Both settings now carry a charge levied by standing itself, which no purchase ends. Corporate Ladder's steps on money (1200/-60, 2400/-120, 3600/-240): a flat charge cannot flatten a slope, since late income scales with how well the player plays, and the flat charge needed to stop an optimiser accumulating put ordinary archetypes below zero for 44% of a run. Stepped, the balance settles around $4,250 and ordinary play comes out better than before it existed. The Frontier's is flat at -4 a run, because its late game never accumulated in the first place. Found in the first two human sessions of this work: - A career saved before a pack gained a stat had no path for it, and conditions compare numbers only, so every event, option and upkeep entry gated on a new stat silently did not exist for that run. Loading now fills those in. - 'Wrap up my career' sat immediately after the last option in tab order, so one Tab too many and Enter read as the game ending at day 31. It goes last, and the retrospective says plainly that it is a summary. - A 181-turn session ran against a stale bundle and the change under test never fired. Every logged turn now records app_version and build. - src/version.js had reported 0.3.0 since 0.3.0, while playtesters were told to check the status bar. A test now holds it to package.json. - 'Put money against the book' was shown locked to a player who owed nothing, six times. Options gated on a state the player cannot choose to enter are now hidden rather than greyed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01RxdJFbLq1rBKsUeticGV1g
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. Two ship: Corporate Ladder, a modern office and a mailroom, and The Frontier, a freight yard at the end of a stage line. They share every line of engine code and no content at all.
Status
Engine, interface and two content packs, all built and tested, and played in a real browser.
| 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 |
| Second content pack — The Frontier, 29 events, two tiers | done |
| Setting picker, one save slot per pack | done |
| Pack conformance suite (every pack, every check) | done |
| Played in a real browser | Corporate Ladder yes, first playtest 2026-09-09; The Frontier not yet |
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 build —
0.3.0 · dev when running from source, and the commit it came from when built.
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 # 149 tests: engine, both packs, UI wiring, and the build
Tests are in three layers. test/conformance.test.js runs over every pack in
the registry and asserts only what is true of a pack because it is a pack —
validity, no dead content, the declared economic baseline, variety, replay from
seed, a way out of every event. test/content.test.js and
test/frontier.test.js hold each pack to its own tuning. The engine suite runs
against a fixture pack, so tuning a setting can never break it.
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.
Where things stand
The MVP is complete and has survived three playtests, and a second setting now exists to prove the engine/content split holds. Adding it required no engine change — and three interface changes, two of which were latent defects a second pack made visible (a single global save slot, and the one place the UI still named a setting). See DECISIONS.md #34.
Open questions, in the order they are likely to matter:
-
The Frontier has never been played by a human. Its economy is asserted by the conformance suite and exercised by six archetypes, and that is exactly the evidence that was not enough the last two times. It needs a session before its numbers are believed.
-
Standing costs money to keep, and the Frontier's version is unplayed. Each setting has a
lifestyletier bought on the second rung and charged for every cycle after, a standing penalty for lagging behind what the job expects, and a charge levied by standing itself that no purchase ever ends. Corporate Ladder's has had one 96-turn session: both purchases were found and taken, and the standing pressure worked, but the run arrived at the top with nothing left to spend on — which is where the never-stopping charge came from. The Frontier carries the same system at its own scale and has never been in front of anyone. See DECISIONS #36. -
Dispatch is eleven events against the mailroom's nineteen. It passes the variety guard, but it has had far less play than the mailroom. Waits on more playtesting.
-
A third tier in either pack. Two rungs is what both settings have. The split is now proven across settings; it is not proven across a long ladder. Waits until the Frontier has been played.
Settled, and not open: Corporate Ladder's negotiation gate stays as it is, and the feedback widget stays as it is (DECISIONS #35). Money mattering late is built rather than open (DECISIONS #36).
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 knows there is more than one pack
screens/ the turn screen, the retrospective, the setting picker
format.js state paths and conditions rendered as English
src/io/ local-storage save (one slot per pack), export/import, feedback log
content/
index.js the pack registry — the only list of settings
corporateladder/ a modern office and a mailroom
frontier/ a freight yard at the end of a stage line
tools/build.js flattens everything into one self-contained HTML file
test/ engine tests against a fixture pack; conformance, per-pack, UI
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.