Games & Simulations
Active development

2089

A minimalist survival game where one repaired drone expands a sealed shelter into surface exploration, radio contact, and a fragile remote society.

Category
Games & Simulations
Platform
iPhone + iPad · iOS 17+
Status
Active development

How do you prove a human is present when every action is remote?

Progressive shelter actions, deterministic missions, local resources, distant cooperation, and machine conflict turn remote survival into a question about presence.

User value

Build a shelter network through one repaired drone.

Restore power, explore the surface, help distant shelters, and make consequential choices in a deterministic offline game.

01

Start with one clear action

Restore a powerless shelter, inspect storage, repair the drone, and unlock new systems as capability returns.

02

Play in focused sessions

Use concise status screens and direct choices without accounts, live services, fast reactions, or constant connectivity.

03

See decisions accumulate

Resource use, aid, trust, defense, and final choices advance through explicit rules and locally saved state.

Current 2089 shelter screen showing a sealed hatch, inactive power system, empty activity log, and one restore power action.View full size
Current openingThe current SwiftUI build begins with one available action: restore power. Captured from the implemented iPhone interface.

Features

A survival story built from explicit choices.

The current build implements the path from the sealed shelter through both ending branches.

  1. 01

    Progressive shelter restoration

    Bring power, storage, maintenance, and the first drone online through a small sequence of state-backed actions.

  2. 02

    Surface missions

    Spend battery, accept hazards and wear, recover resources, and discover locations or signals through the drone.

  3. 03

    Radio-linked society

    Answer distant shelters, deliver aid, build trust, and form a limited alliance without controlling their people or machines.

  4. 04

    Deterministic conflict

    Choose combat orders, defend the shelter network, investigate disputed evidence, and prepare a final operation.

  5. 05

    Two implemented conclusions

    Reach a final test of physical presence and choose between an irreversible ending or a continuing conflict loop.

  6. 06

    Local resilient saves

    Store progress in versioned JSON with atomic writes, a local backup, and recovery when the primary save cannot load.

How it works

Restore, reach, connect, decide.

Each stage grows from the capability and information recovered in the previous one.

  1. 01

    Restore the shelter

    Bring power online, inspect storage, and recover the damaged machine that can act outside.

  2. 02

    Repair and charge

    Prepare the drone, manage its battery and integrity, and unlock the first surface destination.

  3. 03

    Explore remotely

    Choose missions that trade battery and risk for materials, knowledge, and contact.

  4. 04

    Build trust by action

    Respond to signals, deliver aid, and connect shelters that remain physically separate.

  5. 05

    Defend the network

    Coordinate limited support, handle attacks, and investigate evidence of machine control.

  6. 06

    Face the final demand

    Reach a decision that remote action cannot complete on the player's behalf.

Product concept

Distance creates safety and doubt.

The same machines that extend human reach also make the person behind every action harder to verify.

01

Mechanics carry the premise

Drones are the player's hands, radio is the basis of society, and the late conflict grows from those same forms of mediation.

02

Connection stays incomplete

Aid and coordination can establish trust, but remote evidence cannot provide physical certainty about who remains.

03

Mystery does not require opaque rules

Uncertainty comes from limited information and disputed motives while the underlying game transitions remain deterministic.

Architecture

Deterministic rules behind a sparse native interface.

SwiftUI presents available choices while a separate pure Swift core validates and reduces every accepted action into authoritative state.

  1. 01SwiftUI presents current state
  2. 02Player chooses an available action
  3. 03GameSession dispatches typed intent
  4. 04GameCore validates availability
  5. 05Reducer produces state and effects
  6. 06Local persistence writes the save

GameCore owns the truth

Resources, progression, missions, combat, trust, threats, and endings remain independent from SwiftUI presentation code.

Runs can be reproduced

The same initial state, seed, and action sequence are intended to produce the same transitions and state fingerprints.

Analysis stays outside the app

PlayabilityLab reuses production rules for personas, search, replays, balance checks, and screen contracts without linking into the shipping target.

Core play stays local

The implemented runtime has no backend, account, multiplayer, analytics, advertising, or generative-model dependency.

Technology

A native, local, deterministic game stack.

Application

  • Swift
  • SwiftUI
  • Foundation
  • iPhone and iPad
  • iOS and iPadOS 17+

Game rules

  • Pure Swift GameCore
  • Typed actions
  • Deterministic reducer
  • Seeded state transitions

Persistence

  • Versioned local JSON
  • Atomic primary save
  • Local backup recovery
  • No cloud dependency

Validation

  • XCTest
  • Deterministic replays
  • Bounded search
  • Simulated personas
  • Presentation oracles

Runtime boundary

  • Offline-first
  • No account
  • No backend
  • No analytics or ads
  • No generative AI

Development

The full arc exists. Playability is still under review.

A native build reaches both ending branches, but one reproducible nonterminal deadlock remains open. Real-interface coverage, manual playtesting, device and accessibility validation, visual approval, and release decisions are incomplete.

Stage
Active development
Implemented arc
Opening to both endings
Historic Phase 8 run
617 passing tests
Open playability finding
1 preserved deadlock

Implemented

  • Native SwiftUI application shell for iPhone and iPad with Shelter, Surface, Radio, Combat, Ending, and Credits destinations
  • Progressive restoration, drone maintenance, surface resources and hazards, aid, trust, alliance, conflict, and final-operation systems
  • Two ending branches, including one terminal credits path and one repeatable deterministic conflict loop
  • Typed actions, explicit availability and validation, deterministic reduction, seeded state, and reproducible replays
  • Versioned local JSON saves with atomic writes, local backup, recovery, and compatibility decoding
  • Unit, integration, persistence, determinism, UI, persona, search, balance, replay-corpus, and presentation-contract infrastructure

Release evidence

Resolve or formally review the preserved deadlock, expand real-interface replay beyond the opening, conduct full manual and physical-device playtests, validate accessibility, approve the visual presentation, and complete business-model and App Store decisions.