The mailroom is no longer the whole game. Around turn 50, a player who has
built standing and either Marlene's goodwill or the nerve to ask gets offered
the Dispatch post — and can take it, take it and put Trevor up for the mailroom,
or turn it down, which is a real strategy rather than a mistake and comes back
after a cooldown.
Dispatch is eleven events of its own. The money problem is largely solved up
there and replaced by other people's days depending on yours, including the
mailroom's — which you used to be. Trevor branches on whether you recommended
him: he either runs the mailroom and has opinions about how it used to be run,
or he stays put and starts addressing you by your full title, kindly, in front
of people.
None of this is a promotion mechanic in the engine. It is
`{ path: 'stage', op: 'set', value: 'dispatch' }` on an option, since `stage`
was already how events are filtered. The reserved-write rule now allows it
narrowly — `set` only, and only to a stage that has events, both checked by the
validator, so a typo cannot strand the player in an empty pool. Wages differ by
rank through two upkeep entries gated on `stage`. The hard-times events dropped
their stage entirely: rent is due wherever you work.
The second half of this is the thing the last playtest asked for. A 183-turn
session, and no way to see how much of it was new ground.
`npm run analyze <exported-log.json>` now 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.
It found a regression in this very change on its first run. Dispatch started
with eight events against the mailroom's nineteen, so 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.
A test now holds that line.
Also corrected: the coverage test was asking whether an archetype ever *took* an
option, which is a property of the bot, not the pack. It had flagged
`rent_bounced.ask_trevor` as dead content when it had been offered, unlocked,
419 times across a sweep and simply never chosen. Options are now checked on
availability; events are still checked on firing.
114 tests. Reasoning in docs/DECISIONS.md §22-24.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VMSFHyVPitUoosW5wyEADj
The Ladder
A turn-based career simulation game that runs entirely in the browser. You start at the bottom of an organisation and play turns — a day at a time — making choices that move your money, your skills and your standing with the people around you. There is no win state and no game over: a bad run means worse options, not an ending, and you can stop whenever you like and read the retrospective.
The engine knows nothing about offices, mailrooms or bosses. A setting is a
content pack — characters, events, choices, stat names and tuning, all data.
corporateladder is the default pack; a Wild West or lemonade-stand pack would
be new data and no new code.
Status
Engine and the first content pack are built and tested. No UI yet — the game is currently playable only from a test harness.
| Piece | State |
|---|---|
| Path-addressed state, conditions, effects | done |
| Seeded RNG, save/resume | done |
| Event selection, option gating | done |
| Turn loop, per-turn upkeep | done |
| Content validator + reachability tests | done |
| Corporate Ladder pack — 31 events, two tiers | done |
| Turn screen, retrospective, feedback widget | done |
| Local-storage save, file export/import | done |
| Single-file build | done |
| Calendar, scheduled wages and rent | done |
| Promotion from the mailroom to Dispatch | done |
Repetition analytics (npm run analyze) |
done |
| Played in a real browser | done — first playtest 2026-09-09 |
The first playtest confirmed the interface, saves and the exported log all work in a real browser. Its findings — an unexplained daily drain, no sense of the week, and an economy nobody could get ahead in — are what the calendar and the retuned economy are for.
Note that the development machine has no browser that can render a page, so the UI tests drive the real modules against a minimal fake DOM. That covers wiring, not layout: styling and dark mode are only ever verified by a human opening it.
Playing it
npm run serve # then open http://localhost:8080
A server is needed during development because browsers refuse ES module imports
over file://. If port 8080 is taken, run python3 -m http.server <port>
instead.
To hand the game to someone else:
npm run build # writes dist/theladder.html
That is one self-contained file with the stylesheet and every module inlined. It plays by double-clicking it — no server, no network, nothing installed.
npm test # 114 tests: engine, content, UI wiring, and the build
To see what a playtest actually did — turns against distinct situations, how often each recurred, which locked gates players kept meeting, and anything they typed into the feedback box:
npm run analyze -- theladder-feedback-2026-09-10-11-04-22.json
There are no runtime dependencies and no build step for development. Node is used only to run the tests, the single-file build, and the log analyser.
Layout
src/engine/ the game engine — imports nothing from content/, or from src/ui/
paths.js dotted-path get/set over state
conditions.js generic predicates: { path, op, value }, all/any/not
effects.js generic mutations: add/set/push/remove, with clamping
state.js pack -> schema and initial state
select.js which event fires this turn, which options are available
game.js the turn loop
rng.js seeded, serializable RNG
validate.js load-time content checking
src/ui/ screens, formatting and the app controller
app.js the only module that names a content pack
screens/ the turn screen and the retrospective
format.js state paths and conditions rendered as English
src/io/ local-storage save, file export/import, the feedback log
content/ content packs (settings)
tools/build.js flattens everything into one self-contained HTML file
test/ engine tests against a fixture pack; content and UI tests
docs/ DECISIONS.md — why things are the way they are
Planning/ the original design documents
The rule that keeps this honest: nothing in src/engine/ may import from
content/. The engine names no stat, no character and no setting of its own.
How content works
A pack declares what state exists and what it starts at, the relationship stats every character carries, the characters, and the events. Everything else falls out of that.
export default {
id: 'corporateladder',
startingStage: 'mailroom',
state: {
'money': { initial: 1200, min: -5000, max: 1000000 },
'skills.negotiation': { initial: 1, min: 0, max: 100 },
'flags.took_loan': { initial: false },
},
// Expanded per character into relationships.<id>.<stat>, so adding a
// character adds its relationship state automatically.
relationshipStats: {
likes_you: { initial: 50, min: 0, max: 100 },
fears_you: { initial: 50, min: 0, max: 100 },
wants_to_help_you: { initial: 50, min: 0, max: 100 },
},
characters: [
{ id: 'boss', name: '...', role_type: 'boss', description: '...' },
],
events: [
{
id: 'mail_run',
stage: 'mailroom',
weight: 100, // relative likelihood among eligible events
description: 'A cart of mail and two hours to move it.',
options: [
{
id: 'hustle',
label: 'Get it done fast.',
requires: [{ path: 'skills.negotiation', op: '>=', value: 3 }],
effects: [
{ path: 'money', op: 'add', value: 40 },
{ path: 'relationships.boss.likes_you', op: 'add', value: 3 },
],
},
],
},
],
};
An event may also carry once: true, a cooldown in turns, and requires
conditions of its own. There is no separate notion of a random event: every
turn draws from the whole eligible pool by weight.
Conditions may read engine bookkeeping (turn, stage, seen.<eventId>,
lastSeen.<eventId>) as well as pack state. Effects may not write it.
A pack also declares upkeep — a list of { label, requires?, effects }
applied at the end of a turn, after the choice. Adding every and offset
makes an entry periodic rather than daily: Corporate Ladder pays wages on
alternate Fridays ({ every: 14, offset: 4 }), charges rent every Monday, and
adds a loan service charge that steps up as the debt grows.
A pack may also declare a calendar:
calendar: {
cycleLength: 7,
cycleName: 'Week',
unitNames: ['Monday', 'Tuesday', 'Wednesday', 'Thursday', 'Friday', 'Saturday', 'Sunday'],
},
The engine derives calendar.index, calendar.cycle and calendar.name from
the turn number before each event is drawn, so content can require a Friday and
the interface can title the turn. Declare no calendar and there is no week.
Run validatePack(pack) when loading in development — it catches undeclared
paths, unknown characters, unusable ids, unreachable events and stages with no
fallback event, all of which otherwise fail silently mid-playthrough.