JesseMarkowitzandClaude Opus 5 76072edf4e Show the build, play from the keyboard, and clean up the ledger
Five things from the second playtest.

A status line at the top of every screen: the game, the pack, your current
title, and the version plus the commit it came from. `tools/stamp.js` writes the
commit into src/build-info.js before serving and before building, so a
distributed dist/theladder.html states exactly which commit produced it. An
uncommitted working tree gets a `+` suffix — "4cab9fc+" is honest in a way a
bare SHA would not be.

The whole game is now playable on Enter. Every screen marks one control 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.
Tab and Shift+Tab reach the other options. Locked options needed no special
handling — the browser's tab order already skips disabled controls, so they stay
visible without being in the way.

"What is notable? under What changed?" — two fixes. `notable` is the
retrospective's own list of moments; a display rule can now say
`inLedger: false` and it is left out, because "Notable — changed" tells nobody
anything. Flags are the opposite and stay, but as sentences the pack supplies
rather than as booleans: "The envelope is in your locker." instead of "the
envelope: now true".

Exported logs live in logs/, gitignored, and `npm run analyze` reads the newest
one there when given no argument. A log records what a real person did turn by
turn, including whatever they typed into the feedback box — committing one once
would put it in the history for good.

Version set to 0.3.0 on the reasoning that the engine was 0.1 and the interface
0.2; say if you want a different scheme and I will renumber.

119 tests. Reasoning in docs/DECISIONS.md §25-28.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VMSFHyVPitUoosW5wyEADj
2026-09-10 05:41:32 -04:00
2026-09-10 00:27:28 +00:00

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          # 119 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.

S
Description
A turn-based career sim. The player starts in the mailroom of a modern corporate office.
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