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Release history

This is the history of the site. The game has its own, in the vault — 44 releases, at v1.2.0 when this site was built (2026-09-09) — reachable from the menu inside the game.

VersionDateWhat changed
v0.8.02026-09-09The Mavs PoC, as a draft. packs/mavs/ is a question pack written by a generator from mavsai.ai's own llms.txt: four surfaces with Mavs in the path and direct, four proposed primitives for what leaves toward a model, five entries above the ceiling, two mandates, four scenarios, and the eight questions Mavs has to answer before it is more than a draft. Registered as ?pack=mavs; the page at /packs/mavs/ computes its tables from the pack and embeds the Mavs vault (0833bu5a), which sends nothing. The plan's status is complete for §1 to §6.
v0.7.02026-09-09A way to argue with any row without a GitHub account. The map vault (mxhepww5, v1.0.0) draws this pack's two matrices live and, on every row, offers a form that writes one sealed proposal over a write-only lane; it is embedded on the contribute page. admin/proposals/drain.py closes the loop: it opens each record with the lane's key, applies it to data/ as a patch, runs the same gate every pull request runs, commits it on a branch, opens the pull request with the reasoning as the body and nobody named, and publishes data/proposals.json so the vault can say 'proposals on this row'. Tested end to end on a copy of this checkout with a record the vault's own lane gate sealed. The plan's status is brought up to date: §4 and §5 done, §6 in progress, and a new item from 9 Sep — region and city are to be sent to the analytics log — recorded with what it implies.
v0.6.02026-09-09Packs, on the page packs already live. data/packs.json is the registry — id, name, where a pack is served — and the build resolves every entry from the pack's own manifest before it can ship; pack.json names it. /data/ gets one control, Load a pack: pick from the registry or paste a manifest URL, and the game opens on it, here. Two new gate checks: every registry entry resolves (a pack on this site has its hash recomputed), and /what-we-learn/ must state the same signals value the game's vault carries, read from a clone of the vault into admin/build/vault-facts.json and dated. The game's vault v1.2.0 resolves ?pack=<id> through the registry, drops the other game from its bar, and folds the what-we-know page in as a screen.
v0.5.02026-09-09The game reads this pack, live. The embed now opens the game's own vault (pg87npy3, v1.0.0), which fetches data/pack.json on every load and falls back to a verified snapshot only when this site cannot be reached; the games vault 4evnlwrj keeps the 9 September version locked on branch release-2026-09-09 and sends nothing from v0.26.0. data/pack.json now lists every file it hashes, in hashing order, so a consumer can verify the pack it fetched against content_hash; the game's build does. what-we-learn dates the no-fingerprinting promise to the switch that keeps it.
v0.4.12026-09-09Publishes the plan for what comes next, as a brief: the vault split — a locked 9 Sep branch, a new vault for this game alone that reads the pack live, the tracking removed from the wider vault — plus question packs on the site, a vault to browse and propose changes to the map over an append lane, and the Mavs PoC as the same game on a different pack. Written against the vault at v0.23.2, whose v0.21.0 release started sending three browser fingerprints: this site's what-we-learn page still says it does not, and the plan's second decision is about which side gives.
v0.4.02026-09-09The map. The claims about what each product can reach — nine profiles, tool by tool, with an evidence tier and a control tier on every row — move out of the vault and into this repository as a data pack under data/, because they are the part of the game people will argue with and a pull request is the right unit of argument. The game's scoring and levels stay in the vault; it reads the pack from here, over CORS, via data/pack.json. Forty-nine pages are generated from it and nothing on them is typed in: the grants matrix (23 capabilities × 9 products, one hue stepped by how much stands in the way, a glyph on every cell so colour is never the only channel), a page per product, a page per capability, the ceiling, the questions, and — new data, authored here because none existed anywhere — eight starting mandates, one per surface, each drawn against its profiles as a diverging delta matrix: red where it can and you did not want it to, violet where it cannot and you did. The release gate now refuses a pull request whose data does not hold together; it caught two evidence tiers in real data the first time it ran, which is why the vocabularies are a file in the pack rather than a list in code.
v0.3.02026-09-09RiskMandate and Licence to Operate move into the top menu, and the notice moves off the top of the front page. This is the site that needs those references — it is the one a player lands on — but they belong in the nav and on their own pages, not stacked above the game. What next is now a menu: what to do next, Licence to Operate, and RiskMandate itself. Licence to Operate gets a page of its own, with the simulation embedded and the three numbers that make it worth playing — a grant of 12, a mandate of 4, and the 8-capability delta no policy covers, which is the same shape as the list this game hands you, except somebody has put a price on each one. The front page is otherwise untouched, because it works: the idea, then the game, immediately. The usage notice now sits at the foot of it rather than between the headline and the game, where it was a distraction from something ordinary — the gate still requires it on the page, just not in the way.
v0.2.02026-09-09What to do next — the page the game was missing. A player finishes with a list of things their agent can do that they did not want, and until now the site said nothing about what to do with it. It opens with the thing most people get wrong first: you cannot deny it, because the agent already has the access, so the only real question is how long you will live with each one and who says so. Three things you can do this afternoon with no system at all — narrow the one grant that surprised you, write the mandate down, put a date on the rest — then where it goes when it is somebody's job: RiskMandate, the business risk layer this game is part of, whose answer is accept, fund, or fix, from a named owner, with an expiry. It closes with Licence to Operate embedded — a published vault where one agent's grant of 12, mandate of 4 and delta of 8 are priced, and every reply costs something. That vault sends nothing and asks for no write permission at all, and the page says so.
v0.1.12026-09-09The notice above the game got proportionate. It was an amber warning panel; it is now one quiet line. What it describes is anonymous counting with no cookies, no analytics script and nothing that identifies anyone — less than a default web-server access log, and less than the analytics on nearly every site a player will visit today. Warning loudly about something ordinary implies a risk that is not there and teaches people to skim the next notice; it also pushed the game a screen further down, which is the opposite of what this domain is for. What we learn now opens with the comparison in plain terms, and says why the notice exists at all: not because the counting is invasive, but because it would be strange to write a game about knowing what software does on your behalf and then be vague about what this one does.
v0.1.02026-09-08First publish. The game mounted and playable on arrival, over the SG/Vault embed protocol with the vault-browser surface suppressed, so a player sees a game and not a file manager. Four supporting pages — the scoring rule, the impossible questions, what is sent while you play, and who made it. The telemetry notice sits with the game rather than in the footer, and the release gate fails a page that mounts the game without one.