Supply chains fail
quietly.
A pressure-propagation strategy game built from real industrial dynamics. Keep the network alive. Every action counts.
One bad supplier. Five dominoes.
It's been broken for weeks. You just found out.
The worst thing you can do right now is act.
They both need it. You can't give both.
They heal each other. Until they don't.
Pressure compounds. Every tick, faster.
Every tick, stressed nodes transmit pressure along edges. One fragile upstream supplier can cascade through your entire network before you realize it's started.
Fragile nodes collapse fast. Resilient nodes absorb and recover. Oscillatory nodes spike unpredictably. Saturated nodes burst. Each archetype requires a different response.
Reinforce, buffer, decouple, investigate — you get a handful each game. Spend them on symptoms and you'll lose to the root cause. Spend them right and the system holds.
Most people encounter supply chains only when they fail — a part doesn't arrive, a product vanishes from shelves, a factory goes dark for reasons nobody explains well. The complexity that underlies these events is real and poorly understood, even by many of the people managing them.
This game is a model of that complexity. Not a perfect one — no model is. But it captures something true: pressure propagates, archetypes behave differently under stress, and the right intervention at the wrong moment makes things worse. These patterns come from studying actual industrial failures. The scenarios are constructed. The dynamics are borrowed from real systems.
The goal isn't just entertainment. Every time someone plays, they're building intuition about where networks break and what actually holds them together. That intuition has real value — whether you're a COO deciding where to buffer inventory, an analyst trying to understand why a manufacturer missed guidance, or just someone trying to make sense of why the thing you ordered took three months to arrive.
Collectively, the more people play, the more we learn about how humans reason under pressure — which interventions feel right, which ones people reach for first, and where intuition consistently fails. That data is interesting. The game is the vehicle.
First to die. Always your first priority.
Spikes unpredictably. Watch the trend.
Passes pressure through. It's a pipe, not a problem.
Self-recovers. Don't waste actions here.
Will burst. The wave hits downstream.
Amplifies ×1.8. Stop the input.
Natural valve. Keep it alive.
Hidden until it's too late. Investigate.
What would make this more useful? New scenarios, mechanics, educational features — anything. Good ideas get built.
// no ideas yet — be the first