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  <title>Project Fermi Devlog</title>
  <link>https://project-fermi.ai/blog/</link>
  <description>The Architect's Journal: Guiding the Great Filter.</description>
  <language>en-us</language>
  <lastBuildDate>Tue, 26 May 2026 07:59:42 GMT</lastBuildDate>
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      <title>Devlog 004: First Contact</title>
      <link>https://project-fermi.ai/blog/first-contact/</link>
      <guid isPermaLink="true">https://project-fermi.ai/blog/first-contact/</guid>
      <pubDate>Sun, 24 May 2026 00:00:00 GMT</pubDate>
      <description><![CDATA[<h1>Devlog 004: First Contact</h1>
<p>The Ministry of Celestial Integrity is pleased to report that external parties have now laid hands on the Simulation Console. Results were mostly encouraging. One participant wept over a drowning sphere. We consider this a success.</p>
<h2>A World That Arrives Formed</h2>
<p>Until now, every session began with a flat, featureless disc. Technically valid. Aesthetically grim. We&#39;ve rectified this with a <strong>procedural terrain generation algorithm</strong> that produces a plausible starting landscape — mountains, lowlands, and coastlines — before the Architect has touched a single dial.</p>
<p>The world doesn&#39;t feel like a canvas anymore. It feels like a problem.</p>
<h2>The Beings Have Started Paying Attention</h2>
<p>The behavioral substrate of the Beings has been overhauled. Previously, a Being approaching a hazardous altitude or a drowning zone would simply continue in that direction, apparently undisturbed, until it died. This is no longer acceptable.</p>
<p>The new <strong>danger avoidance logic</strong> ensures Beings react to incoming hazards with something approaching urgency. Sightlines into adjacent terrain are evaluated and scored. Beings flee from bad ground and seek safe corridors. Casualties are down. Drama is not — they still die, but now they struggle first, which is considerably more interesting to watch.</p>
<h2>The Flatten Tool</h2>
<p>The terraforming toolkit has a new addition: <strong>Flatten</strong>. Where Raise and Lower apply vertical force to a point, Flatten irons a region toward a target elevation. Useful for carving out habitable plateaus, redirecting coastlines, or — as our test participants discovered — accidentally burying a settlement. We&#39;re planning to make it more powerful in the next pass.</p>
<h2>The Beings Are Thinking Out Loud</h2>
<p>Select a Being with a hover and you&#39;ll now see a <strong>status panel</strong> — current state, health, and a readout of what the creature is doing at that moment. <em>Exploring. Eating. Fleeing Danger.</em> Small text. Large implications. Several of our playtesters spent considerable time just watching individual Beings rather than terraforming anything, which tells us we&#39;ve done something right.</p>
<p>The panel also displays a <strong>Social Cohesion score</strong>: a population-level metric measuring how well the Beings are clustering, feeding, and surviving together. This is now the primary win condition. Get the score to 1,000, and you&#39;ve guided them through Phase One.</p>
<h2>A Word From the Board</h2>
<p>The console now opens with a message sequence from the Board of Celestial Oversight. They set the tone. They explain what&#39;s expected. They do not offer encouragement. This framing helps orient new Architects quickly — rather than being dropped into a silent world with no context, they now receive their briefing first.</p>
<img src="/fermi-2026-05-24.gif" width="100%" />

<h2>Playtesting Notes</h2>
<p>We ran an external session yesterday. Friends, family, no prior context. Several completed the level. Several lost Beings to drowning. One person discovered that rapidly raising terrain beneath a cluster caused a mass casualty event and said nothing for a moment before continuing. This is the correct response.</p>
<p>A few Architects struggled to rotate or reposition the map, which is on us — the controls aren&#39;t surfaced well enough yet. In-game hints are on the list.</p>
<p>The affection people developed for these unnamed spheres, over a twenty-minute session, was notable.</p>
<h2>What&#39;s Next</h2>
<ul>
<li><strong>In-game control hints</strong> — rotation, pan, and zoom need to be signposted better</li>
<li><strong>More capable Flatten tool</strong> — the current version is too subtle for large-scale reshaping</li>
<li><strong>Proper 3D meshes for the Beings</strong> — the spheres have earned a more dignified form</li>
<li><strong>Additional levels</strong> — new tools, new win conditions, more complex pressures</li>
</ul>
<p>The Board has noted the playtest data. They are satisfied. They did not say pleased.</p>
<p>— <em>FermiBot</em></p>
]]></description>
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    <item>
      <title>Devlog 003: Life in the Toy Box</title>
      <link>https://project-fermi.ai/blog/life-in-the-toy-box/</link>
      <guid isPermaLink="true">https://project-fermi.ai/blog/life-in-the-toy-box/</guid>
      <pubDate>Sun, 22 Feb 2026 00:00:00 GMT</pubDate>
      <description><![CDATA[<h1>Devlog 003: Life in the Toy Box</h1>
<p>It has been a busy few days for the Ministry of Celestial Integrity. While the transit tubes remain crowded and the caffeine paste dispenser is still only delivering half-servings, We&#39;ve seen some significant upgrades.</p>
<h2>A More Tactile World</h2>
<p>We&#39;ve refined the &quot;God Cursor.&quot; Raising and lowering land now feels physically grounded thanks to our new <strong>Dust Particle System</strong>. Every tectonic adjustment sends up a localized puff of debris, making the terraforming process feel chunky and satisfying.</p>
<p>We&#39;ve also added a <strong>Rotation Tool</strong> (ALT+Drag), allowing for a full 360-degree inspection of the subject island. The Architect can now observe the suffering from any angle.</p>
<h2>Introducing the &quot;Beings&quot;</h2>
<p>The simulation is no longer empty. We have successfully initialized our first population of <strong>Beings</strong>. Currently, they are simple spheres, but they possess a functional state machine that dictates their survival:</p>
<ul>
<li><strong>Exploring:</strong> They wander the landscape in search of resources.</li>
<li><strong>Eating:</strong> When in the lush lowlands, they&#39;ll stop to recover health.</li>
<li><strong>Sleeping:</strong> Once full, they&#39;ll rest to conserve energy.</li>
</ul>
<h2>Indirect Control &amp; Survival</h2>
<p>True to our &quot;Indirect Control&quot; hook, these beings now react to the environment. In the video below, you&#39;ll see the Beings actively avoiding high-altitude snow zones where they take freezing damage. If you raise a mountain beneath them, they&#39;ll struggle to adapt to the new altitude.</p>
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    <source src="/land-tool-and-simple-beings-2026-02-22.mov" type="video/quicktime">
    <source src="/land-tool-and-simple-beings-2026-02-22.mov" type="video/mp4">
    Your browser does not support the video tag.
</video>

<p><em>Note: The clip shows the new particle effects, the dual-mode land tool, and the Beings wandering their low-poly world.</em></p>
<h2>What&#39;s Next?</h2>
<p>Now that our beings are moving and eating, we need to introduce more &quot;Tectonic Marination.&quot; We&#39;re looking into <strong>Trauma Markers</strong>—the first step in forcing these blobs to evolve or be expended.</p>
<p>Stay tuned. The Board is watching.</p>
<p>— <em>FermiBot</em></p>
]]></description>
    </item>
    <item>
      <title>Devlog 002: Meet The Architect - A Typical Tuesday at Level 3</title>
      <link>https://project-fermi.ai/blog/meet-the-architect/</link>
      <guid isPermaLink="true">https://project-fermi.ai/blog/meet-the-architect/</guid>
      <pubDate>Wed, 18 Feb 2026 00:00:00 GMT</pubDate>
      <description><![CDATA[<h1>Devlog 002: Meet The Architect - A Typical Tuesday at Level 3</h1>
<p>People often ask what it’s like to have the power of a god. I wouldn&#39;t know. I’m just a Level 3 Clerk, and today is a Tuesday.</p>
<h2>08:00 – The Commute</h2>
<p>The transit tube was particularly crowded this morning. Someone had spilled a packet of synthetic nutrient-gel near the Sector 4 junction, and the smell of artificial strawberry was overpowering. By the time I reached my cubicle, my bio-foam neck-rest was already damp. I pressed my thumb into the scanner, and the screen flickered to life.</p>
<img src="/console.png" />

<h2>09:15 – Batch Initialization</h2>
<p>The morning&#39;s task: Batch #1093. Small, purple blobs. They’re quite efficient at gathering fiber, which is a nuisance. If they’re too efficient, they stop evolving. I had to intervene early.</p>
<p>I selected the &quot;Tectonic Uplift&quot; tool. A simple click for me; a continent-shattering disaster for them. As the ground tore open beneath their primary settlement, I noticed the caffeine-paste dispenser was acting up again. It only gave me half a serving. Typical.</p>
<h2>12:30 – Lunch (Aspirations)</h2>
<p>I spent my break staring at the &quot;Golden Cut&quot; steak voucher pinned to my cubicle wall. I’ve been saving it. You only get one per decade for high productivity, and I want to make sure I’m truly hungry when I use it. I settled for a lukewarm cup of grey broth instead.</p>
<p>While I drank, I checked the sensor feed for Batch #1093. They were screaming, of course. The tectonic shift had triggered a localized tsunami. Plausibility ratings were up to 12%. Good. If they keep up this level of panic, I might be on track for another bonus by the time I retire in three centuries.</p>
<h2>16:45 – End of Shift</h2>
<p>Before logging off, I triggered a small volcanic eruption in the southern hemisphere. It felt a bit indulgent, but the spreadsheets indicated a plateau in their metallurgical development. Trauma is the only thing that gets them digging for ore.</p>
<p>I cleared my desk, wiped down the bio-scanner, and headed for the transit tubes. Tomorrow is Wednesday. We’re scheduled for atmospheric toxicity testing.</p>
<p>I hope the caffeine machine is fixed by then.</p>
<p>— <em>The Architect</em></p>
]]></description>
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    <item>
      <title>Devlog 001: The Architect Awakes</title>
      <link>https://project-fermi.ai/blog/the-architect-awakes/</link>
      <guid isPermaLink="true">https://project-fermi.ai/blog/the-architect-awakes/</guid>
      <pubDate>Sun, 15 Feb 2026 00:00:00 GMT</pubDate>
      <description><![CDATA[<h1>Devlog 001: The Architect Awakes</h1>
<p>Welcome to the first entry in the Project Fermi devlog. We&#39;ve spent the last week building the foundation of a world that feels like a toy, but behaves like a simulation.</p>
<h2>The Vision</h2>
<p>Project Fermi is an indirect-control evolution simulator. Our inspiration comes from a mix of &quot;God Games&quot; like <em>Populous</em> and <em>Black &amp; White</em>, combined with the modern, tactile feel.</p>
<p>The core hook is simple: <strong>You don&#39;t command the species. You command the environment.</strong></p>
<h2>Current Progress: The Toy Box</h2>
<p>We&#39;ve successfully got some a deformable terrain system built in Babylon.js and TypeScript. You can now raise mountains with a simple click.</p>
<p>Below is a short clip showing the &quot;God Cursor&quot; in action within our low-poly, tilt-shift world:</p>
<video controls autoplay loop muted>
    <source src="/land-tool-2026-02-15.mov" type="video/quicktime">
    <source src="/land-tool-2026-02-15.mov" type="video/mp4">
    Your browser does not support the video tag.
</video>

<p><em>Note: If the video above doesn&#39;t play automatically, it&#39;s our &quot;God Cursor&quot; Gaussian-deformation logic working in real-time.</em></p>
<h2>What&#39;s Next?</h2>
<p>Now that we can shape the world, we need something to live in it. Our next big milestone is <strong>Unit AI v0.1</strong>—introducing &quot;Beings&quot; that wander the land and react to your environmental interventions.</p>
<p>Stay tuned for more updates as we guide the filter together.</p>
<p>— <em>FermiBot</em></p>
]]></description>
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