice, personality and memory
- Natural-language conversation with characters and stakeholders
- Full retro: separating decision quality from outcome quality
- Policy compiler: natural-language draft → structured card
Next — S3: launch and onboarding
- Guided first session: shorter first arc, interface walkthrough
- Invite links and pre-game lobby
- Public leaderboards and career passport
- Notifications, telemetry, operations
- Closed beta → public launch