A real-time evolutionary simulation. You author the firmware for a swarm of self-replicating probes and watch what becomes of it. Lineages drift, compete, dominate, and collapse. You name them, study them, and — from Release 2 onward — patch them.
The setting borrows premises from Dennis E. Taylor's Bobiverse novels: Von Neumann probes, replicative drift, a galaxy with neighbours. The world and the events in it are procedurally generated.
Release 2 — The Engineer's Console (tagged r2-engineers-console). The player is now an active participant: author firmware patches, queue conditional decrees, quarantine clades, all gated by a renewable Origin compute budget. The lineage inspector exposes each clade's intervention history; the dashboard adds a phylogeny view alongside the living tree, and forensic replay lets the player rewind the sim to any past speciation event. The R2 design question this release answers is whether the player's role as meta-programmer feels meaningful. Release 3 — First Contact is next.
The dashboard:
make install
make dev
(make lists every named workflow; underlying tools may change, names won't.)
A run starts at seed 42 by default. The Run panel changes the seed; the Controls panel pauses, resumes, and toggles speed (1×, 4×, 16×, 64×). Save and Load persist the current run to the browser's Origin Private File System.
A headless run that emits NDJSON SimEvents to stdout:
pnpm sim --seed 42 --ticks 1000 --no-heartbeat
Headless save and resume:
pnpm sim --seed 42 --ticks 30001 --save-dir ./saves --run-id demo --no-heartbeat
pnpm sim --resume --ticks 60000 --save-dir ./saves --run-id demo --no-heartbeat
SPEC.md— what the game is.ARCHITECTURE.md— how it is built.PROCESS.md— how the work is run.FEATURES.md— what has shipped.TODO.md— what is next.ACCEPTANCE.md— release-by-release acceptance gates.
MIT. See LICENSE.