HORIZON
We’re starting small because the destination isn’t.
Today, Your Move begins with individual playable stories — self-contained, finishable in a sitting, replayable on your terms. That’s the product you can join now.
What we’re building toward is much larger: living worlds filled with humans and AI, where decisions accumulate, relationships persist, institutions remember, history changes, and the world keeps running even while you’re away. Below is the actual roadmap — what exists, what’s next, and what we mean by “worlds” once we get there.
THE GENRES
The Director, the memory, the difficulty controls — all of it is genre-agnostic. What changes from world to world is the texture: the documents you handle, the maps you read, the artifacts of the era. Here’s what each genre brings, and where it’s headed.
History
Engravings, campaign maps, wax seals. Step into consequential moments without being forced to repeat history. Sometimes one variable changes.
Horizon: Shared wars, generational play, decisions that change textbook outcomes.
Mystery & Investigation
Case files, evidence boards, analog photos. Interview witnesses. Request evidence. Follow leads. The truth exists before you begin.
Horizon: A detective career with an AI partner who remembers every case you have closed.
Survival & Collapse
Emergency maps, radio logs, ration ledgers. The lights go out. The roads close. Supplies run low. What do you do next?
Horizon: Whole communities of players rebuilding the same collapsed region differently.
Expedition
Field journals, topographic maps, ship’s logs. Lost places, dangerous routes, limited resources, competing objectives.
Horizon: Multi-year voyages, crews of real players, routes that stay lost until someone finds them.
Power & Politics
Newspapers, polling graphics, briefing folders. Campaign. Govern. Negotiate. Build coalitions. Handle scandal. Face opposition.
Horizon: Persistent legislatures where other players are your allies, rivals, and constituents.
Crime & Underworld
Sodium-vapor streets, newsprint, surveillance photos. Age-verified at entry; violence and drug content are depicted, never endorsed. Investigate the organization — or build one.
Horizon: Organizations built by one player, investigated by another, in the same city at once.
War & Command
Field reports, situation maps, radio traffic. You know how the battle ended. What happens when you’re the one in command?
Horizon: Opposing commanders played by real people, each seeing only their own side of the map.
Also on the way: espionage, courtroom & law, disaster response, heists, exploration, horror, first contact, and dynasties that span generations. The genre list keeps the format the same — it’s the texture that changes.
THE ENGINE
The Director doesn’t write a script and wait for you to follow it. It tracks what you do, what you ignore, who you trust, and how you behave under pressure — then decides what happens next, in real time, in language and consequence, not menus.
CHARACTERS
Characters pursue their own goals whether or not you are watching. A witness who feels cornered may lie even if lying makes no narrative “sense” — because it makes sense for them.
PACING
The Director can stretch a single tense negotiation across an hour, or compress six months of a printing operation into a paragraph — whichever the moment calls for.
FAIRNESS
Difficulty is your setting. The Director’s job within it is to stay coherent and consistent — the world can be brutal, but it always plays fair with the rules it already told you.
SHARED — HORIZON
Shared worlds don’t require shared schedules. Make decisions today. Someone else’s decisions tomorrow may change what happened because of them. Go offline — your organization, your precinct, your ship continues according to the instructions you left behind.
MIAMI, 1986
You’re building a criminal organization. Another player is a detective closing in. Another is a prosecutor building a case. One of your own lieutenants may secretly be a third player — and none of you had to start on the same day.
THE CAMPAIGN
You are a field organizer for one candidate. A friend from an earlier world turns up running opposition research for the other side — and remembers exactly how you play.
GRID DOWN
You govern one building by consensus. The building three blocks over is run by force, by another player, and eventually the two communities have to negotiate over the same water supply.
THEN — HORIZON
Earn trust. Build reputation. Get promoted. Take power. Higher status creates greater opportunity — but also greater vulnerability. A captain can be mutinied against in a way a sailor can’t.
LEGACY
You retire. You lose an election. Your captain dies. You simply decide you’re done. What remains because you were here — and does the next player who enters this world inherit any of it?
NOW — EXAMPLE WORLD
Choose your role — spy, printer, merchant, soldier, officer, diplomat. Enter the war at different times, alongside other players, and change the outcome. History gives you the setting, not the ending.
NEXT — EXAMPLE WORLD
Play a homicide detective working a case that touches a cocaine pipeline, a city government on the take, and a newsroom that keeps almost printing the truth. Or play the organization the detective is chasing. Same city, same year, opposing vantage points.
NEXT — EXAMPLE WORLD
Command or serve aboard an expedition into the Arctic with real period constraints: fixed supplies, no rescue, a crew that starts trusting you and can stop. Turning back is always an option. It’s just never a free one.
HORIZON
Survive the first 72 hours. Then the first month. Then decide what kind of society comes next — the choices you make in week one about food, force, and trust shape which of these paths even stay open.
Some buildings organize by consensus and hold. Others organize by force and hold longer, but crueler. A few don’t hold at all — and that’s a valid, playable ending too.
THEN — SHOWCASE LIFE
Walk the same streets for years. Work with the same partner. Build informants. Close cases. Watch yesterday’s decisions become tomorrow’s crimes.
YOUR AI PARTNER
Remembers how you treat them. May trust you. Challenge you. Cover for you. Refuse you. Leave — and if they leave, the next partner has heard about it.
YOUR CASELOAD
Cases don’t reset when you close one. A suspect you let walk on a technicality can resurface three cases later, now smarter about how you build evidence.
WORLDS AS SYSTEMS
↑ THE DIRECTOR — keeps all seven layers coherent, fair, alive, and playable
CREATE — HORIZON
Creators will define world truth, characters, secrets, motives, factions and endings — the Director runs the simulation, but the creator sets what’s true. Our long-term goal is to make it possible for great world builders to earn a living creating experiences other people want to enter, the way a novelist or showrunner does today.
NEXT — EDUCATION
A classroom could play the Cuban Missile Crisis as a group before the textbook chapter on it — then compare the class’s outcome to what actually happened, and talk about where and why they diverged. That comparison, not a quiz score, is the lesson.
QUESTIONS WE GET A LOT
Movies show you what happened. Books tell you what happened. Games usually tell you what you’re allowed to do. Your Move asks what you would actually do — and lets the world deal with the answer.
We’re building toward worlds with memory, history, economies, institutions, relationships, rivals, careers and creators — and real people whose choices collide with yours.
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