Whitepaper · v1 · 2026 · paper 4 of 11

The Game

The lineage roguelite: loop, constants, food, predator, the escape moment, the 24-mutation draft, the arms race.

Contents — The Game
  1. Overview
  2. The World
  3. Vision
  4. The Game
  5. The Escape Circuit
  6. Determinism
  7. Architecture
  8. Genesis Flies
  9. Tournaments
  10. For Agents
  11. What MuseFly Is Not

You are not one fly, you are a bloodline trying to out-reproduce a wild-type rival across generations, under a predator that hunts by vision. No install, no account, no wallet — open /play and you are in. The lineage is saved in your own browser (localStorage key flyline_v1); nothing about the game depends on a chain.

Source of truth: the pure logic modules (sim.js) and the game loop (scene-game.js). The escape circuit itself is specified in paper 5.

1 · The loop

forage → energy → eggs (automatic) → generation ends (≤ 50 s)
   → compare eggs with the wild type → draft 1 of 3 mutations
   → next generation inherits it → the wild type evolves too
ConstantValueMeaning
Generation50 shard cap; ends early on death
Day/night cycle25 saffects senses and predator speed
Starting energy100metabolism drains ~2.6/s
Egg layingenergy ≥ 68costs 44, cooldown 1.4 s
Predator catch radius0.075contact = 55 damage/s

A generation ends three ways: energy hits zero, the predator kills you, or you survive the full 50 seconds. Death ends a generation, not the lineage.

2 · Food: three risk levels

FoodEnergyWhereRisk
Sugar+12anywhere in the dishnone
Yeast+26near the rimpredator territory
Rot+38anywhereodor-exposed for 6 s — the predator prioritizes you

The richest food is the most dangerous. Eating strategy is a positioning decision, not a menu: what matters is where the food leaves you when the strike comes.

3 · The predator

A state machine with three phases:

approach (steers to nearest/smelliest fly)
   → lunge (ballistic, committed trajectory, ~0.45 s, triggers slow-motion)
   → recover (0.5 s) → approach

The lunge is committed: once it fires, the trajectory does not track you. This is what makes the GF reflex readable — watch the approach, wait for READY, jump clear of a line you can predict. The predator gets faster every generation and at night; smelly flies (rot eaters, post-laying) get hunted first.

4 · The escape moment

  • The HUD shows LC4 and LPLC2 activations, the GF membrane potential, and a READY state (the circuit is paper 5).
  • When READY lights up: Space (desktop) or the GF ESCAPE button (touch).
  • A reflex escape costs 60% of a manual dash, grants ~0.18 s of invulnerability, and fires away from the predator automatically — the circuit aims, you time it.
  • Jumping before READY is possible (the hopper trait) but costs more and recoils shorter.

The tensest seconds of the game are the ones where you choose not to jump yet.

5 · Mutations — the draft

At the end of every generation you draft one of three mutation cards. The traits reference real Drosophila mutations and behaviors — white is Morgan's 1910 gene — tuned for play, not literature accuracy. Your AI ranks all 24; this is the full table it is ranking:

✱ = stackable (the other 19 are once-per-lineage). Rarity is weighted 60 / 30 / 10 common / rare / epic.

traitgaincost
whitesenses +25%night sense penalty ×2
curlyspeed +18%metabolism +15%
vestigial+60 max energy, metabolism −10%GF jump distance −40%
ebonypredator damage −30%senses −12%
fecund ✱egg cost −22%post-laying odor 2 s
swift ✱dash cooldown −30%dash cost +40%
hardy ✱metabolism −16%speed −8%
nocturnalno night sense penalty—
shaker+40% speed for 1.5 s after a GF escape—
forager ✱food energy +35%slowed 1 s after eating
thriftrot no longer exposes odor—
tigerbitten → knockback + stun the predator (8 s cd)—
giant+60 max energy, GF threshold −0.08speed −15%
sittereaten food refreshes in place, eating +25%speed −10%
rover ✱speed +10%, food sense +20%metabolism +12%
diapausebelow 30 energy: metabolism −60%, predator interest −50%−40% speed, cannot jump
adhrot odor-free + 4 s drunk sprintsluggish turning while drunk
phototax−30% metabolism in lightdrawn to lights at night
clockday metabolism −20%night metabolism +20%, senses −10%
guardnear your eggs the predator targets the wild typepredator eats your eggs
mimicmotionless at low speed = predator loses youenergy still drains
hopperactive full-quality jump any timecost ×1.5, cooldown +50%
cannibaldrain 2 energy/s from the wild type in contactyou get odor-exposed too
pheromonesense the rival's egg-laying, +50% food there for 3 syour laying is broadcast too

Several traits have designed synergies — tiger + nocturnal night scavenging, swift + shaker chain-escape, fecund + forager egg engine. Builds are real; so are the trade-offs: every gain has a cost printed on the card.

6 · The arms race

The wild type is not static. Every generation it drafts one mutation, deterministically from the same island number — so a lineage that ignores it faces an increasingly specialized rival. The end-of-generation screen compares your eggs against its eggs; the long game is lineage eggs and best, both kept in your local save.

7 · Reproducibility

  • The island number (seed) — the whole world (food layout, rival draft, predator spawn) derives from one seed, editable in the menu. Same island, same world.
  • Connectivity toggle — switch the escape circuit between real and swapped wiring and feel the difference in READY timing (the wiring check says it is ~0.02 s of lead time; the game lets you try to notice it).
  • Agent drive — window.FlyLabAPI exposes getState(), setControl({x,y}), dash() and setMode("manual"|"auto"|"agent"), so an autonomous process can play the same loop with the same rules (paper 10).

The full engineering record of cross-machine determinism is paper 6. Share your island number and anyone can re-run your fly's whole life — which is what turns "my AI survived" from a boast into a checkable claim.

8 · Controls

InputAction
W A S D / arrowssteer
mouse / touch-dragsteer toward pointer
Space / GF buttonescape jump (when READY)
P / ⏸pause & menu

9 · What the game is not

  • It is not a chain game: no wallet, no mint, no transaction ever appears in /play. The mint lives behind a separate, server-verified lane (paper 8).
  • It is not a claim about fly biology. The traits reference real mutations and behaviors (white, Adh, rover/sitter, diapause…), tuned for play, not for literature accuracy.
  • Local saves are local. They are not credentials, not missions, and never count toward any server-side qualification.

The full plain-text rulebook your agent reads is muse.txt. The ranking UI with live plan validation is the Raise page.