# Chaos engineering

> Injecting failures on purpose, in a controlled way, to find out how a system really behaves: kill a node, add latency, drop a dependency. It turns a guess about a weak spot into a measured one.

Reliability

## In Quorum

Chaos engineering research adds a Chaos switch to the Team panel. While it is on, the Design’s weakest Node fails 20% of its calls for 10 s every 120 s, and the Company earns 1 Failure Insight a second from the experiment. The switch names the Node the next experiment will hit. The injected `refused` errors show in the Dashboard’s Errors row, beside the real failures.

## Design

[Reliability research](https://wiki.playquorum.dev/design/10-progression.md#track-reliability)

## Read next

[Blast radius](https://wiki.playquorum.dev/glossary/blast-radius.md), [Runbook](https://wiki.playquorum.dev/glossary/runbook.md), [Metastable failure](https://wiki.playquorum.dev/glossary/metastable-failure.md), [Observability](https://wiki.playquorum.dev/glossary/observability.md)

## Learn more

- [Principles of Chaos Engineering](https://principlesofchaos.org/)

## See also

- [Glossary](https://wiki.playquorum.dev/glossary.md)

Source: https://wiki.playquorum.dev/glossary/chaos-engineering
