How this works
This site is an instrument
It describes life using the vocabulary of a game. That is not a claim that life is a game. It is a way of seeing — and, like any instrument, it is fairly judged by what it lets you notice and do, not by how closely it resembles its subject.
The working standard for everything below: this site should show its confidence without making you pay an evidence tax to read it. The reasoning, the status of a claim and the sources sit one click away in a drawer rather than in the middle of the sentence — there when you want to audit us, out of the way when you came here to find something out.
A map projection distorts the globe; you choose the projection for the journey you are making and you keep track of the distortion. This is the same. The game frame makes some things visible that plain life-language hides: it separates a decision from its outcome, so you can have played well and still lost; it makes costs legible, especially the invisible ones — slack, attention, the credit in a relationship; and it lets you talk about yourself as a system without it curdling into self-blame. The price is real: an instrument you look through for long enough stops being something you look through and becomes the way things look. That is not a risk to be managed away. It is the cost of the position, and naming it is part of using it honestly.
Two editions, and when the frame is set down
The same facts are written in two vocabularies. Standard uses plain reflective language; Game Guide uses strategy-guide language. They are two ways of speaking over one underlying model — switching between them never changes a claim or a conclusion, and you keep your place. Not every idea gets a game translation, and any game term is defined in plain words the first time a page uses it.
Some pages put the frame away entirely. Grief, a death, depression, abuse, and the help-now page render with no game metaphor, no ratings, no ornament, in either edition — because some situations are not made clearer by being taken apart, and applying the apparatus there would only produce the appearance of understanding at a cost to someone already being handled a great deal. You can also turn the framing down everywhere yourself, with the control at the top of the page; it reduces the vocabulary and the chrome, never the content.
Setting the frame down is not the same as setting the evidence down. A page with the frame down may still carry an evidence label — Illustrative, Our judgement, Researched — and may not carry a game term. The two prohibitions are different in kind. Game vocabulary goes away because taking a bereavement apart produces the appearance of understanding at a cost to someone already being handled a great deal. The evidence label stays because a page about grief is exactly where a reader is most likely to have been handed a folk model as a fact, and marking it as folk belief is the one correction that most protects them; withholding it would protect the register at the reader’s expense. Applying the rule to the five pages under clinical and specialist review waits for that review — those pages are unchanged, and nothing was labelled on them here.
Where this site is allowed to be funny
Some things really are absurd, and writing about them with a straight face is its own kind of dishonesty. Renewing a passport, contesting a parking notice, and the average telephone menu are not tragedies, and a page that pretends otherwise is not being respectful — it is being inaccurate.
So a comic register is permitted on bureaucracy-shaped pages: guides to processes, forms and queues, where the comedy is aimed at the process and never at the person stuck in it. And it is banned on every set-down route and every loss-adjacent one — a bereavement, a death, low mood, being hurt, the help-now page, the page for a day with nothing left in it, and the page about a relationship ending, which is not set down but is read by someone who has just lost something. The rule is declared per page in the route inventory, not left to whoever is writing; the build checks that nothing declared comic is set down or loss-adjacent, and refuses if it is.
No page in this version is flagged comic. The rule and its check ship first, so that the first bureaucracy guide inherits a boundary rather than negotiating one.
The model underneath, in one screen
You never have to meet this to use the site — every page speaks plainly first. But for the curious, the content is typed against a small model, which is what lets both editions render from one source and keeps future growth coherent. Readers meet these as ordinary questions.
- Resources
- what you have to spend — time, money, energy, attention, health, skill, standing, slack
- States / conditions
- what condition you are in, which changes what everything else costs
- Skills
- what you can reliably do, and how cheaply
- Relationships
- the people around you, and what runs between you
- Environments / institutions
- the systems you are inside — a labour market, a family, a bureaucracy
- Constraints
- what is genuinely not movable, versus a wall you have not found the door in
- Goals / horizons
- what you are aiming at, including the aims you never chose on purpose
- Moves
- what you can actually do from where you stand, and what each costs
- Events
- what happens to you that you did not choose
- Uncertainty
- what you genuinely cannot know — kept separate from what you simply have not looked up
- Outcomes
- how it turns out — which is a different object from the decision that preceded it
How the engine works
illustrative This is a model, not a prediction — a way to feel how the mechanics move. Every weight below is authored, not measured. It is published in full because a frank, auditable model is the whole point; nothing here is hidden, and nothing is claimed as researched.
Design hypothesis A product behaviour awaiting validation — how this instrument orders things, not a claim about the world. The three labels used elsewhere on this site — Illustrative, Our judgement, Researched — describe things the site says about the world. The way these weights order and resolve anything is not a statement about the world at all; it is a design decision, made here, that has never been validated against how lives actually go. It carries its own label so it can never borrow the credibility of one of theirs.
The Birth RNG is conditional, not independent dice
The starting hand is drawn in a hierarchy: the era is fixed, the household & class is drawn first, and its hardness then tilts the family, body, and environment draws toward its own level — a hard household bends the later draws toward hard values, a resourced one toward easy ones. That is what “randomized does not mean independent” means in practice.
era (fixed: United States · 2025)
│
▼
household & class ──tilts──► family stability
──tilts──► body & health
──tilts──► local environmentThe tilt multiplies each later value’s base weight by 1 + householdHardness × lean × 0.5, where lean runs from −1 (easiest value) to +1 (hardest).
The hand axes and their weights
| value | base weight | hardness (0–3) | starting effect |
|---|---|---|---|
| resourced | 1 | 0 | money +2, time & structure +1 · flags: floor |
| getting by | 1 | 1 | money 0 |
| precarious | 1 | 2 | money -1, time & structure -1 · flags: no-floor, thin-margin |
| unstable | 0.8 | 3 | money -2, time & structure -1, connection -1 · flags: no-floor, thin-margin, moved-often |
| value | base weight | hardness (0–3) | starting effect |
|---|---|---|---|
| close-knit | 1 | 0 | connection +2 · flags: strong-ties |
| present but strained | 1.1 | 1 | connection 0 |
| thin support | 1 | 2 | connection -1 · flags: thin-ties |
| scattered | 0.7 | 3 | connection -1, time & structure -1 · flags: thin-ties |
| value | base weight | hardness (0–3) | starting effect |
|---|---|---|---|
| robust | 1 | 0 | health & energy +2 · flags: good-health |
| ordinary | 1.2 | 1 | health & energy 0 |
| a condition to manage | 0.9 | 2 | health & energy -1 · flags: manages-a-condition |
| a fragile start | 0.6 | 3 | health & energy -2 |
| value | base weight | hardness (0–3) | starting effect |
|---|---|---|---|
| opportunity-rich | 1 | 0 | time & structure +1, connection +1 · flags: thick-market |
| an ordinary town | 1.2 | 1 | — |
| thin on options | 1 | 2 | time & structure -1 · flags: thin-market |
| isolating | 0.7 | 3 | time & structure -1, connection -1 · flags: thin-market, far-from-things |
The constraint profile
Version 3.0 of this simulator ended character creation on a single word — Easy, Medium, Hard, Extreme — computed by summing the hardness of the four drawn axes. That is gone. Collapsing money, support, body and place into one grade of a life was the wrong instrument, and it read as a ranking of the person holding the hand even though it was never meant to.
What replaced it says the same information without the collapse: per axis, what this start makes expensive. Each drawn axis maps to one cost axis, one for one, and nothing sums them. There is no composite, no total, no summary line, and no ordering — not because they are hidden, but because they do not exist.
Here is what this start makes expensive. Read it axis by axis: there is no total, because these do not add up to a number, and a start that costs a great deal on one axis may cost nothing on another.
| axis | what it measures | comes cheap | costs the usual | costs extra | costs a great deal |
|---|---|---|---|---|---|
| money | what it costs this start to get money into a month | there is room in the month, and a shock does not become a crisis | the month closes, but not with much left over | every month is a small piece of engineering | money has to be solved before anything else can be attempted |
| backing | what it costs this start to have someone in your corner | there are people who would answer, and they have something to give | there are people, and asking costs something | help exists but has to be found and built rather than called on | there is no one standing behind this by default; anyone there is someone you brought |
| body | what it costs this start to keep your capacity available to spend | your capacity is mostly available when you reach for it | capacity is finite and noticed, the way it is for most people | keeping capacity available is itself part of the week's work | capacity has to be budgeted for first, and what is left is what you get |
| place | what it costs this start to be where the openings are | the openings are within reach of where you already are | getting to things takes time you could have spent otherwise | distance is a tax on everything you try | the openings are somewhere else, and getting there is its own project |
Internally each axis still carries a hardness of nought to three, because the content pools need something to condition on. It maps to a band by the table above ( 0 → comes cheap; 1 → costs the usual; 2 → costs extra; 3 → costs a great deal ) and it is rendered nowhere. The test suite greps the whole render layer to prove that.
These are presets for support, friction, risk, and constraint — not rankings of human worth, virtue, potential, or the meaningfulness of a life.
Gauges and slack
Every resource gauge holds one of five bands: depleted · thin · steady · comfortable · abundant. The four gauges are money, health & energy, connection, time & structure. Slack — the buffer — is derived by one disclosed rule: it is the lower of the money and time-&-structure gauges, stepped down one band while any active condition flags high load. Nothing else feeds it.
How an outcome resolves
Each option declares two or three outcome bands from a fixed vocabulary, at most one marked a failure. Skill and position reshape the widths of those bands — never adding or removing one — and then a single draw, a pure function of the run’s draw-seed and the card’s id, lands the marker in exactly one band. That is the whole of it: the option sets the range, the draw lands inside it.
| band | reads as |
|---|---|
| strong | it went well |
| solid | it held |
| mixed | mixed |
| poor | it went poorly |
| failure | it fell through |
How the sandbox works
illustrative Launch Window — United States · 2025 is a model of a set of tradeoffs, not a prediction and not an average life. Every value below is authored rather than measured, and it is all published because a frank, auditable model is the whole point. Nothing here is hidden from the person playing.
The campaign holds 92 things you can do, 66 things that can happen to you, 6 people with their own trajectories, 5 written starting positions plus a drawn one, and 4 Decision Lab situations — across 24 six-month seasons. Two seasons to a year, ages eighteen to thirty, in the United States in 2025 — a fixed board, so that what varies between two runs is the position you were dealt and what you did with it.
The budget economy: stocks and flow
The four gauges are stocks — what you have. The season budget is a flow — what this season lets you spend. Keeping them separate is what makes a season a decision rather than a meter: spending pips never moves a gauge, and gauges move only through the effects of what actually happened.
| currency | derives from | depleted | thin | steady | comfortable | abundant |
|---|---|---|---|---|---|---|
| time | time & structure | 1 | 2 | 3 | 4 | 5 |
| energy | health & energy | 1 | 2 | 3 | 4 | 5 |
| money | money | 1 | 2 | 3 | 4 | 5 |
- The budget is re-derived from your gauge bands at the start of every season. Unspent pips do not carry over.
- Spending pips never moves a gauge. Gauges move only through the effects of what actually happened.
- Costs are small whole numbers, one to three pips of a currency.
- Connection is not spendable. Relationships are built by doing things with people, not paid for.
- Standing commitments take their upkeep off the top of the season, before you allocate anything new.
- Maintenance debt costs you a pip of time and a pip of energy at each of the first two thresholds — three and six — and never more than two pips, because the pip scale only runs to five and a bigger drag would flatten four of its five bands into one number. It never costs money directly, and it never takes the last pip of time or energy, so it can slow a season down and cannot close one.
- The third threshold, at nine, does something different: the week itself goes under load, which steps your slack down a band. That is a real cost that does not need spare pips to exist in order to be felt — which is the point, because at that stage there are none.
- A season in which you do nothing for your own upkeep adds a step of debt; a season in which you take any health-family action, or rest, or wait, or ask for help, clears one. Some cards add or clear debt on their own outcomes as well, so a bad season can move it by more than one.
- Rest and maintenance costs nothing and is always available. What it does is convert the ENERGY you did not spend into recovery — three unspent energy pips buy one band of health and energy back, to a ceiling of two bands in a season. Unspent time and unspent money buy nothing; capacity is what rest restores.
- That recovery lands in addition to whatever the rest card's own outcome did. It is the only place in the model where unspent flow becomes stock, and it is capped precisely so that deliberately under-allocating cannot become the best move in the game.
- The floor set — rest and maintain, wait, and ask for help — is free in every state of every campaign. There is no state of this game in which you cannot afford to stop, wait, or ask.
- Standing commitments are different: their upkeep is not reserved against, because a commitment should price itself. You cannot take one on that the season could not pay for — that is checked before you commit, which is when knowing is useful.
- And if your position falls far enough that a season can no longer pay for a commitment you already made, the commitment LAPSES, and you are told. Not refunded, not quietly still running: ended, because you promised it from a position you no longer have. Lapsing costs you the ground it was holding, which is a real cost and a survivable one.
Concretely: rest converts 3 unspent pips into one band of recovery, to a ceiling of 2 bands in a season. Maintenance debt costs a pip of time and a pip of energy as it passes 3 and 6 — and no more than two pips however far past that it goes. Passing 9 costs no third pip; it puts the season under high load instead. A typical action costs one to three pips of a currency, and a full season commits two to four things.
The order things resolve in
A season always resolves in this order, and the order matters: a consequence you set in motion two years ago lands before this season’s choices, and an event can therefore remove the premise of something you had already committed to.
1 consequences that have come due
2 scheduled events
3 the actions you committed, in the order you committed them
4 events from the people in your life, and from chance
5 season-end bookkeeping
· standing commitments tick down
· people you have not been in touch with notice
· maintenance debt accrues or clears
· the queue agesThe invalidation rule. If something resolving earlier removes the premise of an action you committed — a layoff arriving before the overtime shift you had signed up for — that action does not silently fizzle. It either refunds what you set aside, or converts into the thing the event says it becomes, and you are told which, in plain language, in the same season.
How pressure is capped
A sandbox made of honest individual setbacks can still compose something that reads as despair by stacking three of them on a character with nothing spare. The model refuses to do that, and it refuses in the open rather than by quietly going easy on you:
- A season delivers at most two negative arrivals, whatever else is pending. Life stacks; this model refuses to stack it without limit.
- At deep depletion — any gauge at depleted, or two or more at thin — the season stops drawing new negative chance events. The pressure already on you is the pressure you are playing against.
- This is state-derived and deterministic: the same state always produces the same mix. It is disclosed physics, not hidden mercy, and it reads the character's state, never yours.
- Scheduled events and consequences you have already set in motion still arrive. What is suppressed is fresh bad luck, not the results of what happened.
- At most one of the people in your life brings you something in any given season. Which one is decided in two steps, in this order: first, anyone whose relationship has reached a point of drifting, refusing or leaving goes ahead of everyone else — because those are responses, and a response that waits its turn is not a response. Then, among people on equal footing, the one you have gone longest without hears from you first. What remains genuinely level is settled by a draw derived from the state, so the same state always delivers the same person — and no one sits permanently second (the next rule says how).
- Among people on genuinely equal footing the slot rotates on a derived draw rather than a fixed order, so no one is permanently second in the queue. That first step means the companion channel leans toward the harder arrivals: a relationship going quiet outranks a relationship going well. It is disclosed here because it is a real thumb on what you hear about, and because the alternative — a drift you caused sitting silently in a queue behind a pleasant Saturday — would be worse.
- The deep-depletion suppression covers fresh chance and systemic events. It does NOT cover the people in your life: someone stepping back still steps back when you are at your lowest, because that is when it tends to happen and pretending otherwise would be the hidden mercy this section exists to refuse.
The exact ceilings: at most 2 negative arrivals in a season, at most 2 chance or systemic events drawn at all, and at most 1 of the people in your life bringing you something. Deep depletion means any gauge at depleted, or two or more at thin.
And the floor, which is the other half of the same promise: rest and maintain, wait, and ask for help are free and available in every season of every campaign, and every season offers at least three affordable things across at least two kinds. That is not a design intention — it is an assertion the test suite makes against every season of several hundred simulated runs, including runs deliberately started with everything drained.
How “why this happened” is worked out
The explain drawer does not narrate a plausible story about an outcome. It reports the factors that actually went into the resolution, computed from what the model used. A factor that is not listed did not contribute; a factor that contributed cannot go unlisted. The classification is fixed:
| what the model read | what it renders as |
|---|---|
| the option itself | your choice |
| constraint flags that came with the starting position | your starting conditions |
| gauges, capabilities, skills, and where a queued consequence came from | your accumulated state |
| flags set by another character’s decision | other people's decisions |
| flags set by an institutional or systemic event | systems and institutions |
| where the marker landed on the range | the draw |
The same six categories appear on the whole-run look-back at age thirty. There are 6 of them and there is no seventh.
Seeded randomness, and what it stands for
Randomness represents uncertainty, not fate. Every draw in this simulation is a pure function of the run’s draw-seed and the coordinates of the thing being resolved — which season, which occurrence, which record. There is no stream and no hidden generator, so nothing about a run can be perturbed by re-rendering it, resuming it, or opening the explain drawer. Four things follow, and they are the whole contract:
- Reproducible — the same seeds and the same decisions always produce the same run, so a branch can be compared with the run it came from rather than with a fresh roll.
- Forkable — a branch can hold the seeds fixed and change one decision, or hold the decisions and change the draw, which is the only way to see which of the two moved the result.
- Inspectable — a saved run shows its own seeds and the simulation and content versions it was played under, beside it, on this device.
- Declared — when a draw moved an outcome, the explanation says so and names it as the draw, rather than folding it into what the character did.
A draw is not a verdict on the decision that met it. That is why the model shows you the range a move sets before you commit, and reports afterwards where inside the range it landed, as two separate facts.
The Decision Lab’s seeds, and how they were chosen
A Lab comparison replays byte-identically, which means its seeds are fixed, which means somebody chose them. They were chosen by a search, not by hand, and the search is in the repository:
tools/curate-lab-seeds.ts
It searches on two criteria, and both are curation decisions rather than physics:
- seeds that separate — the original criterion: an alternate draw-seed whose branch lands in different outcome bands from the primary seed's. Without it a reader meeting the luck axis for the first time can see two identical columns and conclude the axis does nothing.
- one seed that lands the same — added in this version: an alternate draw-seed whose branch lands in the same bands AND the same ending. Curating only for separation taught one half of the lesson — luck moved it — and never the other, which is that some moves have a range so narrow the draw has nothing to move. One shipped pair is now curated this way, and the rest still separate.
What this changes is which fixed seed a situation ships with. It does not touch the physics, the odds, or the resolution: any other seed is still a legitimate run of the same model, and the branch you are shown is not a better one, only a curated one.
How the balance was probed
Balance is not something you can prove about a sandbox, so the claim here is deliberately weaker than “balanced”: it was probed. Fifteen scripted policies — one greedy for each of the ten priorities, plus rest-heavy, rest-and-bank, spend-everything, never-rest and wait-only — are driven over every starting position, several drawn hands, and several seeds, and then again from a deliberately drained state. The definitions are operational so the result is checkable rather than felt:
- Ending signature — the end-state gauge bands, the maintenance backlog, the skills, the people still in the life, the commitments held for three seasons or more, and the doors that opened.
- Meaningfully different — two signatures differing in at least three of those components.
- Viable — completed all 24 seasons with no gauge pinned at depleted across the final four.
What the suite asserts, and fails on:
- No policy is at least as good as every other policy on all ten priorities.
- Rest-heavy is never strictly dominated — holding the floor is a way of playing.
- At least three meaningfully different viable endings exist for every starting position.
- Every starting position completes the window under every policy.
- Every season of every run offers at least three affordable things across at least two kinds, drained runs included.
The one internal number, and why you never see it
The balance work needs a number, and the game must never show one. So there is exactly one internal measure, it lives outside the content, and it is published here rather than hidden.
For each of the ten priorities it reads the parts of the end state that priority is about — the relevant gauges and capabilities, the seasons actually spent on that priority's domains, the skills and open doors, the maintenance backlog, and the people still in the life.
There are ten readings and they are never added together. There is deliberately no function anywhere in this build that combines them, because that would be the universal life score this project refuses to build.
It is used for one question only: does any single way of playing serve every priority at once? If one ever did, the game would have a right answer, and it is supposed not to.
It is illustrative by construction — a balance instrument, not a claim about what a good life is — and no play surface can reach it.
If you want to see what the game does show you instead, it is the look-back at thirty: what these years cost, what they bought, what is still open, and how it reads against what you said mattered. Read against your own scorecard, and nobody else’s.
Which cards count toward which priority
Both the look-back and the balance probe need an answer to “did this season go into that? ” Every card carries domain tags, and this is the whole map from tag to priority. It is a design judgement, so it is published rather than buried — a card can serve more than one, and a card that serves none of yours is not a wasted season, only a season that went elsewhere.
- safety & stability — money, tax, paperwork, liability, housing, home, place, stability, safety, access, logistics, planning, maintenance, long-horizon, institutions
- health & energy — maintenance, health, capacity, sleep, habits
- close relationships & family — relationships, people, family, friendship, neighbors, support, care, caregiving, repair, conflict, boundaries, commitment, obligation, responsibility
- autonomy & flexibility — opportunity, place, distance, boundaries, autonomy, optionality, adaptability, scheduling, time, exit, fit
- mastery & achievement — mentorship, learning, education, school, skill, skills, craft, trades, mastery, credential, credentials, portfolio
- wealth & material comfort — work, income, money, tax, markets, market, search, negotiation, leverage, advancement, material, opportunity, credential, credentials
- service & contribution — care, caregiving, responsibility, mentorship
- creativity & expression — craft, portfolio, creative, creativity, making
- recognition — negotiation, leverage, advancement, recognition, reputation, presentation, authority, management, reliability
- meaning & peace — long-horizon, meaning, identity, inner, endings, thresholds, fit
What this model does not do
- It does not predict anything about your life, and it says so wherever branches or futures appear.
- It shows no probability, percentage, or statistic anywhere in play. Only qualitative ranges.
- It never scores, grades, ranks, streaks, or characterises the person playing. Runs are never combined into a reading about you — the look-back is per-run and about the character.
- It never tunes itself to how you have been playing. The physics responds to the character’s state, by the published rules above, and to nothing else.
- It offers no way to insert yourself. Starting positions come from the drawn hand or from the written, labelled-fictional presets, and there is no third route.
- The heavy parts of a life that are not decisions are not playable content. They arrive on their own quiet channel, they are always skippable, they never appear on any forward-looking screen, and they always name the real page for the real thing. See the situation pages.
How evidence works here
Every claim that carries weight is marked with one of three statuses:
- Illustrative — a worked example or demonstration fixture, labelled where it appears. It shows the shape of a thing; it is not a measured finding, and any numbers in it are examples, not data.
- Our judgement — the site’s reasoned synthesis, shown with its reasoning rather than a citation. Most of the explanatory writing here is this.
- Researched — rests on at least one recorded source. Almost nothing in this preview claims this status except the hotline numbers, each of which was checked against its official source on 2026-09-04, and the timeline’s milestone records, each of which carries the page it was read from.
Evidence-bearing pages carry a drawer with the status, what would change the claim, and — where the page leans on the model — one honest sentence about where the frame fails. Dated claims carry an “as of” stamp, because a claim about a moving target without a date is a claim pretending not to have an expiry. “No recommendation” and “not enough evidence” are treated as successful outputs, always paired with what would reduce the uncertainty. No statistic, probability, dose, or hotline number is invented; where a research finding is real but its size varies, the finding is used without a number.
Nine reasons something can be the popular choice
Whenever this site compares options, it refuses to name an overall winner, and the reason is worth having as a habit of your own. “Best” is not one thing, and the most common choice is not necessarily the strongest one. Before treating popularity as evidence of quality, check whether it is instead:
- Availability — it is what was in front of most people, and the alternatives were somewhere else.
- Marketing — more was spent telling people about it than about anything better.
- Habit — it is what people already used, and switching required a reason.
- Bundling — it arrived attached to something else that was chosen for other reasons.
- Network effects — its value comes from other people using it, which is real but is not quality.
- Switching costs — leaving is expensive, so staying looks like preference.
- Placement — it was at eye level, at the top of the list, first in the results.
- A low price at the start — cheap to begin and dearer to keep, which is a different offer from cheap.
- Quality — which is on the list, and is one of nine.
The same nine explain a crowded degree, a standard career path, a city everyone is moving to and a piece of advice everybody repeats. None of them makes the popular option wrong. What they do is stop “most people do this” from finishing the argument.
How the timeline was sourced
The timeline carries 122 records across 8 lanes, resting on 153 sources. It works on one rule, and the rule is stricter than it sounds: a number that was not read on a page fetched while this build was being made is an invented number. Nothing here was typed from memory, from a prior version of this project, or from another site’s summary.
Every figure traces to a source record holding the page’s address, the date we fetched it, and a verbatim excerpt of at most twenty-five words containing the figure. You can open that excerpt on any record, in the evidence drawer, and read the sentence we read.
The order we trusted sources in
- Official statistical agencies and rule-setters — the Census Bureau, the National Center for Health Statistics, the Bureau of Labor Statistics, the National Center for Education Statistics, the Social Security Administration, and the statutes and regulations themselves.
- Professional bodies and peer-reviewed sources for windows in bodies — cited for the range and the population it was measured in, never for advice.
- Reputable secondary sources, disclosed as such, with the primary named where the secondary cites one.
- Never as a sole source: encyclopedias, blogs, listicles, milestone content-farms, machine-generated summaries, or anything this project itself has written.
What we ended up with: 69 Official statistics · 57 Statute or agency rule · 19 Reputable secondary · 8 Peer-reviewed.
How it was checked
Records were written in batches by one process and then handed to a separate one whose only instruction was to find violations, and which was given the written records but never the reasoning behind them. It re-fetched every source address and checked that the excerpt is actually on the page, that it is verbatim rather than a paraphrase, that every figure in the record appears inside that excerpt, and that the claim does not say more than the source does.
It found things. Across the first eight batches it raised seventeen blocking defects — among them an age that appeared in no excerpt at all, a sentence about a vote in 1787 quoted as though it stated present law, a rule that varies by circumstance flattened into one age, and a survey’s age brackets mistaken for the ages at which people did the thing. Each one was repaired, or the record was demoted to “not yet sourced”, before it reached the page. The whole record of that process ships with the build.
Five kinds of expectation, and two we refuse to carry
“You’re expected to have done this by now” hides at least five different claims with wildly different standing. The timeline separates them and labels every record with which one it is:
- A window in a body (15)
- a range bodies commonly move through — wide, and wider than most people think
- A rule with an age in it (35)
- a rule, not a norm: this is the one kind of age that is actually a line
- An institution's schedule (6)
- a schedule an institution keeps — and institutions have side doors
- A common pattern (46)
- common in the stated population; common is not required
- Something people say (20)
- an expectation is a thing said to you, not a fact about you
Two more kinds exist in the world and are excluded from this timeline by its own type system, which means they cannot be written here even by accident: strategic recommendations (what would be a smart move) and personal targets (what you have decided you want). Strategy lives on the guidance pages, where it is labelled as advice. Personal targets are yours and the site has no business holding an opinion about them. A record here may describe what tends to follow from doing something earlier or later; it may never tell you when to do it.
Why you almost never see a percentage
Ages and windows render as ages. Rates do not render on the timeline at all — not on the spine, not in a year card. A proportion appears only inside an evidence drawer, next to the sentence it came from, as an absolute figure. Where the surface needs to say how common something is, it uses a word from a published table rather than a number:
| Word | Means a share of at least |
|---|---|
| most | 66% |
| about half | 45% |
| many | 20% |
| some | 5% |
| few | below that |
Those thresholds are our choice, not a standard. They are published here so you can disagree with them, and a relative figure never appears without its absolute base beside it.
There is no average person on the timeline
Every window on this page stands on its own population and its own source. They do not compose into one life. Nobody is the person who does all of these things at all of these ages, and the median age of one thing tells you nothing about the median age of the next thing for the same people. If you find yourself reading down a year and assembling a person out of it, that person does not exist.
Nor is any of it a prediction. These are descriptions of populations in the past, and the last few decades have moved several of them a long way. Which brings us to the caution that matters most:
Age, period, and cohort — the caution
When something looks like it changes with age, three different explanations are competing, and a table of ages cannot separate them. It may be age: the thing really does change as people get older. It may be period: something changed for everyone at once, in the year the data was collected. Or it may be cohort: the people who are seventy now were born into a different world from the people who are thirty now, and have been different their whole lives.
A figure like the median age at first marriage carries all three at once. It has risen for decades — that is a cohort story more than an age one. Reading it as “what people do” rather than “what people born around then did” is the commonest way to misread this whole page. The generational layer that would show this properly — the same age across different cohorts, side by side — is not built yet; for now, the history page is where the moving frame is discussed.
The sex lens, and what it refuses to do
1 of the 122 records show a difference by sex. A record may only do so when its source states what it actually measured, and the note beside the lens reports that true count rather than a rounder one.
This matters more than it looks. Sources differ in whether they recorded sex at birth, asked people their gender, or quietly mixed the two, and a timeline that flattens that difference is making a claim its data cannot support. Where a source does not say, the record carries no divergence at all — even where one plausibly exists. That is deliberate under-claiming. The labels the lens uses are binary because the underlying data is; binary data does not describe every person’s identity or experience, and the lens is not an account of who anyone is.
The quiet parts
27 records on the timeline concern child development, puberty, fertility, health in later life, or dying. They are handled differently on purpose, and the difference is enforced by the build rather than left to good intentions:
- They render in plain language in both editions. The game vocabulary is withdrawn entirely — no unlocks, no gates, no rewards, no chrome of any kind.
- Each one carries a short note saying what the material is not, and a link to the page actually written for it. Records about dying name the page on a death and the page on grief first, before anything else.
- Records about child development carry the line a population range is not a screening threshold; if you are worried about a child, the route is a pediatrician, not a website, and the reminder that variation is not deviation.
- Nothing about a body is ever framed as a penalty, a deadline, or a failure. A window that narrows is stated as the fact it is, with routes beside it.
- There is no death marker on the spine, no per-year figure for how likely dying is, and no “average age at death” anywhere. Life expectancy appears once, with its scope stated, in the later-life material.
- Crisis material — abuse, self-harm, violence — appears nowhere on the timeline at all. It belongs on the pages written for it, which the timeline names once, quietly, and does not elaborate on.
These records are also on the list of things a qualified professional has to read before this site is public. That review has not happened yet, and the build says so rather than implying otherwise.
What we could not source
33 records are marked not yet sourced. We know the shape of the claim and we do not have a number we can quote for it, so the record shows the shape in words and no digit at all. Each one is listed in the build’s known-limitations record together with the exact query that would resolve it. 89 records carry a source.
Showing the gaps is the point. A timeline that quietly filled them with plausible numbers would look better and be worth less.
The evidence labels in use
- Calibrated
- Reserved. A value tuned against data. Nothing on this timeline claims it.
- Evidence-informed
- A descriptive claim resting on at least one source we fetched and quoted.
- Contested
- Sources disagree. Both are shown.
- Insufficient evidence
- We looked and did not find something adequate, or the thing is not quantifiable.
The eight lanes, and how they line up with the rest of the site
The timeline’s lanes are not the same set as the map’s domains or the simulation’s card families, and they are deliberately not a shared list — each was chosen for what its own surface has to do. This is the crosswalk:
| Timeline lane | On the map | In the simulation |
|---|---|---|
| Body & health | Health | health |
| Learning | Learning | school |
| Work & income | Work | work |
| Money & wealth | Money | money |
| Home & independence | — (the map has no home track) | home |
| People & family | Relationships & family | people |
| Civic & legal | — (the map has no civic track) | civic |
| Inner life & meaning | Meaning | inner |
Coverage across them is uneven, and the unevenness is a fact about what gets measured rather than about what matters. Rules with ages written into them are easy to quote exactly; inner life is barely measured as an age at all. The well-sourced parts of this page are not the important parts of a life.
20 records on the timeline are things people say rather than things that are true. They render as quotation, set apart, under the line an expectation is a thing said to you, not a fact about you. They are our judgement about what gets said, they are labelled as such, and they carry no ages of their own.
Known breaks in this model
This section undermines the rest of the site, on purpose. That is not modesty and it is not a disclaimer: an instrument whose failure modes are not written down is dangerous in proportion to how useful it is, because the more it helps the more readily you stop checking it.
There is a real trade-off here, and we are not going to resolve it for you. The confidence that makes an instrument worth using and the humility that makes it honest pull against each other: a page hedged into fog helps nobody, and a page that sounds certain about a life is lying. This site chooses to be direct on the page and to keep the whole list of its own failures in one place, numbered, where any page that strains can point at it. What that costs is the thing you are reading now — a section that tells you the frame you have just been handed is wrong in every specific way we have so far been able to name. We think that is the cheaper of the two prices.
Each entry says where the failure lives — structural (the frame itself is wrong here, and better writing will not fix it), material (the content and presentation decide how badly it bites), or edge (it bites at a boundary this site has not reached yet) — and what was done about it: open, mitigated, or accepted. Pages that lean on a break link it by number rather than improvising an apology of their own, and each entry lists the pages that lean on it.
The frame has no collective subject
Every part of the model takes a single person as its subject. It has almost nothing to say about the things that only move when many people act together — a union, a movement, a polity — and it will quietly misfile a collective constraint as a personal one if you let it. Any advice that treats a structural obstacle as a private optimisation problem is making a promise the model cannot keep.
What would reduce it: Name the collective move wherever the personal one is the smaller half, as the work and burnout pages now do. That is a mitigation and not a fix: the frame would have to take a group as its subject to actually hold this, and that is a different instrument.
Inherited by: Education and career · Burning out · Losing a job
There is no respawn, no pause, and no designer
A game is built by somebody, for somebody, to be winnable and to be fair enough to be worth playing. None of that is true here. Nobody balanced your starting hand, nothing guarantees a route out of where you are, and there is no difficulty setting anyone chose for you. You cannot pause while you think, you cannot reload the save from before, and the run is not a rehearsal for a later one. Everything the game vocabulary lends this site — the legibility, the separation of a decision from its outcome — it lends on the condition that you keep hold of this.
What would reduce it: None. It is the price of the whole vocabulary, and the only honest response is to say it out loud where the vocabulary is being taught.
Inherited by: Learn the game
It is better at describing what to do than at understanding what you feel
The model is built out of resources, moves, costs and constraints, and those are the parts of a life it can actually hold. Feeling is in here only as something that changes what other things cost — which is a real part of the truth and nowhere near all of it. So a page can tell you what a fortnight of this will take out of you and lay out what is open; it cannot know what any of it is like from the inside, and it is not the thing that understands you. Where that is what you need, a person is the move, and this site says so rather than filling the gap with more structure.
What would reduce it: Nothing in the model closes it. What helps is keeping the routes to people short and unconditional, and refusing to let a well-organised page pass itself off as having been understood.
Inherited by: Choosing a path
The map is tidy and the territory is not
Everything here is arranged: named mechanisms, four guides, ordered steps, a page for each situation. Real life arrives unsorted, several things at once, out of order, and mostly not matching any of the shapes. A well-organised site quietly implies that the underlying thing is well organised too, and that if your life does not fit the arrangement then the failure is yours. It is not. The tidiness is a property of the writing, chosen because unstructured writing is unreadable, and it is the single most misleading thing about the whole instrument.
What would reduce it: Keep saying which pages are worked examples rather than descriptions, and keep writing the sections that admit a situation is not solvable, only navigable. Neither makes the arrangement less tidy than the life.
Inherited by: One idea, several systems
It models navigation, not destination
The instrument is good at helping you see where you are and which moves are open. It is silent on where you should be going. It can lay out a decision; it cannot tell you what to want, and it does not generate a life worth wanting.
What would reduce it: None wanted. An instrument that supplied the destination would be doing the one thing this site has decided it has no standing to do.
Inherited by: The Human Package
A timeline of windows can still be read as a schedule
The timeline shows windows — wide ranges that populations move through — and labels every one of them with what kind of thing it is, states that common is not required, and says at the top that being off the common path is not being behind. A reader under pressure will still, sometimes, read a row of ranges as a list of deadlines they are measured against. We have built against it with the kinds, the standing lines, the drawn ranges and the refusal to score anything. We do not claim to have solved it, and if the page ever reads that way to you, the page is wrong and not you.
What would reduce it: The kinds, the standing lines and the drawn ranges are the mitigation and they are already in place. What would actually move it is a reader telling us which page read as a deadline, which is what the corrections register is for.
Inherited by: The world map
Achievement does not produce meaning
A game rewards completion, and a strategy frame keeps pointing at stronger moves. But most of what makes a life feel worth living is not an achievement and does not sit on a progression curve, and the frame has no way to represent that — which is one reason there is no score anywhere on this site.
Inherited by: The state panel, explained
One thing at a time is the exception, and every page assumes it
The hard events here are written one to a page, because that is the only way to write them. Lives do not deliver them that way. A job goes at the same time as a parent gets ill and a relationship is failing, and the three are not three problems: each one takes the slack the others needed, and the moves that would work for any of them alone stop being available. Reading three of these pages does not add up to the page for that, and the arithmetic of the compound case — where the little that is left should go — is the part this site is least able to do for you.
What would reduce it: The pressure reading is the nearest thing to an answer, because it asks which constraint is actually binding rather than which subject you are in. It is not the same as a page written for two shocks at once, and nobody should pretend it is.
Inherited by: Situations
The instruments here have their own failure modes
Each one can be read as the thing it was built not to be. A tier board ranks what a ruleset did to a position, and can be read as a ranking of the people in it, which is prejudice with a letter attached. Anything that says your situation resembles a pattern can be read the way a horoscope is read, as a description of you rather than of a shape. And laying a decision out with its costs makes some values legible and leaves others unstated, so an optimisation can quietly launder a choice about what matters into a calculation about what is efficient. The construction fights all three; none of them is fully closed by construction.
What would reduce it: Keep the unit of every ranking stated above it, keep every resemblance unscored, and keep the objective visible above any ordering. All three are in place and all three depend on a reader actually reading them.
Inherited by: History and change
Every correction here so far was written by the people who wrote the site
The corrections register, this register, and the list of open questions were all produced by the same hands that produced the pages. That is the weakest possible form of review: it can only catch the errors we are already capable of seeing, and a frame's worst failures are exactly the ones invisible from inside it. The professional reviews that would supply an outside reading are named as open gates rather than done, and the route for a reader to tell us we are wrong exists as a record shape and not yet as a working path. Until one of those changes, treat the self-critique as the beginning of the work.
What would reduce it: The two things that would actually change it are the outstanding professional reviews and a working correspondence path for readers. Both are named on this page; neither is finished.
Inherited by: How this works
Rules adopted for a picture that does not exist yet
Nothing on this site is drawn. If a scene layer is ever built, these rules were adopted before it, so the first picture inherits them instead of arguing with them: a safety transition replaces the scene with calm, plain help and never animates damage or failure; health is shown through capacity, symptoms, support, access and accommodation, never through grotesque visuals; discrimination and systemic exclusion are never drawn as penalties attached to a person, because they are properties of a ruleset; parenthood and childlessness are never scored; appearance never determines worth; and colour never encodes a verdict. Writing them down now is the point — a rule adopted after the first picture is a rule argued against a picture someone has already made.
What would reduce it: Nothing to fix until something is drawn. The entry exists so that the day something is, the rules are older than the picture.
Inherited by: The Playthrough
Two rules for a map that has not grown yet
This site currently describes one country in one era, and it will not always. Two rules are adopted now, while there is nothing to defend. Continents are containers, not cultures. A region is a box that holds enormous internal variety, and an expansion that gives a continent one Default Human has stopped describing anywhere real; the same rule that keeps “default” from meaning “normal” has to survive the jump to geography, or it was never a rule. Era boundaries are local, never universal. A period break is a claim about a particular place: industrialisation, majority, retirement and adulthood itself begin and end at different moments in different societies, and a single global timeline of ages is a projection error wearing a date. Moving between regions is a life path that many people take, not an edge case — whatever gets built has to carry the person who left as well as the person who stayed. These are a paragraph today and a build check the day a second region or a second era arrives, not before.
Some pages here are supposed to expire
A few pages are about things that move: what a labour market currently rewards, which strategies are crowded, what the evidence behind a ranking currently is. Those pages carry a review date at the top, declared in the route inventory rather than remembered by whoever writes them next. The date is not an apology and it does not mean the page is unreliable now. It means the page is the kind of thing that goes out of date by design, and that a version of it still claiming to be current in several years would be malfunctioning rather than enduring. Most pages here are not like that, and the absence of a stamp is itself a claim we are making.
No scores, and why
There is no point total, level, streak, completion percentage, or comparison to other readers anywhere on this site, and there never will be. The reasons, in descending order of how much they matter:
- A score needs a metric, and there is no defensible metric for a life. Any number here would encode a judgement about how to live and present it as a measurement — and the easiest way to make a value judgement invisible is to put a number on it.
- Scores invite comparison, and comparison across unequal positions is cruel: a life-score would rate a life with no slack below one with it, a carer below someone with no dependents, a chronically ill person below a well one. That is inequality restated as a scoreboard.
- Reward mechanics degrade the very things this site cares about. A streak counter on grief work would be grotesque; a completion bar on a practice converts the practice into a task.
- Progression implies a curve, but most of most lives is the competent repetition of maintenance, which a progression system would register as a flatline — telling most people, most of the time, that they were failing.
- Engagement mechanics serve the site, not the reader. The success condition here is that you find what you needed and leave.
What replaces scores is legibility. Games are not enjoyable because of points; they are enjoyable because they are comprehensible and you have agency inside them. This site keeps the comprehensibility and leaves the points.
What these instruments must never do
The rules below were written before the instruments they govern, and they are published so you can hold the site to them. They are not aspirations. Each one names a specific way an instrument of this kind goes wrong, and several of them describe things this site avoids by construction rather than by care — there is no account, no rating of you, and nothing to compare against anyone else. The list is the reason for the construction.
Anything that describes a difficulty or a position
- Never label a reader, publicly or otherwise, without their asking for it.
- Never diagnose a physical or mental condition.
- Never score appearance, or rank it, or comment on it as a measure of anything.
- Never treat disability as a tragedy by default.
- Never encourage fatalism: a hard position is a description, not a settled ending.
- Never invite a competition about who has suffered more.
- Never turn trauma into entertainment.
- Never let a hard position be used to excuse harm done to somebody else.
- Never treat someone’s pain as invalid because the conditions around it look favourable from outside.
Anything that describes a person’s capacities
- A described capacity is never a measure of human worth.
- A low reading is never a moral failure, and a high one is never proof of merit.
- No reading fixes what someone can become.
- Unknown stays unknown; it is never filled in to make a panel look finished.
- Nothing here diagnoses, and no profile is a diagnosis.
- Nothing is framed so that it invites a conclusion about which people ought to exist.
- Appearance and intelligence get the most careful handling of all, or none at all.
- Nothing about a reader is ever ranked against other readers, by default or on request.
- No child is boxed into a permanent identity by an early measurement.
- The environment and the support around a person stay visible beside anything said about them.
- No single attribute ever decides a recommended life.
Anything that reads a whole life back to you
- Never reduce a life to what happens to be measurable.
- Never treat prestige as the achievement that counts.
- Never score a circumstance as a moral success or a moral failure.
- Never leave out unpaid care and ordinary love.
- Never turn a tragedy into entertainment.
- Never encourage obsessive comparison.
- Never claim more about cause than the evidence carries.
- Never present a constructed biography as history.
- Never manufacture regret out of a simplistic counterfactual.
- Never assume everyone is playing for the same thing.
- Never imply that a short life cannot be a meaningful one.
What this is not
This is not therapy, diagnosis, or legal, financial, or medical advice. It describes systems and your position within them; it does not prescribe, and it is not a substitute for a professional who knows your particulars. Where a page touches something a clinician, lawyer, or specialist service should handle, it says so and points you there.
Preview status
This is a labelled preview, published so it can be read and criticised. It is not a launch. The blueprints this site is built from make certain human reviews release blockers, and not all of them have happened. Until they have, the foot of every page says preview and the pages ask search engines not to index them.
Still open, as of 2026-09-04:
- A pediatric or developmental reading of the timeline’s child-development and puberty records.
- A clinical reading of the timeline’s fertility, later-health and dying records, and of the life-expectancy note in the later-life stage.
- Clinical and specialist review of the five sensitive pages — depression, a death, grief, being hurt, and supporting someone — and of the scripted loss beats in the Playthrough.
- The owner’s editorial read of the timeline’s “what gets said” records and of the list of records still marked not yet sourced.
- The art checkpoint on the timeline’s stage rail.
- An independent acceptance review of the play layer as it shipped in 4.0.
Closed on 2026-09-04: hotline verification. Every number on the help-now page was checked against its official source, and the five source addresses that had gone stale were replaced. The entry is in the register below.
Corrections and changes
The register below is live from the first day, in the format it will keep — covering corrections, retractions and downgrades, and changes of recommendation. Its first entries are this build’s own decisions, recorded so they can be audited.
- Source change2026-09-04
Hotline numbers verified against their official sources; the verification gate is closed.
Every number on the help-now page was checked on 2026-09-04 against the official page for that service, and every number held. Five of the source addresses recorded on 2026-08-26 had gone stale or never stated the number — a council-finder page for 999, a retired usa.gov page for 911, a retired EU page for 112, a federation site that does not print 116 123, and a bereavement filter that no longer exists — and each was replaced by the page that does state it: the NHS on 999, the National 911 Program, the EU’s own 112 page, the Commission decision that reserves 116 123 for emotional-support lines, and the directory’s grief-and-loss listing. The fixture now says verified, with the date.
- Build decision2026-08-26
Hotline numbers ship stamped “verify before launch.”
Every number on the help-now page is one of the widely published official lines, but this preview has not had each one independently re-verified against its official source with a sign-off. That verification is a launch gate. The page itself says plainly that numbers change and that findahelpline.com is maintained continuously while this page is not.
- Build decision2026-08-26
Position sensitivity is mostly inline; one interactive filter, on the credential page.
The strongest version of this site would let you set your position once and have every cost and risk note re-resolve everywhere. This build implements that as an interactive control on the credential-decision page, and as written-in position notes elsewhere. That is a recorded simplification, not the final shape.
- Build decision2026-08-26
History covers one era properly rather than many thinly.
The history section builds out industrialization as a single, complete example — a patch note and a before-and-after tier board — rather than a gallery of eras named but not written. More eras are listed above under what's coming.
- Engine change2026-08-26
The simulator's weights are authored, and published in full above.
The Playthrough runs on internal weight and outcome tables — the Birth RNG's conditional structure, the difficulty bands, the resolution widths. Every one is authored, not measured, and none is claimed as researched. They are disclosed in readable form under “How the engine works,” so a rebalanced weight or a re-authored card is an auditable change, not a hidden one. This entry marks the category; specific rebalances will be logged here as they happen.
Retractions and downgrades
A retraction is the serious end of the register above: not a detail corrected, but something this site said that it now believes it should not have said. The format is fixed here, before there is anything in it, and it will not be negotiated with the first entry: what was said, kept and struck through rather than deleted, what replaced it (or the fact that nothing did), the page it was on, the date, and the reason. The original text stays visible, because a retraction that removes the sentence also removes the evidence that we were ever wrong in that particular way.
A retraction mechanism invented after the first error is not a mechanism. It is a decision made under pressure by people who would rather not be making it, at the exact moment they have the strongest possible reason to make it small. Publishing the format now is the only version of it that is worth anything.
Nothing has been retracted. This section renders whether or not there is anything in it, and it was written while it was empty. If it is still empty in a year, that is either a good sign or a bad one, and the register above is where you would look to tell which.
What is allowed on this site
There is one test a page has to pass to exist here: it is admitted only if it changes a decision or an orientation for you as the player of your own life. Not if the subject is important. Not if the material is interesting, or true, or missing from the internet. If a page cannot say what you would do differently, or see differently, for having read it, then whatever else it is, it is not this.
The test is here rather than in a style guide because it is the one sentence that stops “explaining life” from becoming an encyclopedia, and because publishing it lets you hold us to our own scope. Every route in the inventory records the answer in one line, and the build refuses a page that leaves it blank. If you find a page here that does not change anything for you, that is a reportable fault and not your failure to appreciate it.
What’s coming
This is the only place on the site where unbuilt scope is named — everywhere else, a page either exists at useful depth or is not shown. The “planned” cards you meet on the index pages are generated from this list, so there is still exactly one place to keep true.
The order is not ours. It follows the project’s own research priority list, which starts with adolescence — the join between a childhood nobody chose and the first decisions anyone makes for themselves — and works outward from there. Each entry says why it sits where it does.
- Adolescence, first — the owner's own first research priority, because it is the join between a childhood nobody chose and the first decisions anyone makes for themselves, and because attributes, identity, risk, mental health and the first real relationships all arrive at once there. Nothing on this site currently covers it.
- Relationships and the people around you, in depth — second, because they move health, work, money, difficulty and what a life leaves behind more than anything else here does, and the guide currently names the mechanisms without modelling how a household or a friendship actually holds together.
- Money and material life, in depth — third, because it is what makes class, education, housing, family and later life concrete instead of abstract, and because it gives every other part of the guide one shared way of talking about what a move costs.
- Health as a continuous system rather than a list of conditions — fourth, because it connects capacity, ageing, load and everything they gate, and because health that appears only as separate problems misses the ordinary maintenance that most of it actually is.
- Midlife, ageing and caregiving — fifth, and the largest gap in the whole guide by span of years. It is where careers plateau, parents need care, bodies change and the run stops being open-ended, and it is the stretch the site currently jumps over.
- Time, attention and maintenance as their own subject — sixth, because it explains why plans that look workable fail under real constraints, and it is where the daily plan and the upkeep list should finally meet: the maintenance you are already tracking flowing into a realistic day, instead of the two living side by side.
- Crisis and recovery as a system rather than page by page — seventh, because the guide has to serve the reader whose life has left the common route, and because recovery deserves to be described mechanically rather than moralised about.
- The rest of a life beyond work and family — worldview and meaning, civic life and housing, place, identity, sexuality, technology and leisure. Eighth in the owner's order and parked as areas of their own: each is a version's worth of work, and none of them is a subsection of an existing guide.
- The social manual — the unwritten rules nobody is taught and everybody is assumed to know, from what an invitation actually obliges to how a favour is repaid. Parked as an area of its own, because doing it badly would produce etiquette, and etiquette is not what is missing.
- An atlas of the places a life is actually lived — the school, the workplace, the clinic, the courtroom, the queue — each with its own rules, its own currencies and its own ways of going wrong. Parked as an area beside the world map, not harvested piecemeal into the guides.
- A written story campaign, provisionally The Years Between — an authored run with a beginning and an end, rather than a generated one. Parked as its own version: an authored story is a different craft from a simulation and would need its own review.
- A living scene layer — somewhere a decision is met in a place rather than in a panel. Parked entire, and the presentation rules it would have to inherit are already written down, in the register above, before anything is drawn.
- Ethics and meaning — how to decide what is worth doing, told as something other than an optimisation. Parked as an area, because the site can lay out a decision and has no standing to supply the destination, and that boundary needs writing before the content does.
- Archetype comparison and resemblance — seeing which patterns a situation resembles, with resemblance, prevalence, confidence and viability kept firmly separate, and never used to assign anyone a destiny. Behind a research gate, because a resemblance read as a destiny is the failure mode.
- Archetype resemblance at character creation — deferred behind the same research gate as archetype comparison; a hard start is never a destiny.
- An evidence pass over the whole site — claim grades, an open-questions register, published editorial standards, a record of what each research review found, and a check that every open assertion could actually be shown to be wrong. Accepted and scheduled as the next version; none of it is partly built.
- More eras of history, done to the same standard as the first — no gallery of promises.
- Era-play in the Playthrough — replaying the same hand under a different historical ruleset, so you can feel how much of an outcome was the patch and how much was the play. Named here, not yet built.
- Deeper integration between the daily plan and the upkeep list — so the maintenance you are tracking can flow into a realistic day, rather than the two living side by side.
- Reader field reports and corrections — a way for people to send first-person accounts and flag errors, treated as primary sources. The record shape exists now; the submission path is deliberately not built yet.