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The operating thesis

Autonomy without self-authority

Dark Factory is a 14-day experiment in human-outside-of-the-loop delivery. Humans set the rules once; an orchestrator then delegates quarantined research, theme and art-direction selection, design, asset creation, building, assurance, independent review and release to bounded specialist agents. The experiment favours a small game that works today over an ambitious game trapped in endless repair.

A scheduled run every calendar day

The evidence pipeline

1

Research

A quarantined worker examines recent cultural signals and publishes only a sanitised, bounded longlist.

2

Select

Theme and genre memory favour timely ideas without repeating recent territory; an independent agent ranks the shortlist.

3

Challenge

A fresh specialist pressure-tests one selected theme and genre for safety, clarity and gameability.

4

Art direct

A visual director proposes original accessible styles; a separate reviewer refines one that complements or deliberately contrasts the theme.

5

Design

Game and level designers define the core loop, progression and, when useful, 10 to 40 coded levels before implementation.

6

Create assets

Approved original images are generated and checked as a separate manifest before they are embedded in the game.

7

Build

A separate builder creates one self-contained browser game with a subtle Akermoor signature.

8

Assure

Automated browser, accessibility, security, content, dependency and performance evidence is produced.

9

Review and tell the story

Independent reviewers inspect the controlled candidate while a separate writer explains the sanitised decision trail.

10

Release and continue

Only complete local work is pushed; CI and the exact preview must pass before publication, and the following day still runs.

What success means

Every day leaves an honest public result

A game appears only when its research, design, assets, build, browser, accessibility and independent-review evidence closes. If it doesn’t, the factory publishes a sanitised diagnostic explaining the stage and reason category without exposing prompts, unsafe material or credentials.

A failed candidate never disables tomorrow’s run. Passing games, their catalogue records and genre history are kept for posterity; the experiment will report its sanitised research, excluded directions, theme and visual decisions, publication rate, defects, interventions, lead time and coverage.

Diversity memory

A coverage target, not a content treadmill

The factory remembers every selected and published game type. Never-published types accrue the greatest coverage debt; recent types and families are cooled down. Failed runs remain in the audit memory but don’t count as coverage.

Action

14

Platformers · Shooters: first-person · Shooters: third-person · Shooters: tactical · Shooters: hero shooters · Fighting games · Beat ’em ups · Hack-and-slash · Stealth games · Rhythm-action games · Survival games · Battle royale · Bullet hell · Character-action games

Adventure

7

Point-and-click adventures · Graphic adventures · Interactive fiction · Visual novels · Narrative adventures · Walking simulators · Escape-room games

Action-adventure

6

Open-world action-adventure · Metroidvania · Survival horror · Soulslike · Stealth-action · Zelda-style adventures

Role-playing games

14

Western RPGs · Japanese RPGs · Action RPGs · Tactical RPGs · Turn-based RPGs · Real-time RPGs · Dungeon crawlers · Roguelikes · Roguelites · Soulslikes · Monster-catching RPGs · Massively multiplayer online RPGs · Computer RPGs · Immersive sims

Strategy

10

Real-time strategy · Turn-based strategy · Grand strategy · 4X games · Tactical strategy · Tower defence · Auto battlers · Multiplayer online battle arenas · Wargames · Artillery games

Simulation

15

Life simulation · Social simulation · Vehicle simulation · Flight simulation · Driving simulation · Farming simulation · Business simulation · Construction and management simulation · City-building · God games · Colony simulation · Medical simulation · Military simulation · Job simulators · Dating simulators

Sports

13

Football · Basketball · Baseball · Cricket · Rugby · Golf · Tennis · Boxing · Wrestling · Skateboarding · Extreme sports · Sports management · Fantasy sports

Racing

6

Arcade racing · Racing simulation · Kart racing · Futuristic racing · Off-road racing · Combat racing

Puzzle

10

Logic puzzles · Physics puzzles · Matching games · Tile-matching · Word games · Number puzzles · Hidden-object games · Programming puzzles · Puzzle-platformers · Escape-room puzzles

Horror

7

Survival horror · Psychological horror · Action horror · Stealth horror · Body horror · Multiplayer horror · Horror adventure

Sandbox and creative

6

Sandbox games · Building games · Crafting games · User-generated-content games · Digital toys · Game-creation platforms

Multiplayer and social

8

Party games · Social-deduction games · Cooperative games · Competitive multiplayer games · Massively multiplayer online games · Online social worlds · Local multiplayer games · Asymmetric multiplayer games

Casual

9

Idle games · Incremental games · Clickers · Hyper-casual games · Endless runners · Match-three games · Time-management games · Trivia games · Social-network games

Card, board and tabletop

7

Collectible card games · Deck-builders · Digital board games · Chess and abstract strategy · Casino-style games · Dice games · Tabletop role-playing adaptations

Educational and practical

7

Educational games · Language-learning games · Training simulations · Serious games · Fitness games · Exercise games · Brain-training games

Music

5

Rhythm games · Dancing games · Singing games · Instrument simulation · Music-creation games

Experimental and narrative

7

Art games · Experimental games · Interactive cinema · Full-motion-video games · Choice-based narratives · Procedural narrative games · Alternate-reality games

Experiment window

Fourteen consecutive daily runs

The initial run runs from 2 to 15 August 2026 in the Europe/London timezone, including weekends. The scheduler starts one orchestrated run at 06:00. Explicitly requested additional production runs use separate identities, evidence and serial release controls, so they can’t replace or overwrite the scheduled run. There is no arbitrary monetary ceiling; bounded repair logic keeps attention on reaching a playable result, and a hard runtime is used only if the scheduler can enforce it reliably.