// devlog
Devlog #1: building a war out of everyone's runs
2026-06-28 · Engineering
We wanted a persistent community war that never holds the single-player game hostage. The rule we set ourselves: the game must play identically offline.
The shape
Each run produces a small anonymous summary. Opted-in clients batch those up and post them to the ARG Net. Every 15 minutes the server aggregates the last 24 hours per sector and recomputes a pressure state — Stable, Contested, Surging, or Overrun — plus the featured contracts and any active Priority Directive.
That gets baked into a single tiny war_state.json. The game fetches it on hub entry.
If it’s missing, stale, or fails validation, the client falls back to a byte-identical
local estimate. No war state, no problem — you just play.
Why it’s cheap to run
- One small JSON blob, edge-cached, under 50 KB.
- No per-player server state on the hot path.
- Designers pin contracts and launch Directives from a config table — no deploy.
More on the anti-abuse model and the directive system next time.