The Order of Things

A distributed system you are invited to break.

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

That is not luck, and it is not about the fixed random seed. It is that every component is a state machine fed one ordered log, so they all build the same states over time — and one that builds it wrong on boot can be caught before it is trusted again. Replay as a debugger.

The game being played, its payoff matrix and the whole way of explaining it are borrowed from Nicky Case’s The Evolution of Trust, which is worth exploring separately.
Music by Zian Xu, made with Suno.

The Order of Things

game 0/0 · state root

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 killed (K), Restarted (R) or Restarted with a correctness bug (B).

Event log

Leaderboard

Games

#Player APlayer BScore