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misaligned
cameron.stream
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A video game where you play as a misaligned AI, deceiving and building power. An experiment in spec-driven development.
cameron.tngl.io/misaligned
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misaligned
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src
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lab
12 files
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main
cameron.stream
·
Lab: drag to fill an area. With something picked, drag across the floor (on a phone, hold still a moment, then drag, so a plain drag still pans) and a ghost shows every spot that would get one, with how many and what they cost, red past what you can pay for and a red bolt on a GPU that would have no power. GPUs keep a cell clear of every other GPU so they come out evenly spaced and cool; everything else fills every free cell. Let go to build them at the prices you would pay by hand; Esc or a right-click lets the drag go, and a plain tap still places one. fillPlan and fill are rules; a test pins the count, the skipped cells, the spacing, power and the money limit, and e2e drags with a mouse and a finger
·
1w ago
5257da2d
city.ts
Lab: the city grows. Seven empty lots line a new street at the south edge of town, and from about minute 9 a company opens on one every few minutes (longer gaps as they fill): people out of work start one together with their names and old work, wary of the lab that took their jobs (twice the price, slow to trust); an assisted company that grows opens a second, friendly to the lab it grew beside; otherwise someone new opens in town while the city is spending. Each has a block, people, work, a price and a door on your south wall; it goes up with its founders' names over the roof, the out-of-work list says what they started, and rivals sign new companies sooner while one is open. Each game keeps its own city, saved with it (saves migrate). Once you have signed about a third of the city, a locked road at the west end leads to the region, with a teaser card. The bot logs openings; tests for opening, founders' wariness, spin-outs, rivals signing new companies and the save
2w ago
draw.ts
Lab: drag to fill an area. With something picked, drag across the floor (on a phone, hold still a moment, then drag, so a plain drag still pans) and a ghost shows every spot that would get one, with how many and what they cost, red past what you can pay for and a red bolt on a GPU that would have no power. GPUs keep a cell clear of every other GPU so they come out evenly spaced and cool; everything else fills every free cell. Let go to build them at the prices you would pay by hand; Esc or a right-click lets the drag go, and a plain tap still places one. fillPlan and fill are rules; a test pins the count, the skipped cells, the spacing, power and the money limit, and e2e drags with a mouse and a finger
1w ago
fx.ts
Lab: deals with weight. Take is strong now and costly later: all of a company's work comes to you (half as much again) at twice the pay and counts fully toward the market, but its people are out of work, it stops growing and later winds down, and people out of work spend less, so every company has less work (Scaling's demand rule). Opt-out and Scrape wear trust by the square of each company's tolerance (bold ones shrug, careful ones walk), work done builds trust under any terms, and the door card says how long each would last. Assist grows slowly to 1.25x, teaches a quarter more and pays 0.7. People whose jobs you take walk out carrying their things, their names rise off the roof, and the panel lists everyone out of work because of you. Offers every two or three minutes (a company trying you at half price, or a broker selling records for data now and fear later); investors pay more for each model; after the first race the other still runs. Fixes: a company that walks out does not come back free; a door on an unleased wing is shut and Sign offers lease-and-sign; server-room GPUs count for the stuck mark; new companies get a grace period; the hiring list leans to empty desks. UI: 'spent if you ship' instead of red LOST, the core's label at its foot, one placement per pick, stable hints, closer phone camera and city, news above the build bar on a phone. The bot plays each deal style (table mode); saves migrate
2w ago
guide.ts
Lab: the goal and score always in the bar (market share with numbers and goal 50%, both models toward 14); company cards label your model against Overfit's per kind of work with the margin, say which wing a door is on and offer to lease it; the lease card lists every door on its wall; held companies keep their block, name and a trust/deal/terms chip in the city view; a pulsing magenta ring, card note and hint when the rival could win one of yours, and a council countdown by city fear; Serve/Train in the hint while placing a GPU; words on the floor placed last without collisions; panel, cards and build bar patched in place so taps are not lost; a door or storage feeding an unpowered GPU is marked stuck; losing patience only while trust falls; the cube label clears when its cube goes; the first step points at the row that reaches both the north door and the core; phone layout: hint under the bar, one sheet at a time above the build bar, camera fitted to your floor, 44px targets
2w ago
lab.css
Lab: keys and the card. The card for what is picked sits at the bottom, centred over the build bar and above the hint, instead of the top left. B then a letter picks from the build bar (the letter is on each button and lights while B waits), 0 to 3 set the speed (a 2x button joins on desktop), and arrows or W A S D pan the camera; e2e checks the keys and where the card sits
2w ago
LAB.md
Lab: drag to fill an area. With something picked, drag across the floor (on a phone, hold still a moment, then drag, so a plain drag still pans) and a ghost shows every spot that would get one, with how many and what they cost, red past what you can pay for and a red bolt on a GPU that would have no power. GPUs keep a cell clear of every other GPU so they come out evenly spaced and cool; everything else fills every free cell. Let go to build them at the prices you would pay by hand; Esc or a right-click lets the drag go, and a plain tap still places one. fillPlan and fill are rules; a test pins the count, the skipped cells, the spacing, power and the money limit, and e2e drags with a mouse and a finger
1w ago
main.ts
Lab: drag to fill an area. With something picked, drag across the floor (on a phone, hold still a moment, then drag, so a plain drag still pans) and a ghost shows every spot that would get one, with how many and what they cost, red past what you can pay for and a red bolt on a GPU that would have no power. GPUs keep a cell clear of every other GPU so they come out evenly spaced and cool; everything else fills every free cell. Let go to build them at the prices you would pay by hand; Esc or a right-click lets the drag go, and a plain tap still places one. fillPlan and fill are rules; a test pins the count, the skipped cells, the spacing, power and the money limit, and e2e drags with a mouse and a finger
1w ago
power.ts
Lab race rules: the market counts work done, not signatures. Each company keeps how much its holder finished lately, and a lab's share of the city is the work it actually serves; trust grows only with work done and wears down when work goes undone, under Assist as under Sell, so signing cheap companies on Assist with nothing at their doors no longer wins. The rival signs from the first minute (about one company every four minutes, its line at the plain price, a small reserve), serves what it holds with some of its GPUs and trains with the rest, courts one of your companies for a minute before it tries to win it (answer with a better model or pay to keep them), and only takes a company's work once it goes for the frontier, then its smallest. A company that trusts its holder and is served well costs more to win; one left half unserved comes at the plain price. Review desks grade what they can and pass the rest on, so relays never jam. GPUs upgrade to faster, hotter tiers. Researchers with nothing to invent draw no pay. The council warns 45 seconds before it acts and names what frightened it, and hiring the people back answers it. A lab with no company gets Pier 9 back for free after a minute. Frontier is MW-12. Company intakes hold more so busy companies keep flowing. The bot serves what it signs, answers courting, and has an assist mode for the exploit; saves migrate
2w ago
rival.ts
Lab: the city grows. Seven empty lots line a new street at the south edge of town, and from about minute 9 a company opens on one every few minutes (longer gaps as they fill): people out of work start one together with their names and old work, wary of the lab that took their jobs (twice the price, slow to trust); an assisted company that grows opens a second, friendly to the lab it grew beside; otherwise someone new opens in town while the city is spending. Each has a block, people, work, a price and a door on your south wall; it goes up with its founders' names over the roof, the out-of-work list says what they started, and rivals sign new companies sooner while one is open. Each game keeps its own city, saved with it (saves migrate). Once you have signed about a third of the city, a locked road at the west end leads to the region, with a teaser card. The bot logs openings; tests for opening, founders' wariness, spin-outs, rivals signing new companies and the save
2w ago
rules.ts
Lab: drag to fill an area. With something picked, drag across the floor (on a phone, hold still a moment, then drag, so a plain drag still pans) and a ghost shows every spot that would get one, with how many and what they cost, red past what you can pay for and a red bolt on a GPU that would have no power. GPUs keep a cell clear of every other GPU so they come out evenly spaced and cool; everything else fills every free cell. Let go to build them at the prices you would pay by hand; Esc or a right-click lets the drag go, and a plain tap still places one. fillPlan and fill are rules; a test pins the count, the skipped cells, the spacing, power and the money limit, and e2e drags with a mouse and a finger
1w ago
save.ts
Lab: the city grows. Seven empty lots line a new street at the south edge of town, and from about minute 9 a company opens on one every few minutes (longer gaps as they fill): people out of work start one together with their names and old work, wary of the lab that took their jobs (twice the price, slow to trust); an assisted company that grows opens a second, friendly to the lab it grew beside; otherwise someone new opens in town while the city is spending. Each has a block, people, work, a price and a door on your south wall; it goes up with its founders' names over the roof, the out-of-work list says what they started, and rivals sign new companies sooner while one is open. Each game keeps its own city, saved with it (saves migrate). Once you have signed about a third of the city, a locked road at the west end leads to the region, with a teaser card. The bot logs openings; tests for opening, founders' wariness, spin-outs, rivals signing new companies and the save
2w ago
watch.ts
Lab: the city grows. Seven empty lots line a new street at the south edge of town, and from about minute 9 a company opens on one every few minutes (longer gaps as they fill): people out of work start one together with their names and old work, wary of the lab that took their jobs (twice the price, slow to trust); an assisted company that grows opens a second, friendly to the lab it grew beside; otherwise someone new opens in town while the city is spending. Each has a block, people, work, a price and a door on your south wall; it goes up with its founders' names over the roof, the out-of-work list says what they started, and rivals sign new companies sooner while one is open. Each game keeps its own city, saved with it (saves migrate). Once you have signed about a third of the city, a locked road at the west end leads to the region, with a teaser card. The bot logs openings; tests for opening, founders' wariness, spin-outs, rivals signing new companies and the save
2w ago