Design stage · nothing built · est. 2026
The game never lies. Sources do.
A Risk map of Earth carrying Stellaris-grade depth, played as an intelligence apparatus rather than a head of state. Twenty-four Chambers own the world. You log in for ten minutes, read your brief, task your apparatus, lie to three people, and leave.
The founding rule
There is no interface anywhere in this game that states a fact about another player. There is only a dossier of dated, attributed,corroborated-or-not claims. If any screen shows a rival's true value, that screen is a bug. Everything else in the design exists to serve this.
You learn you were hit. You usually never learn by whom. Operations can be laundered so that attribution names the wrong party entirely, and a Chamber that has routed everything through the same neighbour for sixty turns is counting on exactly that.
Action Points cap volume, Dispatch Lag makes acting early in your own day strictly better than camping the deadline, and combat resolves inside each defender’s declared Watch Window. No login streaks, no daily bonuses, no continuously clearing market. No alarm clocks, ever.
A Chamber in Exile keeps every Network, Hook and Concert seat it held. Killing a player properly means hunting their networks for weeks, and taking ground is cheap while holding it is expensive.
Ten clickable screens. Static HTML, no build step, no framework.
What these are for
They exist because a set of AI concept images found a layout and could not evaluate one: gibberish body text, duplicated rows, five identical timestamps, and real national borders where the design wants abstract provinces. Building a screen for real is the only way to find out whether a spec survives contact with a pixel.
It did not entirely. Drawing them raised six new open questions and amended a seventh, including the discovery thatNO ASSESSMENT is the most common value in the whole interface and had never been specified. That list is the most valuable thing on this site.