Play a Quest
Pick how you want to enter: generate local challenges from a theme, open a sponsored or learning path, or browse other side-loaded Quests.
by Warmer Sun
Invent local solutions with emerging tech — beat the clock as the future arrives.
Pick how you want to enter: generate local challenges from a theme, open a sponsored or learning path, or browse other side-loaded Quests.
Solo teaches the invent loop. Friends is a race: personal inventions, one shared place.
Create a room and share the room code plus the host’s local network address (shown after create). Same Wi‑Fi only — not the public Internet.
Pass-and-play race: personal inventions, shared crisis. Scale updates the place. No server required.
Host picks a Quest via Themes, Sponsored, or the side-loaded Library. Learning modules are solo only.
Waiting for host to pick a crisis and a Quest…
Global problems are huge. You’ll get up to four Quests — towns, clinics, districts — so invention stays real. Start with a short list, browse by shelf, or generate a new set.
Several concrete places living a piece of this problem — pick one to invent for.
Read while Quests draft.
Add tech and a story to assess.
Both boxes stay editable. Fill other side sits on your focus and AI-drafts the other face.
Invent · hard question · field — before the crisis wins. Use Art of the possible on the co-inventor for milestones & capabilities.
Who challenges your invent?
Summoning a challenger…
Loading challenge…
How will you respond? One critic. Hearts are their resolve — empty them with Defend or Fix, or Sidestep once. Pick a mode, then finish the step below.
Edit how it works yourself to address this attack (add metering, funding, a hard limit, etc.). The AI on the right can coach, but you apply the fix.
You dodge this challenger without answering. Cost equals remaining resolve hearts (2♥ → 2 AP · 2 Will; after a partial defense 1♥ → 1 AP · 1 Will). Only once per mission. Lobby if you need more Will.
Challenge cleared. Field this invent: Pilot, then Scale to update the shared crisis.
Tutorial complete
You finished the quiet run. Play a Quest opens the full game — same loop, more systems on the board.
Friends multiplayer
Pick a place in trouble. Build an honest invention from emerging tech. Answer one hard question. Field it before the crisis wins. The AI co-inventor advises — you lead.
Loop: Invent · Challenge · Field. Feasibility is honesty about timing and fit — not a card unlock gate. Pilot asks if it works here for people; Scale also asks if it can last (Sustainable — not only sheltering symptoms).
Full Workshop HUD. Only AP refills on End turn (Budget and Support do not). First-run Spark hides most of this.
End turn advances the calendar +1 year. Wait +2 years. Turn advances on either.
Attention for tech, Lobby, hard question, scrutiny moves, Field, and the AI co-inventor (1 AP per AI request; learning modules: free while the Tutoring badge is on — End / Resume tutoring anytime). End turn refills AP and advances the calendar +1 year. Wait burns leftover AP, then refills.
Capital for techs and Pilot / Scale. Same-turn remove refunds half. Not refilled by End turn. Solo: Budget 0$ is game over — keep cash to field.
Public + policy support — not a crisis meter. Lobby: 1 AP + 1 Budget → +1 Support. ≥4 boosts fielding; 0 hurts it. Sidestep costs Support equal to remaining resolve hearts.
Next invent/challenge beat. AP → full. Calendar +1 year. Crisis meters unchanged.
Later world conditions (tech and readiness can mature). Crisis meters rise. Leftover AP burned, then refilled. Preview shows the rise.
Usually 1 AP per AI request. *Learning quests: tutor chat is free while Tutoring is on (End / Resume in the panel; the AI may also end tutoring).
Spark is essay-only. Workshop may open Defend / Fix / Sidestep against one critic’s resolve hearts.
1 AP to submit
Write who acts, who pays, or what limit you respect. Strong answer clears them (−2); partial chips 1; miss chips 0 and counts against you.
1 AP · optional +¤1
You edit how-it-works under fire. Apply fix chips resolve; AI coaches, you apply.
Cost = remaining ♥
Skip without winning — once per run. Cost tracks remaining resolve (AP + Support). Softens elegance stars.
Spark: one Field it button. Workshop: Pilot then Scale after the hard question. Odds: Red 10% · Yellow 50% · Green 85%. Wait blocked while the bay is open.
Each try: AP + Budget · chance = overall feasibility
First fielding. Success drops ~half the crisis pool; Scale unlocks. Fail: retry or rework on Invent.
Each try: AP + Budget + Support (Support free if ≥ 4)
Wider rollout. Success spends the rest of the pool and reaches New normal. Fail: Pilot still stands.
Automatic when Scale succeeds
Mission ends: full win if meters are low enough, else partial.
Anytime in the field bay
Rework stack or story, then return. You keep a successful Pilot; failed tries only cost what you spent.