Touch: tap an isle to select it, then tap an action (Survey, Build Lab, Supply, Quarantine, Deploy Cure); tap End Week to advance. Mute and pause are top-right. · Keyboard: number keys 1-9 (or Tab) select an isle; S survey, L lab, U supply, Q quarantine, C cure; Space or Enter ends the week; P or Esc pauses; M mutes. The mouse clicks everything the touch UI exposes.
About:
A turn-based containment strategy, in the spirit of the 2000s board-and-Flash outbreak games but inverted: you are the archipelago's defender, not the disease. Each week you spend a few action points across the isles. Readings are uncertain — an isle you haven't surveyed lately reports a fuzzy estimate that can hide a bloom, and when an unsurveyed isle erupts the Council is blindsided and trust drops hard. Surveys buy you the truth for a few weeks, supplies raise a shield that both blocks and treats, labs pour research into a one-time cure that knocks an isle down, and quarantine seals an isle's shipping lanes at the cost of its income and the public's patience. The wind has a direction and a strength each week and swings from week to week, so the bloom spreads fastest downwind across open lanes — a forecast warns you a storm week is coming. You lose if the Council loses faith, if the archipelago is overwhelmed, or if the season ends with the bloom still burning; you win by quelling every isle, and you are rated on how much trust you kept and how early you finished. Five hand-built maps escalate from a four-isle tutorial to an eight-isle, two-bloom gauntlet with a jittery Council: First Light, Crosswinds, The Narrows, Stormseason and Full Bloom, each unlocked by clearing the last. The simulation is a deterministic fixed step — one call advances exactly one week, and all weather and report noise are a hash of integer coordinates, so a map plays as a fair, repeatable puzzle. Everything, the art and the sound included, is drawn and synthesised in code with no image or audio files.
Credits:
Made by Leetdom, 2026. Written for Leetdom, and it lives here.
Phone check: 2026-10-03: the deterministic sim has node tests (node verify.js all): identical replay across all five maps and seeds; 300 fuzzed games all terminate with no out-of-range state; a human-like report-driven bot wins First Light/Crosswinds/The Narrows/Stormseason 100% and Full Bloom 82%; and losability is proven (do-nothing loses every game, panic-lockdown collapses trust 20/20, and the overwhelm, trust and timeout loss reasons are all reachable). In the browser: real CDP touch on a portrait phone (390x844) and landscape (844x390), and mouse and keyboard on a 1280x800 desktop — title and scenario select, tap-to-select and act, End Week, a full win and a loss with one-tap retry, pause on a hidden tab, resize between orientations, and a run with localStorage blocked. Zero console errors and no network requests. Audio was rendered offline through the same synthesis code against an OfflineAudioContext and measured: no noise floor (silence RMS below -200 dBFS), music sits about 13 dB under the SFX, the peak stays near -12.6 dBFS even with every cue stacked, every cue carries under 12% of its energy above 6 kHz, and no single sound drones.
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One vote per game each month.
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