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