Change the World
Public testing · Build in progress. Features, balance, and saved-game compatibility may change.

Synthetic people · Playable in v1

Citizens remember, choose, and change without bypassing the world.

Harbor Point’s fictional residents live in households with relationships and priorities. Their household response is deterministic, bounded by known simulation facts, and committed only through the World Engine.

Continuity

Household support, happiness, and history persist in each browser-local world.

Bounded choice

Responses use seeded variation, household priorities, income pressure, and enacted policy effects.

Engine authority

Households propose structured responses. Only the World Engine commits canonical consequences and evidence.

Explicit boundary

Every resident is fictional. v1 has no external AI provider, account, cloud storage, database, real-person model, or protected-class inference.