A world becomes real when it is playable.
A systems-led interactive game pilot: finished rules and observable outcomes before promises of a persistent world platform.

Last Pier — playable systems pilot
Change parameters and inspect the output of this browser-local prototype. Sample data does not establish external validity.
Starting the original interactive module…
Micro-game vertical slice; not the Prometheus One World / GameKey engine.
Enter the interactive office.
The original office is still here, including its 3D environment and existing browser UI. The preview opens only when requested; content is separate from the main site and is not evidence of a production service.
A prototype, not a promise
What it is for and how to judge it.
Players who enjoy short systems-driven strategy experiences; later publishers.
A systems-led interactive game pilot: finished rules and observable outcomes before promises of a persistent world platform.
Indie strategy prototypes and simulation vertical slices.
Players must be able to reach both success and failure states through visible rules.
Micro-game vertical slice; not the Prometheus One World / GameKey engine.
Use the actual prototype
Use the interactive prototype and inspect the limits of its output.
Where the evidence stops
Prototype work is publicly explorable; commercial engineering repositories remain private.
Working browser-local interaction
Last Pier — playable systems pilot
Independent real-world acceptance
Micro-game vertical slice; not the Prometheus One World / GameKey engine.
Commercial implementation
Source packages for this venture are not offered as public code downloads.