BeamNG.Earth
A 1:1 scale streamed Earth for BeamNG.drive: real elevation and satellite imagery, floating origin, LOD streaming from a companion server
A visual AI-founder life simulator: relationships, money, companies, risk, and the consequences.
GamesJavaScript · CSSGitHub @devil9614OnlineOwner unconfirmed
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Loading the full README. The saved excerpt is shown below.
A text-based life simulator in the shape of BitLife, about building AI.
You start with a rented GPU and an idea. Each year you face two or three
decisions. Every decision moves fourteen numbers and can latch any of forty
permanent world flags — and some of them mature into consequences that only
arrive four, five, six years later.
Somewhere ahead is a system more capable than you. The only question that
matters is whether it is still listening.Read the full README ↗A text-based life simulator in the shape of BitLife, about building AI.
You start with a rented GPU and an idea. Each year you face two or three decisions. Every decision moves fourteen numbers and can latch any of forty permanent world flags — and some of them mature into consequences that only arrive four, five, six years later.
Somewhere ahead is a system more capable than you. The only question that matters is whether it is still listening.
node server.js
Then open http://localhost:5173. No build step, no dependencies — plain ES modules, served statically. Deploy it by copying the folder to any static host.
npm test
Simulates 5,000 playthroughs and asserts no run stalls, every event stays reachable, and runs genuinely diverge.
The design follows your own observation: you don't need a million authored things to get a million outcomes. 27 events produce an effectively unbounded run space because branching is multiplicative, not additive.
| Layer | Count | Contribution |
|---|---|---|
| Events | 52 | pool drawn from each year |
| Choices | 154 | 3 per event |
| Outcomes | 194 | some choices fork 2–3 ways |
| Activities | 28 | player-initiated, 2 per year |
| Activity outcomes | 50 | each activity forks too |
| Continuous stats | 14 | unbounded state vector |
| Latching world flags | 40 | 2^40 ≈ 1.1 trillion configurations |
| Delayed consequences | 9 | fire years after the decision |
Four mechanisms turn that into scale:
requires / excludes over
world state, so the eligible pool at year 3 and year 30 barely overlap.when clauses mean the same option
resolves differently depending on what you built. Gating a public launch
reads one way with an interpretability lab, another way once your weights
have leaked.bias shifts odds by your stats, so a shutdown
drill is genuinely likelier to succeed in a lab that invested in containment.A ~40-year run makes roughly 100 decisions at a branching factor near 3.9. That is a path space on the order of 10^59, before the continuous stats.
Measured over thousands of simulated runs, playstyles produce sharply different outcome distributions — no strategy dominates:
| Playstyle | Result |
|---|---|
| Growth-focused | 66% catastrophe (loss of control / hard takeoff) |
| Safety-focused | 45.9% The Quiet Transition |
| Careless | insolvent — the lab dies |
Across 5,000 simulated runs: 100% unique run signatures, all 52 events reachable, zero stalls, average run 20.7 years.
Safety is survivable and expensive. Capability without alignment reliably ends badly. That tension is the game.
The UI is a colorful, mobile-first life game rather than a research dashboard:
On desktop the same systems become a three-panel command center: your history on the left, the living world in the middle, and your people plus AI on the right.
index.html entry point
server.js zero-dependency static server
src/engine/
state.js stat + flag definitions, effect application
rng.js seeded RNG — runs are replayable by seed
engine.js predicates, weighting, yearly tick, endings
game.js run controller + activity system
src/data/
events-early.js Act I — the garage years
events-mid.js Act II — scaling and deployment
events-late.js Act III— recursive self-improvement, the endgame
events-life.js recurring texture (burnout, press, poaching)
events-career.js funding, rivals, acquisition, personal cost
events-world.js society, politics, other people's AI
events-model.js the model's own arc
activities.js 28 player-initiated actions in 5 categories
index.js aggregation + the nine endings
src/ui/
app.js views, sheets, nav, rendering
styles.css the interface
test/sim.test.js 5,000-run simulation harness
An event is a plain object. The engine handles the rest:
{
id: 'unique_id',
weight: 30, // base draw likelihood
requires: { capability: { gte: 60 }, // when it can appear
flags: { rlhf_deployed: true } },
excludes: { flags: { nationalized: true } }, // when it cannot
pressure: { suspicion: 1.5 }, // surfaces more as suspicion climbs
maxTimes: 3, // omit for unlimited
title: 'Something Happened',
text: 'The situation, in two or three sentences.',
choices: [{
label: 'What you do about it',
outcomes: [{
when: { containment: { lte: 30 } }, // optional state gate
weight: 10,
bias: { alignment: 1.2 }, // odds shift with alignment
text: 'What actually happened.',
effects: { containment: -12, capability: 8 },
flags: { airgap_broken: true },
delayed: [{ inYears: 4, text: 'It comes back.', effects: { publicTrust: -10 } }],
}],
}],
}
Drop it in any file under src/data/ and export it. index.js throws on
duplicate ids, and the test suite will tell you if it's unreachable.
Seeds are shareable — the same seed replays the same run.