cd ~/idle-economy-sim
// DEV LOG · February 13, 2026
Game System Simulator (GSS) v2.0.0
stable-Restructured the text into a clearer, more scannable layout with headings. -Tightened the intro to clearly state what GSS is and isn’t (design-time vs runtime). -Improved bullet points to be more specific and benefit-focused. -Standardized tone and terminology (progression, balance issues, exports). -Simplified “Platform & Requirements” into concise bullets.
+ New Features (11)
- + Deterministic simulations (seeded RNG): same inputs + same seed = identical results.
- + Canonical TickEngine: a single source of truth for preview, batch runs, and analysis.
- + Splitter node: explicit flow splitting (equal/weighted) for clear, controllable routing.
- + Graph Validator + Issues panel: pre-run checks with clickable, actionable diagnostics.
- + Scenario Runner + A/B Compare: saved scenarios and metric comparisons (final deltas, time-to-target, growth).
- + Player Personas (MVP): simulate different player behaviors (e.g., casual/grinder/min-max) and compare outcomes.
- + Parameter Sweep + Sensitivity: sweep parameters, rank impact (tornado/ranking), export results.
- + Visual Graph Diff + Impact Diff: see what changed and what it caused by running the same scenario on both versions.
- + Trace & Replay (MVP): record run traces and scrub a timeline to inspect node behavior over time.
- + Export snapshots + sample projects: regression protection against exporter drift via snapshot diffs.
- + Licensing cleanup (if applicable): removed hardcoded secrets and moved to a cleaner distribution flow.
~ Fixes (4)
- ~ Replaced simulation-side global randomness with seeded RNG (including Monte Carlo per-run seeding).
- ~ Unified simulation logic through TickEngine to reduce semantic drift between modes.
- ~ Multiple UI/quality fixes (toolbar overflow, label overlaps, reduced console warnings, safer typing/casts—per your changelog).
- ~ More reliable export workflow with snapshots + samples.
! Known Issues (6)
- ! Performance on large graphs: very large systems and heavy sweeps can be slow (especially with many runs).
- ! Trace size & replay overhead: low sampling intervals can produce large trace files and slower replay UI.
- ! Sweep guardrails: run counts are intentionally capped to prevent runaway compute.
- ! Tick semantics expectations: if users expect a different tick order (especially around gates), results may be surprising—use the Semantics panel as the source of truth.
- ! Floating-point extremes: very long simulations with huge values may need additional numeric stabilization/formatting
- ! Export drift management: snapshots help, but any core semantic change may require updating sample snapshots.