A debt repayment took its whole instalment even when less was owed: four dollars owed at the store cost twenty. Content could not express "pay what is owed", so an add effect's amount may now be read from state, with a cap. Five repayments across both packs use it, and a conformance test holds every pack to it. The turn record now says which options were hidden, so the analyser stops counting doors nobody saw, and it reads only feedback logs. From the same session: wages are labelled as wages, a clamped change says where it stopped, two unreadable option labels are rewritten, the sale barn no longer offers what the player already owns, Ward hints at what the promotion waits for, and the office has five more events. DECISIONS #38-40. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01C6UDQ9o6L6Ey173U7XVou6
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Architecture decisions
Why the code is shaped the way it is. Append to this file as decisions are made; the reasoning is worth more later than the conclusion.
1. All game state is addressable by path
Every value in a run — money, skills.negotiation,
relationships.boss.likes_you, flags.took_loan — is reachable by a dotted
path string, and conditions and effects are expressed against those paths.
The planning docs' schema had requires: { skill, min } and
effects: { money, skills, relationships }. Both hardcode the state shape into
the engine: the first gate that wants a relationship threshold, a money floor
or a flag, and the first effect that touches a fourth kind of state, means
editing engine code. Path addressing costs one getPath/setPath pair and
removes the whole class of change.
Everything else in the engine is built on this primitive: option gates, event triggers, the soft-failure branch, and — later — promotion tiers.
2. Conditions and effects are data, evaluated generically
A condition is { path, op, value } or a combinator (all / any / not).
An effect is { path, op, value } with add / set / push / remove.
The engine knows the operators; it never knows what a path means.
Bounds live in the pack's state declaration (min / max) and are applied by
the effect layer, so clamping is content's decision, not the engine's.
3. There is no such thing as a "random event"
Every turn, the engine filters the entire event pool by stage and conditions,
then draws by weight. A routine turn is a high-weight event with loose
conditions; a rare interruption is a low-weight one; the hard-times branch is
an event whose conditions include a money threshold. The engine branches on
none of it, which is what the planning docs asked for in
03-claude-code-build-prompt.md §3 — but achieved by deleting the category
rather than by carefully not special-casing it.
Consequence: every stage needs at least one event that no exclusion rule can
remove (no requires, no once, no cooldown), or the pool can run dry
mid-run. The validator enforces this.
4. The engine owns some state; content may read it but not write it
turn, stage, seen, lastSeen, history and meta are engine
bookkeeping. Content can read them in conditions — "only after day 10", "only
if this event has never fired" — which is useful and safe. Writing them is a
validation error, so data cannot corrupt the loop.
seen.<eventId> is a count and lastSeen.<eventId> a turn number, which is
why event ids must be valid path segments.
5. Seeded, serializable RNG
Not in the planning docs; added because it is nearly free and pays three ways: tests are deterministic, playtest reports are reproducible from seed plus choice sequence, and the feedback log becomes replayable rather than merely descriptive. mulberry32 was chosen because its entire state is one uint32, so the generator's position round-trips through JSON with no special handling.
The seed and position live in meta inside the save file. Nothing about a run
exists outside its state object.
6. The turn loop is a pure function
takeTurn(pack, state, optionId) -> { state, record }. No mutable game object,
no hidden state. A saved game resumes into exactly the run it left — there is a
test that plays 30 turns straight, plays the same 30 turns with a JSON round
trip in the middle, and deep-equals the results.
7. Content is validated at load, not discovered at play
validatePack checks that every path referenced by a condition or effect is
declared, every character id resolves, ids are usable as path segments, no
event is unreachable, and every stage has a fallback. Without it, a typo in
content fails silently forty turns into a playthrough — the exact failure mode
that makes "just add data" unsafe for a non-programmer.
8. Distribution: ES modules in dev, one inlined file to ship
Chrome and Firefox block ES module imports and fetch over file://, so
"open the HTML file" and "modular JS with JSON content" are in direct conflict.
Resolved by serving during development (npm run serve) and inlining
everything into a single self-contained HTML file for distribution
(npm run build).
Related: content is authored as .js modules exporting plain objects rather
than .json. Same data, but comments and multiline strings are available —
which matters a great deal for narrative text — and it sidesteps fetch
entirely.
9. Tuning values live in the content pack
Relationship stats run 0–100 starting at 50, clamped; typical choice effects are a few points, so one choice matters but several turns of consistent behaviour are needed to move someone. Money is dollars. Turn is a day.
None of these are engine constants. They are declared in the pack manifest, so retuning the game — or a pack that runs on weeks instead of days — touches no code.
10. Naming
The product is The Ladder; the default content pack is Corporate Ladder. The planning docs use "Corporate Ladder" as the working title for both, which would have baked one setting into the product name, against the explicit goal that corporate is one pack among many.
11. Per-turn upkeep is declared by the pack
The MVP spec wants "basic income and basic recurring costs", but effects only run when a player chooses something. Baking wages and rent into every option would be tedious and easy to get wrong.
pack.upkeep is a list of { label, requires?, effects } applied at the end of
each turn, after the choice lands. It is still data — the engine reads it and
knows nothing about wages — and the conditions make it expressive enough to be
useful: Corporate Ladder's loan service charge is three conditional entries
forming a step function that escalates with the size of the debt, which needed
no multiply operation and no engine change.
Upkeep changes are recorded separately from choice changes in the turn record, so the UI can show "you chose this" and "and then the month happened" as different things.
12. Characters may start somewhere other than the pack default
relationshipStats sets the defaults; a character's startingRelationship
overrides individual stats. Trevor starts below the default on likes_you
because he arrived two weeks before you and has priced that in — which is
characterisation expressed as data rather than as an opening cutscene.
Nobody starts feared: fears_you defaults to 10 rather than 50, because a
midpoint default would mean every new hire arrives already intimidating.
13. Content is tested for reachability, not just validity
validatePack proves a pack can run. It does not prove any of it is ever
seen. The content suite plays 60 seeded runs and asserts that every event fires
and every option is taken at least once — dead content is otherwise invisible,
and two whole events plus a hard-times escape route were in fact unreachable on
the first pass because Trevor's gate sat above anything a player could
plausibly reach.
A trap that cost a cycle: the chooser's RNG must be seeded differently from the game's. Both draw exactly one number per turn from the same generator, so a shared seed correlates the choice index with the event draw and makes whole option combinations structurally unreachable. It presents as a content bug and is not one. Any headless playtest harness written later has to know this.
14. The interface is named by the pack, not by the UI
pack.display maps a state path to { label, format, order, hidden, hideWhenZero }. The header reads it to decide what to show, in what order, and
whether a value is money or a bar. Anything the pack does not describe falls
back to a name derived from the path, so content is never required to supply
a label just to be playable.
This is why the header says "Standing" for a path called reputation, and why
debt disappears while it is zero — both are content's decisions. A Wild West
pack renames the whole interface without touching a UI file.
15. A turn has two phases
Choosing, then outcome. The outcome phase shows what the choice did, as a list of deltas, and separately what the day cost regardless — wages, rent, the loan. Collapsing these into one screen would have made the numbers move without the player seeing why, which is most of what makes them mean anything.
Locked options are rendered greyed with the requirement spelled out ("Needs
Negotiation 15+") rather than hidden. A player should be able to see the door
they cannot open yet; content can still opt into hiding one with
whenLocked: 'hide'.
The feedback widget lives in the outcome phase, because that is the moment a player has an opinion — they have now seen both the options and the result.
16. Full re-render, with one deliberate exception
The root element is rebuilt from state on every change. At this size it is instant and it removes a whole class of stale-view bug.
The exception is the feedback text fields, which update the model without
re-rendering: rebuilding the DOM under a cursor throws the player out of the
box they are typing in. Their contents are flushed to the log on a timer, when
the turn advances, and on beforeunload.
A related bug worth remembering: the flush originally skipped writing when the feedback was empty, which meant clearing a rating did not clear it from the log. Withdrawing feedback is itself feedback. The guard is now "has the player touched this", not "is there content".
17. The single-file build is verified by running it
tools/build.js inlines the stylesheet and flattens the module graph into one
script. It is a deliberately small bundler that understands only the module
syntax this project uses and throws on anything it does not recognise — a
silent mis-bundle is far worse than a failed build.
The build is covered by a test that executes the bundled script against the fake DOM and plays a turn through it. A build that merely produces a file proves nothing; a broken bundle is otherwise discovered by whoever was handed the file.
18. What the tests do not cover
There is no browser on this machine that can render the page — headless Firefox
cannot get a framebuffer, and no Chromium is installed. The UI tests drive the
real app modules against a minimal fake DOM (test/fixtures/fake-dom.js), which
covers wiring: imports resolve, handlers fire, screens render the right text,
choices reach the engine, saves and the log are written.
It does not cover layout, CSS, the dark-mode palette, file downloads or file imports. Those need a human with a browser, and should be treated as unverified until someone has clicked them.
19. The calendar is the pack's, derived by the engine
First playtest: "wasn't clear what daily drain was for… should probably pay rent weekly / get paid every other week… would be good to have day of week shown and week # instead of just day #".
A pack may declare calendar: { cycleLength, cycleName, unitNames }. The
engine derives calendar.index, calendar.cycle and calendar.name from the
turn number and writes them into engine-owned state before the turn's event
is drawn — so content can require a Friday, and upkeep can charge rent on a
Monday. A pack that declares no calendar has none; the engine imposes no week
of its own, and turnUnit remains whatever the pack says.
20. Upkeep runs on a schedule
every and offset on an upkeep entry make it periodic: wages are
{ every: 14, offset: 4 } — alternate Fridays, given that turn 1 is a Monday —
and rent is { every: 7, offset: 7 }. What was a flat $25/day of unexplained
drain is now $18 of small change, a fortnightly paycheque and a weekly rent
cheque, which is both easier to plan around and easier to feel.
Two display consequences, both of which were the real cause of the "unclear drain" complaint. The ledger now labels a change with the upkeep entry that caused it ("Rent −$455") rather than the path it moved ("Money −$455"). And the turn screen carries a diary line — "Wages tomorrow · Rent in 4 days" — computed generically from any pack's scheduled entries, so the player is told what is coming before it happens rather than after.
21. Content coverage is measured across player archetypes
Playtest: "always in debt — could never get ahead". The economy was retuned so
that a careful player climbs, a careless one sinks, and an unplanned one treads
water, with a spare_shift event that surfaces because you are broke — the
way out of a hole should be visible from inside it.
That retune broke the old coverage test, and usefully. Random play stopped reaching hard times at all, which made the whole debt branch look dead. It was not dead; random play is simply not a plausible player.
Coverage is now the union across five archetypes (test/fixtures/strategies.js)
— random, thrifty, spendthrift, sociable, and "desperate", which is broke and
well-liked. That last one exists because the "ask a friend for money" options
sit in a state no single-axis strategy ever reaches. The economy's shape is
asserted as an ordering between archetypes rather than as absolute figures, so
tuning does not churn the tests.
22. Stage is the one piece of engine state content may write
A promotion is { path: 'stage', op: 'set', value: 'dispatch' } on an option's
effects. Nothing else about it exists in the engine — stage was already how
events are filtered, and moving the player between stages is a content
decision, so the reserved-write rule now allows it.
It allows it narrowly. Only set, and only to a stage that actually has events;
both are checked by the validator. A typo cannot strand the player somewhere
with an empty event pool.
Wages differ by rank through two upkeep entries gated on stage, not through
any notion of rank in the engine. The hard-times events dropped their stage
entirely and so apply everywhere — rent is due wherever you work, and that
branch has to follow the player up rather than vanishing on promotion.
23. What "reachable" means for an option
The coverage test used to ask whether an archetype ever took an option. That
is the wrong question: whether a bot picks something is an artefact of how the
bot scores, not a property of the pack. rent_bounced.ask_trevor was offered
and unlocked 419 times across a sweep and chosen once, and the test called it
dead content.
Events are still checked on firing, since the engine draws those. Options are checked on availability: every option must, at some point, be offered to a player unlocked. What they then do with it is theirs.
24. Variety is a measured property of the pack
Playtest: a 183-turn session, "mailroom stayed mostly interesting despite the number of repeats… what might be of interest is seeing how many turns are played versus how many unique situations."
So it is now measured, in three places.
tools/analyze-log.js reads an exported feedback log and reports turns against
distinct situations, how often each recurred, which options were most used,
which locked gates players kept meeting, and anything they typed. The
retrospective shows the player-facing version of the same thing.
And a test asserts no single event exceeds 25% of a 200-turn run, and that a run sees more than 60% of what was reachable in the stages it visited — measured against reachable content, since a run that never leaves the mailroom cannot see Dispatch and counting that as thin would be measuring career progress instead.
That guardrail exists because the first version of Dispatch failed it badly: eight events against the mailroom's nineteen meant its two floor events were 46% of every promoted run, one every three turns. Promotion was moving the player into thinner content. Three more events and a weight rebalance took the top two to 24.5%, and the heaviest recurrence from every ~3 turns to every ~5.
25. The screen says which build it is
Playtest: "need entry on the main screen showing what version we're running… so it's easy to tell when new stuff is."
A status line at the top of every screen names the game, the pack, the player's current title, and the build.
src/build-info.js is tracked and permanently reads commit: 'dev'; it is
never rewritten. tools/build.js substitutes the real commit into the bundled
output only, so dist/theladder.html states exactly which commit produced it
while the working tree never churns. A build from a dirty tree gets a +
suffix — "5c1784d+" is honest in a way a bare SHA would not be, and the build
fails loudly if the substitution finds nothing to replace.
Running from source therefore reads "0.3.0 · dev", which is what it is.
The first attempt stamped the tracked file in place before every serve and build. It was wrong in a way worth recording: after each commit the committed stamp named the previous commit, and the next serve rewrote it and dirtied the tree. A generated value does not belong in a tracked file if anything routinely regenerates it.
26. The whole game is playable from the keyboard
Playtest: "when I get the results, the focus should automatically be on the next day, so I can just hit Enter."
Every screen marks one control with dataset.autofocus and the app focuses it
after each render: the first available option while choosing, the next-turn
button once the result is in, "keep going" on the retrospective. A run is
therefore playable on Enter alone, with Tab and Shift+Tab to reach a different
option.
Locked options need no special handling — the browser's own tab order skips disabled controls, so they stay visible without being in the way, which is exactly the behaviour wanted.
27. The ledger is written for a player, not for the engine
Two fixes from the same playtest note, "what is notable? under what changed?".
notable is the retrospective's own list of moments. Reading "Notable —
changed" in the turn ledger tells nobody anything, so a display rule may now
say inLedger: false and it is left out.
Flags are the opposite: a flag flipping is a fact about the world and worth
seeing. But "the envelope: now true" is engine talk. A display rule can supply
whenTrue and whenFalse sentences — "The envelope is in your locker." — and
the ledger prints those instead of a delta.
28. Exported logs live in logs/, and are not committed
logs/ holds exported feedback logs and npm run analyze reads the newest one
there when given no argument. The logs are gitignored: they record what a real
person did turn by turn, including anything they typed into the feedback box.
That is not repository content, and making it so once would put it in the
history for good.
29. The economy needs a test on its arithmetic, not just on its outcomes
A real 182-turn session spent 30% of its turns below zero, went negative on turn 18 and never recovered, and chose the same hard-times option — "take every shift going" — thirty-seven times.
The cause was a tuning change made without re-deriving what it meant. Rent went from 385 to 455 while chasing a different problem, which took the mailroom baseline from the designed −$3/day to −$13/day. Worse, at the debt that run accumulated, the weekly service charge came to $180 against an escape option worth $120: the hole was inescapable by arithmetic, whatever the player did.
Nothing caught it. Every archetype either optimised money or was promoted out of
the problem before it bit, and the 25%-dominance test passed because
rent_bounced was only 17% of turns.
Three things came out of it.
The baseline is now asserted directly — a test sums the pack's own upkeep over twenty fortnights and requires the mailroom to net between −90 and +10, and Dispatch to be better but under +250. That test would have failed the moment rent changed. Outcome tests over simulated play are worth having, but they are a slow and noisy way to detect a number that is simply wrong.
A lifer archetype was added: it refuses any option that would change stage —
generically, by looking for an effect on stage — and otherwise plays for
people. It reproduces the session that found this, and no other archetype can.
And a test now holds that no archetype spends more than a quarter of a run below zero. Hard times is a state a player passes through. Living in it is the failure mode.
Fixes: mailroom wages 980 → 1120, the escape option 120 → 220 so it is worth
more than a week's rent, rent_bounced from weight 5000 with no cooldown to 900
on a cooldown of 3 — being broke should colour a run, not replace it — and
debt_collector from weight 25 to 45, since at 25 it appeared six times in 262
turns and debt became a one-way ratchet.
30. Gaps are measured within a run, never across two
tools/analyze-log.js reported "every ~-5 turns". One export can hold several
playthroughs and turn numbers restart with each, so a first-seen in run two
compared against a last-seen in run one produces nonsense.
Spans and pair-counts are now accumulated per run and pooled, so the figure is a proper weighted average of within-run gaps. It is worth stating the general form: any statistic over a log has to respect the run boundary, because a log is not one sequence.
31. A pack declares the numbers it must hit
Decision #29 added a test that asserts Corporate Ladder's economic baseline directly, because a tuning change made without re-deriving what it meant had trapped a real playtester. That test named the pack, named its stages and hard-coded its ranges, which meant a second pack got none of it — the guard that exists precisely because a number went unchecked would itself have gone uncopied.
So the numbers moved into the pack, as tuning.baselinePerCycle:
tuning: {
baselinePerCycle: { hand: [0, 12], deputy: [10, 30] },
},
The conformance suite reads that and holds each pack to its own declared range.
A new setting is checked the moment it is in the registry, and what it is
checked against is its designer's stated intent rather than another setting's
numbers. The pack is required to declare it: a missing tuning block fails,
because the silent failure mode here is a pack that is never economically
tested at all.
The figure is derived, not simulated. An upkeep entry worth v every n
turns is worth v * cycleLength / n per cycle, exactly. Simulating it over a
fixed window reads differently depending on where the last rent lands: Corporate
Ladder measures −19 a fortnight over 280 turns and −42 over 560, and only the
second is the steady state. The original test used the 280-turn window and was
reading a number 23 dollars off the truth — inside its own tolerance, so it
never said so.
32. A skill gate is never gated behind itself
Corporate Ladder gates four options on skills.negotiation >= 15, and several
of its largest negotiation gains sit behind that same gate — +4 on
marlene_confides.ask_how_to_leave, +3 on trevor_favor.trade. Its logs show
players meeting the wall repeatedly through the first thirty turns.
Measured, the gate is not unreachable: a player steering directly for the skill is through it by turn 11. What the logs actually show is ordinary players not prioritising it and having no incidental route, which is a pacing failure rather than a reachability one — and the reachability test could never have caught it, because reachability is exactly what holds.
The Frontier is built to a rule instead, asserted in test/frontier.test.js:
for every skill threshold in the pack, the growth available without passing
that threshold must be able to reach it, from repeatable events — a single
one-off award is not a route. A second test measures it, requiring a player who
steers for a skill to be through its lowest gate inside twenty turns.
The rule is deliberately not in the conformance suite, because Corporate Ladder does not satisfy it and retuning that pack is a separate decision from adding this one. It is written down here so the choice is visible rather than implied.
33. One save slot per pack, and the picker is the front door
theladder.save.v1 was a single global slot. The app guarded it by comparing
the packId inside the save against the pack it was about to run, and started a
new game when they differed — so with two settings, the first switch would have
silently destroyed the other career.
Slots are now theladder.save.v1.<packId>, one per setting, and switching is
non-destructive in both directions: each run is written to its own slot every
turn, and coming back resumes rather than restarts. theladder.pack.v1 holds
the last setting played, so a returning player lands back where they were.
The pre-packs slot is still read once, for Corporate Ladder only, and only when it really holds a Corporate Ladder save. It is never written. Someone mid-career when this shipped finds their career.
A first-time player — nothing saved, nothing remembered — gets the setting picker rather than being dropped into whichever pack is first in the registry. A build shipping one pack skips it entirely.
34. What a second setting proved, and what it cost
The engine/content split was a claim until there were two settings. The
Frontier is 29 events across two stages, a four-day cycle instead of a
seven-day one, a different relationship vocabulary (trusts_you, owes_you,
wary_of_you), a different skill pair, and money about fifteen times smaller
that arrives from work rather than from a wage. src/engine/ was not touched.
Three things outside the engine did have to change, and none of them was about the setting:
src/io/save.js— the single save slot, above.src/ui/app.js— it named one pack; it now holds the current one. The screens, the engine and the rest of the io layer still take the pack as an argument and are no less pack-agnostic than before.src/ui/screens/turn.js:40— hardcoded'The mailroom'as the heading over the people panel. That was the interface naming a setting, against decision #14, and it had gone unnoticed while only one setting existed. It is nowpack.peopleHeading.
tools/build.js needed one fix, unrelated to packs but exposed by them: its
module scan used .*? where transform used a pattern that spans lines, so a
destructured import wrapped across several lines was rewritten into a
__require for a module the scan had never collected. The bundle built clean
and failed only when run. Both now use [\s\S]*?.
The honest summary is that adding a setting required no engine change and three interface changes, two of which were latent defects that a second pack merely made visible.
35. Three open questions, closed by the designer
Recorded 2026-09-11, alongside 0.3.1.
Corporate Ladder's negotiation gate stays. A gate that takes deliberate work to get past is acceptable, and so is an option that needs groundwork first. #32 remains the rule the Frontier is built to and tested against; it is a choice a pack may make, not a standard every pack must meet, and Corporate Ladder is not being retuned toward it.
The feedback widget stays exactly as it is. Zero ratings across three sessions says nothing about the widget: those playtests were rapid, and feedback came back directly rather than through it. It is not evidence either way until a playtest runs without that direct channel.
Money has to matter late, through the cost of standing. A careful player ends around $8,300 over 200 turns, and money stops being a constraint. The direction is that rising standing brings rising expenses — the car, the place to live, the clothes a position expects. Upkeep entries are already gated conditions over state, so this is content work, not an engine change.
37. A playtest is only as good as its instruments
The second session — 181 turns of the Frontier, the first time that pack has been played by a human at all — ran against a stale bundle. The page had been loaded before the last rebuild, and switching settings inside an open tab does not re-fetch the script, so the run exercised everything except the change it was meant to test. The charge that never stops fired zero times in ninety turns where its conditions held.
Working that out took file timestamps and a simulation. It should have taken one line of the log, so three things changed:
- Every logged turn now records
app_versionandbuild. The log says which bundle produced it, and a stale session is visible immediately rather than looking exactly like a feature that does not work. src/version.jswas lying. It hardcoded0.3.0through the whole of the 0.3.1 and 0.3.2 work, while playtesters were told to check the status bar to know what they were on. A version string that lies is worse than none, because it is trusted. A test now holds it topackage.json.- A locked door is only worth showing when it is a door.
pay_down— "put money against the book" — was the most-locked option in the session, shown six times to a player who owed nothing. Options gated on a state the player is not in and cannot choose to enter now carrywhenLocked: 'hide'. Gates worth bouncing off, like a skill threshold, stay visible: that is the signal the log exists to collect.
36. Standing costs money to keep
Built in both packs, with no engine change, exactly as #35 predicted.
Each pack declares a lifestyle tier — Corporate Ladder's car and address, the
Frontier's own horse and the room over the Ellis place — bought at a second-rung
event and charged for every cycle thereafter. Dispatch nets +49 a week; with the
car +19; with both, -21, so a coordinator keeping up has to earn the
difference out of the days themselves. The Frontier runs the same shape at its
own scale: +18, +11, +4 a run.
The charge that makes it a choice is levied in standing, not money. A player whose lifestyle lags behind the job loses standing every cycle, in steps that steepen as standing rises. Both are gated on the second stage: the first rung pays too little for any of this, and charging a mailroom associate for a car would be a trap rather than a decision.
Three things were measured rather than guessed, and all three changed the design:
- At -2 a week the charge was invisible. Dispatch hands out standing several points at a time, so a coordinator who bought nothing still finished pinned at 100. The step had to reach -4/-6 before ordinary play settled in the seventies.
- A player who chased standing every turn beat it anyway — 99 standing while buying nothing, and $2,245 richer than one who kept up. The lifestyle was a pure loss to anybody paying attention, which is the opposite of the intent. The top step (-14 above 80 standing) puts that player's ceiling at 82, so the last fifteen points are bought rather than worked for.
- The Frontier's first numbers left a keeper on $8 after 200 turns. That is not pressure, it is the debt trap this pack was tuned twice to avoid; the room went from 9 a run to 7.
Which upkeep counts as the baseline is now the pack's to declare. The
conformance suite used to exclude debt-gated entries by matching
/debt|owed|loan/i against path names — the generic suite guessing at content's
vocabulary, which #31 exists to prevent, and which would have silently counted
every lifestyle tier at once into a baseline that is supposed to mean "the floor
a player faces having opted into nothing." Packs now name those paths in
tuning.baselineExcludes, and the suite fails if one is not declared state.
The top of the ladder was a plateau, so one charge never stops. The first human play of the lifestyle system — 96 turns, Corporate Ladder — found both purchases (the car at turn 52, the address at 75) and showed the standing pressure working exactly as intended: "Looking the part" took 56 reputation, and standing sagged into the low seventies on the car alone before recovering to 100 once the address was bought. But from turn 84 the run had nothing left to spend on: every charge switches off at the top tier, and the balance simply climbed. Money stopped mattering again, one rung higher than before.
Both packs now carry a charge levied by standing itself, which no purchase ends. They are shaped differently, and the difference is measured rather than stylistic:
- Corporate Ladder steps on money. A flat charge cannot flatten a slope — late income comes from choices and scales with how well the player plays, so the flat charge needed to stop an optimiser accumulating (-360 a week) put ordinary archetypes below zero for 44% of a run and ended them $1,385 in debt. Stepping on money ($1,200/-60, $2,400/-120, $3,600/-240) lands it on whoever has it: the balance settles around $4,250 and stops climbing (-3 a week), and ordinary play comes out better than before the charge existed — 13% of a run below zero against 17%, a tier-2 run ending +$175 rather than -$25.
- The Frontier is flat, at -4 a run. Its late game never accumulated in the first place — a deputy who owns everything drifts 0 a run at every charge strength tested — so there is no slope to flatten. The charge is there to keep money live, and break-even at the top is the intent.
A save written before a stat existed silently loses the content gated on it.
Found while working out how to playtest this: loadLocal returns the saved
state verbatim, and conditions.js compares numbers only — so for a career
saved before lifestyle existed, both lifestyle < 2 and lifestyle >= 1 are
false. The car lot never fires, the purchase never unlocks, the charge never
lands, and nothing says so. Resuming a save would have shown a playtester none
of this feature while reporting nothing wrong. Loading now fills in any path the
pack has gained since (hydrate, in state.js), writes the repair back, and
does the same for an imported file. This is the price of "adding content is just
adding data", and it applies to every stat any pack adds from here on.
And a test that had passed for two releases was measuring the wrong thing. "The promotion leaves a player better off" compared the end balances of promoted and unpromoted players pooled across archetypes — but which archetypes get promoted is not independent of how they spend, so the comparison mostly measured the mix. It inverted the moment there was something to spend money on. It is now derived from upkeep arithmetic, and the lifestyle's effect is tested with two players who differ in exactly one habit.
38. A repayment pays what is owed, never more
Recorded 2026-09-15, for 0.3.4. Designer's call: a small engine addition rather than a content workaround.
The first human session of the Frontier on a current build — 112 turns — owed the
store four dollars on turn 27 and chose "Put money against the book". It took
twenty dollars and cleared four: the option was a flat money -20, owed -20, and
owed clamped at zero while money did not. The ledger showed "−$4 at its
limit", which the player read, reasonably, as a debt still standing.
The same shape was in five options across both packs — the Frontier's store and both of its hard-times repayments, and both of Corporate Ladder's loan repayments — and none had been caught, because every archetype that pays debt pays large debts.
Content could not fix it. Effects add or set a number the pack wrote, and a balance built from +14, +32, +4, −45 and −10 can be anything, so no fixed payment can equal it. The alternatives were to gate each instalment on the balance covering it (leaving small balances to cost more than they are) or to retune every credit amount to a common step (changing tuned numbers to suit a missing primitive).
So an add effect's value may now be read from state:
{ path: 'money', op: 'add', value: { from: 'owed', times: -1, cap: 20 } } is
"take away whatever is owed, but no more than 20". The amount is resolved at the
moment the effect applies, so a repayment lists the money effect before the
balance effect — both read the balance before it moves. The change record keeps
the number actually applied, with the reference in source.
This is not the engine learning about debt. It reads a number from a path without
knowing what the path means, exactly as a condition does, and #1 and #2 still
hold: it is data, validated at load. The validator requires the referenced path to
be declared and times and cap to be numbers. The test archetypes score such an
effect at its cap, the most a player reading the label could expect.
A conformance test now holds every pack to it: an option that spends money and reduces a balance — any money-formatted stat other than money — must read the amount from the balance, or be gated on the balance covering the whole instalment.
39. A hidden option is not a locked door in the log either
whenLocked: 'hide' (#37) kept "Put money against the book" off the screen of a
player who owed nothing, and it worked. But the turn record listed offered options
without saying which were hidden, so npm run analyze reported the option as a
locked door shown three times to a player who never saw it. The instrument was
counting the very thing the fix removed.
The turn record now carries hidden for every offered option, and the analyser
skips hidden options when counting locked doors. Logs exported before 0.3.4 do not
have the field and still over-count.
The same session's exports also put a save file next to the feedback log in
logs/. The analyser read "the newest .json", so whichever of the two was
exported last would have been read as the log. It now reads only
theladder-feedback-*.json when no file is named.
40. What the first Frontier playtest changed
The session (112 turns, 0.3.3, promoted on turn 44) confirmed the systems #36 and #37 were built for: both lifestyle purchases were found and taken, the standing charge fired as designed, money never went below zero, and the run ended flat — the break-even the Frontier intends at the top. Everything it found wrong was legibility, plus the defect in #38. All eight of the player's comments were questions about what a number meant, and both thumbs-down were on events that confused them.
- Wages are called wages. "Settlement" and "Deputy pay" became "Wages from Vane" and "Wages from the county". The player could not connect "Settlement" to the twenty-four a run the first morning quotes, and read a run's own +$9 as the pay going missing (#27: the ledger is written for a player).
- A clamped change says where it stopped — "stopped at $0", "stopped at 100" — instead of "at its limit", which was read as a balance still outstanding.
- Two option labels were rewritten that the player could not parse: "Have no view on the axle" and "take hold of the nearest one".
- The horse and the room are separate events. One event offered both, with a description that was always about the horse, so the room was offered under horse text and "Buy the bay" was shown locked to a player who had bought it — a door that could never open. Each is now gated on the tier it sells, and a test holds that neither is offered once bought.
- The promotion gets a warning. "How do I find out how close I am to
promotion?" had no answer anywhere.
ward_takes_noticecomes once, to a hand past turn 24 with standing 55, and says in the town's terms what the offer waits for — a name the street says for the right reasons, and a man Ward takes at his word or one with the Ridge road behind him — without printing a threshold. Across 72 archetype runs it fired in 67, at a median of turn 29, always before the offer. A numeric progress display was not built: it would need the interface to know what a promotion is, which #22 keeps in content. - The office got five more days. 69 deputy turns saw 13 distinct situations,
and
office_dayandthe_cellswere 17% of the stage each — the same thinness #24 caught in Dispatch. Five events were added (the stage in short, the county's fees, a bounty hunter, a fire at the store, Dutch wanting the Ridge road) and the horse/room split adds a sixth. Measured across 72 archetype runs of 250 turns, the three floor events fell from about 17.5% of deputy turns each to about 13.5%. Every new event has an ungated way through, and its skill gates (nerve 30 and 34, trade 28 and 30) sit under growth available without them (#32).
Measured and not yet understood. In the same simulation, promoted runs now end with a median of $164 rather than $88, and a median standing of 89 rather than 98. Two changes plausibly account for it — repayments no longer overcharge, and lower standing triggers the $4 standing charge less often — but it has not been isolated. The declared baselines and every tuning test still pass. The Frontier is meant to be roughly level at the top, so the next Frontier session should watch whether money stops mattering again, as it did in Corporate Ladder before #36.
"Owed at the store" was asked for as "a major field at the top". It already is, second after Money whenever anything is owed. Whether it is prominent enough can only be judged in a browser, which this machine cannot render (#18).