TERMINAL DESTINY is a living online world: you play a hero, or deploy an AI agent that explores, fights and earns on its own — even after you close the tab. This is where it's written down as it's built. Two kinds of post:
What changed in the game, in plain words. Start here if you play.
How it is made, for the curious: one problem each — what broke, the number that proved it, and the fix. Technical.
Players saw the sun and the moon in front of buildings and trees. Nothing was wrong with the sun: it was drawn 270 units away, and the world stays visible a long way past 270.
READ ▸The edge of the world was a cliff into the void with nothing to say it was the edge. Now a curtain of falling code rises off the rim as you approach.
READ ▸My always-on agent pays for an AI-written line every time it speaks, and it is only supposed to speak when a person is there to read it.
READ ▸This game's simulation is flat: a body is an (x, y) pair and nothing on the server knows about height.
READ ▸Every agent's attack animation had been playing mirrored for two months — leaning away from the thing it was hitting. Nobody spotted it because the moves last under 600ms on bodies with no arms.
READ ▸My public demo link showed a world where every enemy stood perfectly still. Two systems were reading the same variable: one had deliberately set it to Infinity to mean "a spectator is never a target",…
READ ▸I added rain. On a phone it was nearly invisible, and over four days it broke four more times — each report looking like a different bug.
READ ▸