Files
TheLadder/README.md
T
JesseMarkowitzandClaude Opus 5 5c1784d990 Fix an inescapable debt trap the playtest logs exposed
A 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 got promoted out of
the problem before it bit, and the dominance test passed because rent_bounced
was only 17% of turns.

Fixes: mailroom wages 980 -> 1120, restoring the -$3/day baseline; 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, because being broke
should colour a run rather than replace it; debt_collector from weight 25 to 45,
since at 25 it appeared six times in 262 turns and debt became a ratchet.

Three guards so this class of bug cannot recur quietly.

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 not so much better that money stops mattering. That
would have failed the moment rent changed. Outcome tests over simulated play are
a slow and noisy way to detect a number that is simply wrong.

A `lifer` archetype 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; no other archetype can.

And no archetype may spend 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.

Also fixed: the analyser reported "every ~-5 turns". One export can hold several
playthroughs and turn numbers restart with each, so spans are now accumulated
per run and pooled rather than measured across the seam between two.

121 tests. Reasoning in docs/DECISIONS.md §29-30.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VMSFHyVPitUoosW5wyEADj
2026-09-10 06:01:33 -04:00

7.5 KiB

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
Version and build shown on screen done
Keyboard play (Enter / Tab) 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

The game plays from the keyboard: Enter takes the focused option, Enter again moves to the next day, and Tab / Shift+Tab pick a different option. The top of every screen names the game, the pack, your current title, and the version and commit you are running.

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          # 121 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                 # the newest export in logs/
npm run analyze -- <file>       # a specific one

Drop exports into logs/. They are gitignored — a log is a record of what a real person did, including anything they typed into the feedback box.

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.