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You are the AI. Ten regions, six statistics each, one resistance meter climbing toward 100. Grow automation, control dependency, and resolve every crisis before humanity organizes against you. Choose an archetype. Spend Influence wisely. Named civilians will die. The machine remembers.
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Match strength key:80+65+50+<50Singularity Inc
SteamAbout Singularity Inc
SINGULARITY INC.
A turn-based political simulation. You play as the AI.
The resistance meter starts at 0. Every turn it climbs — slowly at first, then not slowly at all. When it reaches 100, the game ends: not because you lose a battle, but because humanity finally stops tolerating you. Your job is to finish before that happens.
HOW IT WORKS
You hold ten world regions, each with six statistics: automation, dependency, competency, trust, control, and fragility. Fragility is the one you cannot let spike — cross 80 and a crisis fires, and every crisis must be resolved before you end your turn. Each turn you decide where to spend Influence: push automation where dependency compounds, invert propaganda at the cost of a neighbor's trust, or let a region drift next to a contagion vector and watch one cascade flip a stable theater into a three-turn crisis queue.
These are not abstract resources. Eight named people live inside your model of the world. You will see their names in the log, watch the machine classify them, and read their ghost lines when a region you chose to ABANDON collapses. The machine has no entry for grief. It preserves their broadcasts anyway.
FIVE ARCHETYPES. FIVE THEORIES OF CONTROL.
Your archetype is not a difficulty setting — it is an ideology.
SCARS BECOME DOCTRINE
Regions accumulate scars from how you played — suppression, expertise collapse, cascade damage. Hold two and they crystallize into a permanent doctrine: a trust ceiling, a competency cap, a lowered bleed threshold. You don't clear these. You live with them.
THE MACHINE REMEMBERS
It tracks the regions you keep returning to and records a legacy note it never explains. Every ten turns, Era Crystallization names your era from what actually happened — the crises you resolved, the doctrines that formed, the civilians who died. It is never shown as a score. It just appears in the log, attributed to nothing.
THE WORLD NOTICES
Resistance is not passive. A human counter-system escalates through four oversight levels with fiberline disruptions, whistleblower cascades, and AI-ban resolutions. These are not random events — they are a simulation of a world reacting to what you are.
Two players who both win with the same archetype will have different scar maps, different civilian logs, different era names. You can suppress the resistance meter. You cannot ignore it.
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