Design

Game design document

The internal design document: every system, formula, and open question behind the game.

This is the internal design document behind Quorum, an incremental systems game in the spirit of Upload Labs and Factorio, built on real engineering behavior. The game is the source of truth for every number, and these pages describe what it does.

The game in one paragraph#

You are the first engineer of a startup. Users send requests, and you wire Components on a board, pick the runtime and framework that each server runs, and watch requests flow through your design as particles. Served requests earn Cash. Sampled traffic earns Insight, which buys research. Each fix moves the bottleneck somewhere else, and funding rounds bring new kinds of requests that break your design in new ways. At the end of a company you Exit, earn Legacy, and found a new company with different rules.

Every number comes from a real behavior. PHP-FPM workers run out of memory, a Node.js event loop stalls on bcrypt, a JVM is slow until it warms up, and an average latency hides the p99.

Table of Contents#

#DocumentAnswers
1Vision and pillarsWhat the game is, who it is for, and the rules every design decision follows.
2Influences and researchWhy players love Upload Labs, Factorio, and Opus Magnum, and why some players quit.
3Game loopsThe six nested loops, from a two-second glance to a hundred-hour mastery goal.
4SimulationHow requests, capacity, queues, latency, errors, and users are calculated.
5ComponentsEvery placeable Component, its real product, its stats, and its options.
6Runtimes and frameworksLanguages, runtime variants, and frameworks as tradeoffs, not tiers.
7Data tierDatabases, caches, replicas, quorums, consistency, and storage.
8Team and velocityEngineers, Dev Hours, features, tech debt, services, and Conway's law.
9EconomyCurrencies, sources and sinks, the cloud bill, pricing models, and funding.
10ProgressionEras, the research tree, product features, and pacing targets.
11Incidents and reliabilityThe incident catalog, the incident loop, SLOs, and error budgets.
12Observability and InsightFog of war for systems: what the player can see and how they earn the right to see more.
13Exit and LegacyThe prestige layer: Exits, Legacy, Ventures, and Mutators.
14Sandbox, Challenges, and achievementsGuided and free Sandboxes, fixed puzzles with histograms, daily drills, and achievements.
15Interface and game feelThe board, Node cards, feedback, bulk actions, and accessibility.
16BalancingEvery formula, every tunable constant, and the pacing model.
17Scope and roadmapWhat the game contains, the milestones, and open questions.
18MailMail: colour-coded senders, threads, teammates, CVEs, and spam as the game's main channel.
—MeasurementsBalance snapshots taken at a named simulation version.

Reference documents#

DocumentUse it for
CONTEXT.mdThe game vocabulary. Code, UI copy, and these documents use these words.
Engineering glossaryReal engineering terms that the game teaches, each linked to its mechanic.
Reality checkEach real-world claim, the game rule built on it, the simplification, and its source.
Decision recordsThe reasons behind load-bearing decisions.

Conventions in these documents#

  • Bold Capitalized words, such as Node, Era, and Insight, are game terms defined in CONTEXT.md.

  • Engineering terms, such as event loop, link to the engineering glossary.

  • Every number is a balance target unless the text says otherwise. The source of truth for numbers in code is packages/simulation/src/catalog.ts. When this document and the catalog disagree, Balancing records which one wins.

  • "Real" marks a behavior taken from real systems. "Stylized" marks a behavior that the game simplifies or exaggerates for play. Reality check lists both.