The random events (GPU shortages, regulatory hearings, PR crises, etc.)
added interruption without enough gameplay value. Removed all event
types, definitions (~1800 lines of event data), the event processor,
EventModal UI, store actions, and tick integration. Updated docs to
reflect the removal. Bundle size drops ~47kB.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
VC funding system (seed through IPO with requirements gating), 15
achievements with engine checker, model tuning presets and unlockable
sliders, overload policy controls, open-source mechanic with reputation
boost, enhanced Recharts analytics (subscriber/reputation/revenue vs
expenses charts), M&A acquisition system, sidebar NEW badges on era
transitions, tutorial hints, and wired-up settings toggles.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Tech tree with 21 research nodes across 5 categories (infrastructure,
efficiency, generation, specialization, safety). Research page with
category-grouped cards, progress tracking, prerequisite gating.
Event engine with 34 events across industry/regulatory/PR/internal/market
categories, weighted random firing, cooldowns, expiry, and choice modal
with consequence preview. Events auto-expire with default choice.
Competitor system with 3 rival AI labs (Prometheus AI, Nexus Labs, Titan
Computing), personality-driven milestone progression, and comparison UI.
Talent page with department hiring, headcount management, and key hire
recruitment from a pool of 10 named characters with special abilities.
Data marketplace with 8 purchasable datasets, user data flywheel from
subscribers, and data system processing in tick loop.
Era transition system checks revenue/capability/reputation thresholds.
All new systems integrated into tick processor with notifications.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Model training system: training jobs produce TrainedModels with
calculated capabilities based on compute, data, and research
- Market system: organic API demand and consumer subscriptions now
generate real revenue from deployed models
- Talent system: salary costs calculated from department headcount
- Toast notification system for game events (training complete, etc.)
- Offline catch-up: progress bar + summary screen when returning
- Market page: pricing controls for API and subscription products
- Finance page: income statement, cash charts, funding history
- Tick processor now runs all 7 systems in correct dependency order
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Turborepo monorepo with three packages:
- packages/shared: TypeScript types for all 14 game systems + balance constants + formatting utils
- packages/game-engine: Pure TS simulation engine with tick processor, economy, infrastructure, compute, research, market, and reputation systems
- apps/web: React + Vite + Tailwind + Zustand frontend with sidebar dashboard layout, new game screen, dashboard with charts, infrastructure management, and model training pages
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>