Two viewpoints: the painted isometric room, and a top-down Blueprint
mode — schematic navy grid, square tiles, right-angle cable runs —
the planning view for dense builds. Projection lives behind one
viewMode switch in iso.ts so every overlay (heat, grid, rings, wire
affordances) works in both. Codex: ℹ on any shop item or a click on
any GPU card thumbnail opens a full-art inspector with flavor text
and complete stats (slots, throughput, storage, cooling, fire
immunity, reliability). GLB/3D per item can slot into the same modal
later via a MeshGod pass.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New 📊 HQ panel (Tab): gross money broken out per stream (slop ads,
API drip, hosting, SaaS, power), compute allocation and constraints
(VRAM/disk/uplink), model line status, and a rule-based WHAT'S NEXT
advisor that surfaces the top three moves for the current state —
the always-available answer to "how do I progress". Left column
restructured: chips flow two-per-row and the tutorial card docks
below the controls, so it can no longer cover the TRAIN slider it
was pointing at. Rates now track ad/API/SaaS revenue separately.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The M6 GPU-card refactor set carriers' intrinsic tokRate to 0 and
updated sim.wire() to isCompute(), but the pointer handler still
gated sources on tokRate — so clicking the PC in wire mode was
silently ignored while the cyan outline claimed it was clickable.
Sources now accept carriers and switches, every wire-mode click
answers with a toast (picked / wrong side / not wireable), and the
tutorial spells out click-click, no dragging.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New players couldn't tell which sprite was which or what to click.
Now: name tags under every device (🏷 chip toggles, persisted); the
tutorial physically points — active step pulses its UI targets (wire
chip, shop items via data-def, sliders, Lab/Market buttons) and draws
amber rings around the actual devices in the room; wire mode outlines
pickable sources in cyan and valid targets in green; and the SlopTube
header shows a live "next slop N%" render progress — or an explicit
"nothing flowing — wire a PC" warning instead of silent dead air.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fifth theme in the cycle — panels glow pink, stat values get a cyan
halo, the canvas runs saturated with a slight hue shift, and the page
behind it all is a proper purple-to-sunset gradient.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Palette fully variable-driven (chips, cards, bars, inputs, toasts,
tutorial) with a cycling theme chip, persisted choice, and per-theme
canvas brightness lift so the scene itself reads better. Hi-Contrast
bumps the most-read font sizes; Paper is a true light mode; CRT is
phosphor green with a glow, because of course it is.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
1024px, heavily detailed component prompts (greebles, braided cables,
status LEDs, dust and scratches, neon rim light on dark charcoal) with
a shared style tail for consistency, cut with MB bg_remove_local and
autocropped. Manifest in tools/sprites.tsv, pipeline in tools/cf_cut.py.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Vite base covered the bundle but Assets.load/img srcs used absolute
/assets/ paths that 404'd on the arcade subpath — the game rendered
placeholder squares in production. All runtime asset references are
now relative.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Nine-step tutorial card that watches sim state and advances itself:
wire the PC, first video, cooling, the ALGO HEAT treadmill, releasing
a model version, the VC deal, building a rig, shipping + hosting, and
a graduation card. Steps the save has already accomplished are skipped
automatically; ❓ chip toggles it off/on (persisted), New Game resets
it. No text dumps — each card is one goal and why it matters.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The move ladder continues: garage -> 20x20 warehouse with 8kW
three-phase. Immersion tank answers the fire era — eight rack-class
slots under mineral oil, 85% heat reduction, cannot ignite (verified:
8x H100 flat-out at 82C, zero fires). CRAC unit and AIO liquid loop
fill out the cooling ladder. New recurring revenue: SaaS subscribers
funnel in from live view rates and churn on latency (serving consumes
inference tokens before the video pipeline — overselling your compute
bleeds customers), on model collapse, and on outages (breaker trips
instantly cost 15% of subscribers).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Rooms are data now: geometry per backdrop, sim and renderer both
room-aware. First expansion beat: Move HQ to the garage ($3k) — 14x14
of concrete and 2.4kW of service, MODELBEAST-generated backdrop.
Heat got teeth: packed carriers choke airflow (+15% heat per extra
card) and throttling no longer self-regulates temps, so a crammed rig
sustained over 95C ignites — device and cards destroyed, fire spreads
heat and can cascade; click flames to beat them out with a hoodie, or
a CO2 extinguisher within 3 tiles sacrifices itself automatically.
Used cards (P106, MTT S80, RX 580) now die under load. Attention
tools: ad-spend slider with log-diminishing hype, and the email Spam
Blast — instant catalog-wide views on a 60s cooldown with a 15%
blacklist gamble.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Compute is componentized: 11 parody GPU cards (Ex-Mining P106, GFX 1060
Dumpster, Radish VII Furnace, RTX 4090 Gigachonk, H100 'The Vault',
B200 BigChungus...) install into carrier slots — Budget PC takes one,
the milk-crate rig four, the half rack eight with rack-only datacenter
cards. Cards carry tok/watts/VRAM/heat individually; total cluster VRAM
must hold the running model version or all token output starves.
Storage devices (SSD shoebox / NVMe hoard / NAS tower) gate training:
no checkpoint space, no progress. Network grows a switch layer with
per-switch throughput caps between devices and uplinks. Shop grouped
by category. Old saves migrate with equivalent card loadouts.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
You name your model at incorporation and release versions 1/1.5/2/3,
shipping each in mini/pro/MAX grades from the training bank (volume vs
margin vs prestige). Compute now splits three ways: slop, training, and
API hosting. A rotating market of third-party models (DeepSlop-236B,
Kimi-Chi-7B, SloPangu-Air...) offers hosting margins that crater ~28%
every time a hot new model drops. Hosting your own grades pays premium
margin and +10% views for MAX — but rolls distillation: a rival lab
clones your weights and guts that grade's margin until you re-ship it
on a newer version. Scraping ops cash ladder (puppeteer scripts →
proxy pool → residential botnet → captcha farm) buys training-rate
bonuses and immunity against escalating IP-ban outages.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Three progression structures, three currencies. Model Lab (training
tokens): generation ladder bought from the bank, modality branch
(voice/image/video/AV — richer slop earns more but costs tokens,
bandwidth, watts), one exclusive fine-tune per generation, and a data
source choice: own slop trains 30% faster with a 35% model-collapse
gamble, scraped draws copyright lawsuits, licensed bills per token.
Corporate R&D (perk points from closed VC rounds + cash): Ops, Growth,
Legal branches with capstones Diesel Backup, THE CONVEYOR (burns 10%
of gross income for +50% views forever), Regulatory Capture. Sockets:
device inspector panel with on/off, sell, and two upgrade slots.
All effects flow through a single computeMods() bundle in research.ts.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Raise Seed through Series C for cash against views-delta mandates with
deadlines; success advances the round ladder, failure burns 25% of cash
and permanently dilutes income 15%. Four fictional rival archetypes fire
on a seeded timer: Doomsworth congressional panics (ALGO HEAT spikes),
Hypeman fake demos and Poogle algo tweaks (view debuffs), Freeman Weights
clone drops (API price crash) — with a paid 60/40 CLAP BACK gamble.
HUD: mandate progress banner, rival effect badges, total views stat.
Fix: scene texture list now derives from the catalog (new sprites were
rendering as purple placeholders).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Platforms adapt to your slop (ALGO HEAT): each publish raises spam-filter
wariness which throttles all view rates up to 85%; training a new model
tier slips past the filters. Verified loop: publish -> squeeze -> train ->
relief. New hardware: 20A sub-panel (+1500W), fiber uplink (1Gbps, 8
ports), Cash Furnace (burns $1.50/s for +40% views, breaker-immune).
Fix: New Game wipe no longer clobbered by the beforeunload autosave.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>