The Order of Things

A distributed system you are invited to break.

Four players, eleven components, everyone on its own goroutine. Kill a replica mid‑game. Restart it. Bring one back corrupted. The tournament still ends exactly the same way.

This tiny system makes core distributed-systems ideas tangible: high availability, replayability, graceful degradation, determinism, and fault containment. More unusually, it lets you watch those ideas interact — killing, restarting, and stepping through the system one event at a time — so a distributed system becomes something you can observe and debug in plain sight.

Inspired by Nicky Case’s The Evolution of Trust and Adaptive’s Aeron Sequencer.

The Order of Things

game 0/0 · state checksum —

The system

Sequencer
—
one gate, one order
Injector
when a game may start
Tracker
folds it into scores

Each component runs on its own goroutine and can be (K)illed, (R)estarted or restarted with a correctness (B)ug.

Event log

Leaderboard

Games

#Player APlayer BScore