Edition

Basics

If you have not read it, The Human Package says what every life is already inside, in about five minutes and with no game vocabulary in it at all.

There are three ways to play, and they run on one engine. A Whole Life is the short one: a single life from before its start to its close, in eight acts, in about twenty minutes — the recommended first play, because it shows you the whole shape. Launch Window is the long one: twelve years, ages eighteen to thirty, in twenty-four half-year turns you allocate yourself. The Decision Lab is neither — it is one decision, played both ways, so you can see what actually separated the two.

All three begin the same way: you say what would make it a good life by your own lights, because the package ships with no win condition — and then a starting position is dealt to you that you did not choose. What it makes expensive is shown to you axis by axis. There is no overall grade, because a life is not one number and this instrument refuses to pretend otherwise.

Every choice sets a range of outcomes, and then a draw lands somewhere inside it. That split — the move you make versus the luck you draw — is shown every time, and it is the whole lesson: you can play well and still land badly.

Underneath all three sits the reading layer, and the part of it that runs alongside a played life is the timeline: every year from birth to one hundred, with what commonly runs through it in a real population, each age traced to a source we fetched and quoted. It is not a schedule and nothing on it is a target.

The half-year loop

The long campaign runs on one loop, twenty-four times. It is worth knowing before you start, because the loop is the game:

  1. Where things stand — what is pressing, what is going unmet, and what you have already set in motion that has not landed yet.
  2. What you are aiming at — shown, and revisable. Changing it is recorded as adaptation, which is what it is.
  3. Allocate — the heart of it. You have a limited budget of time, energy and money for this half-year, and an open menu of things you could do with it. Two to four things is a full turn. Every yes spends something and delays something else.
  4. Resolve — your choices land, in a fixed order, mixed in with whatever arrived on its own. Life happening to you and you happening to life, in the same turn.
  5. Consequences — what changed now, and what has been queued to land later, with the half-year it lands in named.
  6. Why this happened — the factors that actually went into it, computed rather than narrated, with a way through to the reading behind it.
  7. Adapt — carry on, recover, change what you are aiming at, ask for help, or branch and try the other line.

Three things are free and available in every half-year of every campaign, whatever state you are in: rest and maintain, wait, and ask someone for help. Resting is a real move with a real effect, not a skipped turn. Asking is a normal strategic option, not a last resort. That is a promise the test suite checks against every turn of several hundred simulated runs, including ones deliberately started with nothing left.

The controls

The whole game is played with these, and it teaches them by encounter — you do not need to learn them first:

  • Choose — pick an option.
  • Resolve — confirm, and watch the draw land on the range.
  • Why this happened — open what was behind an outcome. Optional, never blocking.
  • Skip this beat — on the quiet, scripted parts, always available and always first.
  • Pause & exit — leave any time; it waits indefinitely, and says so.
  • Allocate — spend the half-year’s budget across what you choose to do with it. (Campaign.)
  • Adapt — revise what you are aiming at, at any turn boundary. (Campaign.)
  • decision branch — fork from here into a second line. The run you branched from is untouched and still playable. (Campaign and Lab.)
  • Inspect — look at what is pending and at the years walked so far. (Campaign.)
  • Name and resume a save — keep runs on this device, see the seed and the version each was made with, and delete any of them completely. (Campaign.)

Three ways to play →

Playing well

Seven mechanics carry almost everything. The run introduces them one at a time; here they are together, each with its picture, one paragraph, and the door to where it’s explained in full. The topic page is always the real home — this is the one-screen version.

  • the move set this rangethe draw

    Skill sets the range; luck draws from it

    A sound move doesn't buy a good outcome — it buys a better spread of outcomes. You place the range; the draw lands somewhere inside it. A good decision can still land badly, and a bad one can still land well, which is exactly why you can't read the decision back from the result.

    See it in a real job loss →
  • with slackheldwithout slackcascades

    Slack is what stops a shock becoming a cascade

    The same shock lands twice: on a buffer, it's an inconvenience; on none, it's a scramble that knocks over everything downstream. Slack is the margin — money, time, attention — that absorbs the hit. Its payoff is a thing that doesn't happen, which is why it's the resource people can least perceive the value of.

    Slack, in the money guide →
  • tendedneglectedone small choice

    Small early choices bend a curve for years

    A small, boring, repeated choice barely registers up close and quietly bends a whole curve across the acts — upward when you tend it, downward when you don't. Debt and neglect run the same math in reverse. The lever feels tiny because you're standing at the near end of it.

    Compounding, in the money guide →
  • same movesame movewith a floorwithout one

    The same move costs differently from a different start

    Take the identical option and deal it two different hands. With a floor beneath failure, it's a bounded experiment; without one, the same move carries a ruin tail. The chips re-resolve. Most of what looks like a difference in choices is a difference in the positions the choices were made from.

    The position filter, on the credential fork →
  • closeda way back

    There's a route back beside almost every failure

    A path greys out, and a different one draws itself in. A failure closes a specific door, not the map. Where there genuinely is no good move, the route that remains is how to endure it and who can hold you — and naming that honestly is a recovery too, not a false promise that everything is fixable.

    Recovery routes, after a job loss →
  • you

    The people around you carry load and give it back

    Bonds are marks with a quality, built slowly and spent fast. Load flows toward you and away; help asked for early is cheap and help asked for late is dear. No one you meet is a background character — each is running a full run of their own in which you are a minor part of theirs.

    The party, in the relationships guide →
  • what was learnedhow it sorts

    A mark measures one narrow thing, not you

    Two rulers laid against the same child: one measures what was learned, the other sorts the room. They're easy to confuse because they use the same numbers. Knowing what a readout does and doesn't actually see is worth more than the readout — and it keeps a bad mark from becoming a story about you.

    Signals and sorting, in the work guide →

Five words that are not synonyms

a passion is something you are drawn to for its own sake, whether or not you ever do anything with it. a project is something you have actually undertaken, with work in it and an end you could describe. Those two come apart in both directions: a passion may never become a project, and a project may be pursued with no passion in it at all — most of the useful ones are. an aim you are pursuing is narrower still: a project you are currently spending on, with a next move you could name today. a run of connected aims is several of those that only make sense in order, where finishing one is what opens the next. And a purpose is the answer to what the whole thing is for, which nobody supplies for you and which is allowed to stay unsettled for years without that being a problem.

When one of these is called a side anything, that is a statement about priority — what is getting the spending this year — and never a statement about value. The smaller thing is often the one a person turns out to have meant.

Advanced — the metagame

Late-game knowledge, for when the basics are second nature:

  • Position math. The same move costs differently from a different start; a floor beneath failure turns a ruin tail into a bounded experiment. The credential fork lets you set a position and watch the costs re-resolve.
  • Metas and crowding. Popular strategies degrade by being popular; dated advice is often accurate documentation of a previous patch. See education and career.
  • Era thinking. The ruleset itself gets rewritten over time — what a patch did to a position is not a measure of the people in it. See history and change.
  • The aims audit. People revise what they’re aiming at; the run asks you mid-life whether you still hold the goal you chose. Doing it on purpose beats doing it by drift.
  • Where this frame fails. The game metaphor strains in real places — it has no collective subject, it models navigation not destination, and achievement does not produce meaning. The honest list lives on the methodology page, not hidden.