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Demo Lab

Live · Browser game

Timeline Commander

Command a deterministic 30-second battle, rewrite critical orders, and watch the future recalculate across two operations.

React / Three.js / Web Workers / TypeScript

Timeline Commander Operation 01 briefing for Ashen Ridge with objectives and a tactical map.
Preview captured September 16, 2026. Open the demo to interact.

Overview

Timeline Commander turns deterministic simulation into a playable counterfactual command game. Ashen Ridge and Iron Echo give you a bounded set of battlefield orders, limited timeline charges for rewriting history, and a debrief that compares the result instead of scripting a preferred outcome.

Before you try it

A bounded browser showcase, not a commercial game launch: two authored operations, local progress, no account or multiplayer, and intentionally no audio. Tactical text view preserves the playable command flow when 3D graphics are unavailable. The source repository remains private.

What to try

  1. Read the operation briefing

    Start Ashen Ridge and scan the primary objective, optional objectives, timeline-charge budget, forces, tactical map, and 30-second mission clock before deploying.

  2. Rewrite one order

    Run the battle to a command window, change an order, and spend one timeline charge. The deterministic worker recalculates the affected future rather than swapping to a canned result.

  3. Read the debrief, then continue

    Compare mission rank, score, survivors, objectives, timeline efficiency, and your saved best. A completed Ashen Ridge run can continue into the stricter Iron Echo operation, or open Timeline Lab for the underlying rewrite experiment.

How it works

Deterministic worker simulation
The authored battlefield advances at 30 transitions per second for 30 seconds. A worker owns simulation state and produces immutable recordings; the React interface and renderer consume those results rather than deciding combat outcomes.
Time-addressable 3D playback
Three.js renders recorded unit state, effects, historical ghosts, and the selected timeline. Auto quality can step between Balanced and Performance, while a complete Tactical text view keeps the command loop available when WebGL is unavailable.
Bounded campaign progression
Two authored operations share the same deterministic battle system while changing objectives, charge budgets, and scoring. Completion and best scores persist locally; there is no account, multiplayer service, or remote simulation backend.

Need a playable browser prototype or simulation-heavy interface?