EQUILIBRIUMEngine
← back to the journey

live the engine, in your hands

Poke the engine.
It will answer for itself.

One character. A handful of state variables — integrators that accumulate and decay — running live in your browser, right now. You are "you" in their bar. Nothing below is scripted: every visible action is a threshold crossing, and every crossing prints its own arithmetic.

demo slice

This is a small demo slice built for this page — 3 fast states, 1 relationship, 5 actions, demo-paced constants — not the full engine. What it faithfully shares: the update-rule shape, threshold-crossing selection, the provocation/kindness appraisal idioms, and the determinism.

Persona — same dials, different settings

Do something — events from you

The world

Run

Guided scenarios — scripted inputs, live dynamics

😐
…idle

Fast states — reset by sleep

Slow state — the relationship with you, survives sleep

History

Causal trace — why each action fired

Most game characters would need a hand-written script for each of these reactions. Here there is only one update rule — and you just watched it work, arithmetic included.
Border-case verification — run pending…

These run headlessly on page load, over the same pure step function the page animates. If any fails, the playground refuses to pretend: the controls disable themselves.

Scope, stated plainly: this playground embeds a deliberately small slice of the engine — 3 fast states, 1 relationship, 5 actions, demo-paced constants — so you can see every cause. The full engine adds more states, per-person relationships across a whole cast, drives and seeking, sleep/night dynamics, input filters, and a multi-agent router; its constants come from calibration, not hand-tuning. What IS the same here: the update-rule shape, the threshold-crossing selection, and the determinism — the same clicks at the same ticks always produce the same life.