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Public development line / updated 2026-08-06

Roadmap

This is the working state of Scaling Laws, not a promise list. No 82% progress bars. A feature moves from foundation to playable, polish and finally shipped only when the label actually means something.

Tracked features 180 end-to-end game line
Shipped 76 checked off under the strict rule
Current line 48 playable, polish or active foundation
Categories 11 from simulation core to release
On the bench now

The next expensive decisions are becoming visible.

Hardware economics already exist underneath the UI. The current line is about letting the player actually rent, buy, configure and time those decisions, then tying that ownership back into the physical company.

Current line / 01

Hardware purchase screen

Turn the catalog into an actual buy decision.

Current line / 02

Server configuration

Accelerator, CPU, memory and fabric must fit together.

Current line / 03

Hardware launch timeline

Make waiting visible before it becomes expensive.

Current line / 04

Staff & larger offices

The starter house needs a real second rung.

180 features shown
Core / 11 items

Foundation

The rules that keep every campaign reproducible, saveable and testable.

10 shipped 1 now
Shipped Shipped

Deterministic campaign clock

Campaign time advances through one GameDate timeline beginning on 1 January 2022.

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Shipped Shipped

One ordered daily simulation tick

Deliveries, compute, market demand, bills, gates and solvency resolve in a fixed order.

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Shipped Shipped

Saved deterministic random state

The same seed and the same decisions replay to the same numbers.

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Shipped Shipped

Simulation separated from Unity

Economics and game rules run without UnityEngine so balance tests do not need a scene.

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Shipped Shipped

Versioned save migrations

Old save shapes move forward one version at a time instead of being silently rewritten.

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Shipped Shipped

Save sanitization

Loaded fields are clamped and invalid enum values fall back to legal states.

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Shipped Shipped

Projection honesty flags

Estimated hardware and rival data stay distinguishable from known reference data.

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Shipped Shipped

Training projection separated from outcome

A projected capability never becomes a deployed score until the run actually finishes.

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Shipped Shipped

Playability campaign test

A scripted multi-year company must survive and stay competitive without trivially dominating.

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Shipped Shipped

Cross-catalog consistency tests

Catalog sweeps catch impossible ranges, dangling references and dead research paths.

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Polish Now

Scene wiring guards

PlayMode checks protect critical visual references that EditMode simulation tests cannot see.

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Founder / 14 items

Founder & Company

The opening choices that shape cost, research, training and where the company operates.

8 shipped 5 now
Playable Now

Founder creation screen

Create the person behind the lab before the campaign begins.

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Shipped Shipped

Seven founder skills

Development, Management, Teamwork, Concept, Software, Data Engineering and Safety.

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Shipped Shipped

Neutral skill baseline at 20

Ignoring a skill is a real weakness instead of merely skipping a bonus.

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Shipped Shipped

Skill XP from completed work

Experience is awarded for finished runs, research, upgrades and releases, never for idle time.

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Shipped Shipped

Founder traits with downsides

Every opening trait trades one advantage against a real cost.

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Playable Now

Company identity choices

Opening company profiles change starting cash, reputation, data and default pricing.

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Playable Now

Custom company identity

Name and define the player's own lab rather than taking a preset.

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Playable Now

World region selection

Choose the region used to navigate the registration map.

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Playable Now

Sixteen registration countries

Countries differ on hardware access, tax, innovation and local competition.

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Shipped Shipped

Corporate tax on operating profit

A loss-making company is not punished with tax on turnover.

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Shipped Shipped

Regional hardware price modifier

Registration changes what owned silicon costs.

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Shipped Shipped

Regional innovation modifier

Country choice changes research and upgrade timing.

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Shipped Shipped

Local competition modifier

Registration changes the brand pressure in the market split.

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Planned Next

Founder appearance in the 3D world

Connect the creator identity to the physical starter home and later offices.

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Models / 19 items

Models & Data

From a blueprint to a trained model, a shelf decision and a live product.

8 shipped 8 now
Playable Now

Staged model creator

Build a model through Foundation, Scale, Data, Compute and Review instead of one giant form.

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Playable Now

Live capability projection

The creator shows how the last change moved projected capability.

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Playable Now

Training-time projection

The bill is not the only cost. Calendar time is visible before committing the run.

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Playable Now

Training-cost projection

The creator prices the run against cash on hand before the player commits.

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Shipped Shipped

Scaling-law quality model

Parameter count and token count feed one Chinchilla-style quality function.

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Shipped Shipped

Compute-optimal training pressure

Undertraining or overtraining can waste the same compute budget.

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Shipped Shipped

Dataset catalog

Eight corpora feed the data side of the training plan.

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Dataset blending rule

Multiple corpora combine through one normalized mechanism.

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Five audience segments

Consumer, Developer, Enterprise, Creative and Autonomous demand change over time.

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Foundation Now

Five model types

Specialized model types trade broad reach for stronger audience fit and price tolerance.

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Shipped Shipped

Shelf before release

A finished run becomes a trained model on the shelf, not an automatic launch.

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Playable Now

Manual release timing

The player chooses when a trained model reaches the market.

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Playable Now

Per-model pricing

Multiple live models can carry different prices.

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Playable Now

Eleven model traits

Reasoning, knowledge, coding and other traits are measured against the market par of the day.

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Shipped Shipped

Trait upgrades consume time and compute

Model maintenance competes with training for the same calendar and infrastructure.

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Shipped Shipped

Production serving descendant factor

Inference is priced as served descendants rather than the full training artifact.

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Planned Next

Safety stage in model creator

Make safety an explicit creation-stage decision before training.

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Planned Next

Keep local vs release flow

A finished run should branch into internal use or public release instead of one fixed path.

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Planned Next

Serving-capacity decision after training

Choose rented serving capacity or owned infrastructure after deciding to release.

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Research / 14 items

Research & Architecture

Technology unlocks, in-house architecture work and the calendar cost of getting there.

7 shipped 5 now
Playable Now

Technology tree

Seventeen nodes gate architectures, data, model types, upgrades and compute tiers.

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Playable Now

Four research eras

Foundations, scaling, autonomy and the late frontier structure the tree.

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Shipped Shipped

Research prerequisite graph

Every unlock must be reachable and cannot open before its own prerequisite.

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Shipped Shipped

Calendar gates

Research cannot be brute-forced purely by having more cash.

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Cash cost on research

Time is hard to buy, but research still competes for company capital.

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Foundation Later

Artificial Superintelligence node

The end-state node is visible early but intentionally unreachable in the opening years.

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Playable Now

In-house architecture designer

Create a custom family instead of only adopting a published architecture.

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Playable Now

Five architecture research directions

Sparsity, throughput, quality-per-parameter, serving cost and reasoning divide programme focus.

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Shipped Shipped

Budget × calendar power model

More money cannot fully substitute for more time, and more time cannot replace all budget.

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Focus dilution

A programme chasing every direction makes less depth in each one.

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Architecture outcome variance

Cheap or rushed research is deliberately less predictable.

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Shipped Shipped

Six custom family slots

House architectures resolve through the same downstream interfaces as published families.

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Foundation Next

Iterate an owned family

Improve a house family more cheaply and quickly, with diminishing returns.

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Polish Now

Research-era visual polish

Finish the visual language and card art around the four research eras.

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Hardware / 22 items

Hardware & Compute

The current active development line: rent, own, configure, wait and sometimes regret the timing.

10 shipped 5 now
Shipped Shipped

Hardware generation catalog

Accelerators, host CPUs, node memory and fabric carry launch dates, price, power and capacity data.

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Shipped Shipped

Known vs projected hardware flag

Future entries can be labelled as projections rather than blended into history.

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Shipped Shipped

Time-based hardware depreciation

Owned accelerators lose resale value as calendar time passes.

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Shipped Shipped

Successor depreciation

Meaningful newer parts apply another phased hit after the player's purchase.

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Shipped Shipped

Performance-per-dollar aging index

The fleet can be compared with what the same money buys today.

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Shipped Shipped

Rented compute in petaflops

Cloud rental is capacity, not a fragile count of whatever hardware generation happens to be current.

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Shipped Shipped

Cloud hardware availability lag

Rental availability follows the hardware frontier with a delay.

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Foundation Now

Three compute tiers

Rented cloud, colocated servers and own datacenter form the infrastructure ladder.

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Shipped Shipped

Owned-cluster balance factor

Accelerators need enough host CPU, memory and fabric to approach their nominal rating.

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Shipped Shipped

Training scaling-efficiency loss

Large accelerator counts lose efficiency as the fleet scales.

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Shipped Shipped

Inference utilization model

Serving and training do not pretend to use the same hardware in the same way.

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Foundation Now

Hardware purchase screen

Turn the existing catalog and economics into a player-facing buy flow.

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Foundation Now

Hardware sell flow

Make resale value visible before the player exits an owned batch.

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Foundation Now

Server configuration

Pair accelerators with host CPUs, node memory and fabric instead of buying one magic server score.

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Foundation Now

Hardware launch timeline

Surface generation timing so waiting becomes an explicit decision rather than hidden knowledge.

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Planned Next

Colocation acquisition flow

Buy owned hardware with lead time before the company is ready for a full datacenter.

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Planned Next

Own-datacenter acquisition flow

Turn the late compute tier into a real capital and infrastructure commitment.

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Planned Next

Supply ramp after launch

A new accelerator generation should not become infinitely available on day one.

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Planned Next

Supply squeezes and shortages

Make availability another reason a technically good purchase can fail operationally.

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Planned Next

Physical server racks

Owned compute should appear in company spaces instead of living only in a table.

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Planned Later

Datacenter power planning

Owned infrastructure eventually needs limits beyond purchase price.

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Planned Later

Datacenter cooling constraints

Cooling becomes a late physical limit if the infrastructure simulation grows deep enough.

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Rivals / 16 items

Rivals & Intelligence

Competitors that react to timing, plus information that can cost money and still be wrong.

12 shipped 2 now
Shipped Shipped

Eight rival labs

The active field is agent-driven rather than one static score table.

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Shipped Shipped

Historical release seed timeline

Known releases seed the 2022–2026 opening before agents diverge.

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Shipped Shipped

Patient rival waiting

Some rivals delay a run when better silicon is close to the planned launch window.

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Shipped Shipped

Rival rush response

A frontier-focused lab can ship early with a quality penalty when the player opens a large gap.

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Shipped Shipped

Rival capability drift

Competitors improve between releases instead of freezing until the next launch.

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Shipped Shipped

Procedural post-history releases

After the known timeline ends, rival strategies generate their own cadence.

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Shipped Shipped

Parody rival naming

Labs remain recognizable as jokes without using real company names.

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Polish Now

Parody rival logo set

Finish a consistent small-mark system that remains readable at UI scale.

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Foundation Now

Three paid intelligence tiers

Information quality improves with spend without turning into perfect foresight.

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Shipped Shipped

Real accuracy vs stated confidence

A report can sound more certain than the underlying signal deserves.

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Hardware launch signals

Intel can surface an upcoming generation before the player has certainty.

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Price-collapse signals

Intel can warn about a market event that changes hardware economics.

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Supply-squeeze signals

Intel can warn that availability is about to tighten.

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Rival-holding signals

Higher-tier intelligence can flag that a competitor may be waiting on purpose.

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Planned Next

Expanded intelligence report UI

Give evidence, history and uncertainty more room than a single note card.

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Planned Later

Competitor release history view

Show how each lab actually moved through the campaign, not just where it stands today.

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Business / 20 items

Business & Capital

Turn model quality into demand, demand into cash and cash into the next dangerous decision.

12 shipped 6 now
Playable Now

Per-model token pricing

Each live model carries its own price instead of inheriting one company-wide number.

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Playable Now

Free-tier control

Free access can be used as a deliberate distribution decision.

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Shipped Shipped

Shared market-share model

The economy and ranking read from the same demand model.

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Capability term in demand

Better models earn an advantage but do not automatically own the market.

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Brand term in demand

Reputation changes how equal products split demand.

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Price term in demand

Price matters independently of capability.

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Model-age term in demand

A model that nobody replaces gradually becomes stale.

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Shipped Shipped

Audience-segment curves

Consumer, Developer, Enterprise, Creative and Autonomous markets change size over time.

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Shipped Shipped

Specialist price tolerance

A narrower model can reach fewer people while selling to an audience that tolerates higher pricing.

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Playable Now

Company marketing programmes

Marketing spend acts on demand instead of being a decorative button.

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Playable Now

Model launch push

A release can receive focused marketing rather than only permanent company spend.

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Playable Now

Funding valuation

Valuation combines frontier proximity, run rate and the sentiment of the year.

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Shipped Shipped

Investor sentiment cycle

The same company can be priced very differently depending on when it raises.

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Cap table and founder dilution

Equity rounds permanently change ownership.

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Down-round penalty

Raising below the previous valuation costs extra equity.

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Debt facilities

Bridge, venture debt, bond and sovereign compute debt trade dilution for repayment pressure.

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Arrears and default

Missed payments accumulate before a public default damages standing.

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Playable Now

Ranking board

Capability, share and brand feed one sorted company board.

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Planned Next

Ranking history

Track movement through time instead of showing only today's order.

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Planned Later

Contextual market events

Add discrete events only where they reinforce an existing market mechanism.

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World / 23 items

Office, Staff & World

Make company growth visible in rooms, people, cars, buildings and infrastructure.

1 shipped 5 now
Playable Now

3D starter home

The opening company site exists as a real orthographic 3D environment.

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Polish Now

Starter living space

Living room, workspace and bedroom sell the scale of the first company before expansion.

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Polish Now

Garage

The starter site includes a garage connected to the planned travel flow.

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Polish Now

Starter car

The first vehicle gives the world-map transition a physical starting point.

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Shipped Shipped

Fixed orthographic camera

The scene uses a locked 2.5D presentation rather than free camera navigation.

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Polish Now

Room visual-polish pass

Keep refining props, lighting and composition without changing the core camera.

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Planned Next

Wall hide / transparency

Remove room obstruction when the founder enters the garage or another hidden space.

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Planned Next

Founder 3D character

Place the created founder into the physical company view.

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Planned Next

Founder idle animation

Give the opening scene life without turning movement into simulation authority.

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Planned Next

Founder waypoint walking

Move between fixed activity points rather than overengineering pathfinding for the camera distance.

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Planned Next

Walk to workstation

Training and work actions gain a short physical animation at the desk.

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Planned Next

Walk to garage and car

Travel begins with the founder physically leaving the starter site.

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Foundation Next

World / location map

Turn location selection into a navigable world layer beyond company registration.

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Planned Next

Rent larger offices

Company growth should require leaving the starter house.

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Planned Next

Office tiers

Progress through larger spaces instead of one infinitely expanding room.

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Planned Next

Hiring employees

Add the team layer that turns empty office capacity into useful company capacity.

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Planned Next

Employee skills

Staff quality should influence work rather than every hire being interchangeable.

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Planned Next

Employee salaries

Headcount becomes a continuing operating commitment.

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Planned Next

Physical employee desks

A hire should appear in the space the company is paying for.

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Planned Later

Walking staff

Employees move between work points to keep larger spaces alive.

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Planned Next

Owned racks populate the office

The physical view reads the compute pool and shows what the company actually owns.

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Planned Later

Dedicated company HQ

A late office tier separates the management fantasy from the starter site.

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Planned Later

Dedicated datacenter site

Owned infrastructure eventually becomes a place rather than only a finance line.

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Safety / 09 items

Safety & Incidents

Safety should be a decision with tail risk, not a virtue stat that only moves brand.

2 shipped 1 now
Shipped Shipped

Founder Safety skill

Founder creation already changes incident-risk pressure through the skill system.

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Playable Now

Model Safety trait

Safety is one of the traits measured against the market par of the day.

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Shipped Shipped

Safety brand effect

Falling behind on safety already affects how a product is received.

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Foundation Next

Incident-risk multiplier foundation

The simulation has the inputs needed to turn weak safety choices into tail risk.

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Planned Next

Safety stage in model creator

Make safety visible before training instead of burying it in later upgrades.

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Planned Next

Model safety incidents

A model far below the safety expectation can produce a costly event.

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Planned Next

Reputation damage from incidents

Incidents should hit standing that took time and money to build.

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Planned Later

Regulatory attention

Serious safety failures can create pressure outside the normal demand model.

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Planned Later

Incident response decisions

Give the player a recovery choice rather than only applying an automatic penalty.

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UI / 14 items

Interface & Presentation

The game needs to stay legible while the simulation gets denser.

0 shipped 9 now
Playable Now

Bottom control HUD

The main navigation lives in a bottom control bar instead of a wide left rail.

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Playable Now

Day clock dial

A half-disc shows date and day progress without controlling the simulation rules.

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Playable Now

Pause / X1 / X2 / X3

Time controls map cleanly onto the whole-day simulation.

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Playable Now

Skip Day

Run exactly one day and stop, even when the game is paused.

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Polish Now

Unified accent gradient

Coral, wine and pale violet are treated as one line moving through the interface.

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Polish Now

Bottom category icon set

Finish the white single-weight icon language across the major screens.

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Polish Now

Skill icon set

Seven founder-skill icons are already present and being normalized as one family.

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Polish Now

Section banner art

Research, Business, Funding and other screens share low-contrast panoramic art.

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Foundation Now

Responsive UI Toolkit layout

Creators and panels defend against shrink, wrap and small-window layout faults.

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Planned Next

Tooltip pass

Move long explanations out of cramped controls without hiding decisions.

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Planned Next

Resolution and scaling pass

Test the game across the target window and display sizes.

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Planned Later

Accessibility pass

Review contrast, focus, motion and readability before a public release.

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Planned Later

Audio feedback

Add restrained confirmation and warning sounds once the interaction language is stable.

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Planned Later

UI motion pass

Animate state changes only where motion clarifies what changed.

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Release / 18 items

Public Build & Release

The public footprint around the game: source, website, roadmap, playtests and store pages.

6 shipped 1 now
Shipped Shipped

Public source repository

The code and engineering notes are visible while the game changes.

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Shipped Shipped

HCK Labs hub

Scaling Laws has a permanent home beside the other HCK Labs work.

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Scaling Laws landing page

The public game page separates current systems from planned work.

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Development mechanism page

The simulation rules and real-world references have their own crawlable technical page.

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Public roadmap

This page is the living status map and the JSON behind it is the source of truth.

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Shipped Shipped

Roadmap JSON data source

One structured file drives the roadmap state and can feed other presentation formats.

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Planned Next

Devlog index

Create a home for build notes that can be indexed outside social platforms.

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Planned Next

Media gallery

Collect screenshots, room-evolution clips and later trailers in one crawlable place.

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Foundation Now

itch.io project page

Prepare the first game-specific public page and devlog channel.

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Planned Next

IndieDB project page

Add a second game-specific public footprint with indexed development updates.

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Planned Next

First public playable build

Move from screenshots and source to something outside testers can actually run.

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Planned Next

Closed playtest loop

Collect focused feedback before a wider demo.

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Planned Next

Feedback capture

Give early players one clear place to report friction and balance problems.

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Planned Later

Steam Coming Soon page

Start collecting wishlists once the visual direction and core loop can sell the game honestly.

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Planned Later

Playable demo

A public slice of the loop that proves the game beyond screenshots.

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Planned Later

Gameplay trailer

Cut the strongest in-game stories once the footage can represent the real loop.

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Planned Later

Release candidate

Freeze the feature line and spend time on bugs, balance and compatibility.

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Planned Later

Commercial release

Ship when the game is stable enough that the roadmap no longer has to explain away missing fundamentals.

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