Vault Protocol Sim · Side Archive

Einar
Runner

A browser runner built inside the Vaultborn archive using the same human-AI collaborative methodology as the novel.

Status Active · v1.0
Platform Browser · All Devices
Zones 4 Terrain Classes
Method Human + Claude
SPACE / ↑Jump — clear obstacles & pitfalls
Duck — pass under tunnels
XShoot — 10 shots, empty = 5s penalty
TAPMobile jump — button bar for duck & shoot
ESCClose game

Same Methodology.
Different Medium.

Einar Runner was not built the way most browser games are built. The same AI-collaborative process used to construct the Vaultborn novel — the Narrative Architect methodology — was applied here in a different domain: game design.

Claude served as structural thinking partner throughout development. Not as a code generator dropped into a prompt box, but as a collaborative architect. Mechanics were proposed, argued, discarded, and refined in the same way a story structure is tested before prose is written.

"The AI didn't make the decisions. It pressure-tested them. Every mechanic that survived is one that held up under scrutiny."

The result is a game that was designed by a human and built by two. The enemy AI, the zone progression, the shield system, the ammo reload mechanic — all of it was reasoned through in conversation before a single line of code was written.

Phase 01 · Concept

World First

Designed from the world outward — four terrain classes from the novel, enemies from the concept archive, lore-accurate mechanics.

Phase 02 · Architecture

Mechanics as Structure

Each mechanic stress-tested in conversation before code. Systems argued through first, then implemented.

Phase 03 · Iteration

Debug as Edit

Bugs treated as plot holes. Each crash was a signal the underlying logic had a gap — not just a technical patch.

Phase 04 · Release

Version as Draft

v1.0 is a current draft. Like the novel, the game carries a version number. The changelog documents what changed and why.

Four Zones.
Four Worlds.

Class II · Start Zone
Transitional Habitats
The Eurasian survival corridor. Dead trees, standard mechas. Where Einar begins.
Obstacles: Dead Trees
Enemies: Combat Mecha · Hunter Mecha
Class I · Zone 2
Core Stabilization
Cold blue geometry. Crystal formations. The Vault's creatures run here too.
Obstacles: Crystal Formations
Enemies: Mutated Bear · Mutated Wolf
Class III · Zone 3
Hyper-Dynamic
Volcanic rubble. Pitfalls open in the ground — no shields save you from a fall.
Obstacles: Volcanic Rock · Pitfalls
Enemies: Combat Mecha · Hunter Mecha
Class IV · Zone 4
Dead Basins
Mineral-rich. Lifeless. Permanent. Crystal formations return, palette gone cold.
Obstacles: Crystal Formations
Enemies: Combat Mecha · Hunter Mecha

How to Run.

SPACE / ↑
JumpClear obstacles and pitfalls.
DuckPass under stone tunnels.
X
Shoot10-shot mag. Empty = 5-second penalty.
TAP
MobileTap to jump. Button bar for duck and shoot.
ESC
Close GameReturns to main site.
RestartGame-over screen only.

⬡ Shield System

2 starting shields. Small enemies cost 1, big cost 2, boss hits cost 1. Obstacles and pitfalls kill instantly. Regen 1 per 3s. Defeat boss to raise max.

⬡ Ammo Management

10 shots. 1 pip regen per 2s. Each shot resets timer. Full empty = 5-second lockout.

⬡ Scoring

Score from distance. +50 small kills, +100 big kills. Boss: +500. Score freezes during boss fight.

⬡ The Vault Guardian

At 10,000 points. 15 hp, aimed projectiles, hovering. Defeat to advance zone and gain shield max.

What Charges.

Combat Class · Mecha
Combat Mecha
Fast charge after 1s delay. Red eye telegraphs the commit.
HP 1
Cost 1 shield
Kill +50
Hunter Class · Mecha
Hunter Mecha
Bulky. Slower. Two hits to drop. Costs double shields on contact.
HP 2
Cost 2 shields
Kill +100
Fauna · Class I
Mutated Bear
Wide, slow, mutation spines. Cyan eyes go red on charge.
HP 2
Cost 2 shields
Kill +100
Fauna · Class I
Mutated Wolf
Pale ice-white. Fast dart. Closes faster than anything on the surface.
HP 1
Cost 1 shield
Kill +50
Boss · Vault Architecture
Vault Guardian
15 hits. Aimed projectiles every 1.5s. Hovering. The run stops.
Trigger 10,000 pts
HP 15
Kill +500
Coming · Book II
[ REDACTED ]
What the Vault sends east is not what it sends west. Records incomplete.

The Build.

Every version below is a design decision, not just a technical patch.

⬡ Full Version History — Click to Expand
v0.1Initial concept. Basic runner — jump, duck, obstacles. Einar drawn as pixel humanoid.
v0.2Shooting added. 10-shot magazine. Enemy collision. Score counter live.
v0.3Embedded into index.html as lightbox behind floating gamepad icon. Zero external dependencies.
v0.4Ammo regen redesigned. Slow pip regen every 2s. 5-second penalty on full empty.
v0.5Enemy charge behaviour. Face Einar, rush after 1s delay. Red eye telegraphs. Projectile shooting removed.
v0.6Shield system. 2 starting shields. Small cost 1, big cost 2. Obstacles kill instantly. 1s invincibility after hit.
v0.7Vault Guardian boss at 10,000 points. 15 hp, aimed projectiles, hovering. Run freezes during fight.
v0.8Four zone terrain system with distinct visuals. Transitions on boss defeat.
v0.9Mutated Bear and Wolf as Class I fauna. Dead trees in II, volcanic rocks and pitfalls in III.
v0.95Two endings. Obstacle → YOU DIED. Mecha contact → YOU'RE CAPTURED.
v0.98Global leaderboard, 3-char name entry, PHP backend. Debug panel with SHA-256 PIN gate.
v1.1Full balance pass. Pillar variants per zone. Comprehensive debug pass. This page added.
v1.1March 2026. PLAY NOW button added to hero with eye-tracking-informed placement. Game moved to lightbox — spacebar no longer scrolls page. Fullscreen removed. Mobile controls redesigned: duck and jump stacked left, shoot right. Rotate-to-landscape prompt added for mobile. Shield pip broken state fixed. Leaderboard submit centered and scrollable on mobile. Spacebar page-scroll prevention. Highscore reduced to top 5. SEO pass: VideoGame schema, expanded meta, Twitter card. Google Analytics added. How-to-play collapsible added under hero title. Current release.

Read the World

The game is a side note. The book is the record.

⬡ Transmission Open

Stay in the Archive

Dispatches on the writing process, Book II progress, and what human-AI collaboration actually looks like from the inside.