Replication Chamber
playablereplication_chamber · math · simulator.reach_state
Concept: Exponential growth
Player does: Set the growth factor so the colony hits the target on day n
Breaks: Exponential growth is fast linear growth
Exponential growth multiplies by a constant factor each step, which eventually outpaces any linear growth no matter how fast.
Inheritance Machine
playableinheritance_machine · math · simulator.reach_state
Concept: Recursive sequences
Player does: Set a₁ and the rule so generation 5 matches
Breaks: Recursive and explicit rules can't describe the same sequence
A recursive rule and an explicit formula can generate exactly the same sequence, just computed differently.
Repeat Experiment
playablerepeat_experiment · math · simulator.sample
Concept: Variability
Player does: Rerun the identical experiment; predict the spread
Breaks: Same setup, same result
Random variation means identical setups can still produce different results from trial to trial.
Prediction Stabilizer
playableprediction_stabilizer · math · simulator.sample
Concept: Law of large numbers
Player does: Choose how many trials until the estimate stays in the band
Breaks: After five heads, tails is due
Independent trials have no memory, so past outcomes don't change future odds; the law of large numbers only stabilizes averages over many trials.
Long-Run Casino
playablelong_run_casino · math · simulator.sample
Concept: Expected value
Player does: Pick the table with the best long-run payoff, then watch 1,000 plays
Breaks: The biggest prize is the best bet
Expected value weighs each payoff by its probability, so a rare huge prize can still be a worse bet than a smaller frequent one.
Population Collector
playablepopulation_collector · math · simulator.sample
Concept: Sampling bias
Player does: Sample only reachable districts; explain why the estimate drifts
Breaks: A bigger biased sample fixes the bias
A biased sampling method stays biased no matter how large the sample gets; only fixing the method removes the bias.
Capture the Parameter
playablecapture_the_parameter · math · simulator.sample
Concept: Confidence intervals
Player does: Throw interval nets; predict how many catch the hidden true value
Breaks: There's a 95% chance this one interval holds the value
A 95% confidence level describes the method's long-run capture rate across many intervals, not the chance for one already-computed interval.
Odds Forge
playableodds_forge · math · simulator.sample
Concept: Probability & counting
Player does: Choose the fork with the best odds of loot
Breaks: Two outcomes means 50/50
Probability depends on how many ways each outcome can occur, not just how many outcomes are listed.
Recoil Movement
playablerecoil_movement · physics · simulator.intervene
Concept: Newton's 3rd law
Player does: Move only by throwing mass the opposite way
Breaks: The bigger object pushes harder
Newton's third law pairs are always equal and opposite in force, regardless of the objects' relative size.
Orbit Slingshot
playableorbit_slingshot · physics · simulator.reach_state
Concept: Gravity & orbits
Player does: Set the launch speed that reaches a stable orbit
Breaks: There's no gravity in space
Orbiting objects are in continuous free fall under gravity; an orbit is a balance of gravity and sideways speed, not an absence of gravity.
Heat Flow Rooms
playableheat_flow_rooms · physics · simulator.predict
Concept: Thermal equilibrium
Player does: Predict final temperatures when rooms share a wall
Breaks: Cold flows into warm objects
Heat flows from the warmer object to the cooler one until both reach thermal equilibrium; cold itself does not flow.
Dynamic Reaction Arena
playabledynamic_reaction_arena · chemistry · simulator.predict
Concept: Dynamic equilibrium
Player does: Watch forward and reverse reactions; predict when counts stop changing
Breaks: At equilibrium the reaction stops
At equilibrium, the forward and reverse reactions still run, just at equal rates, so concentrations stop changing but the reaction never stops.
Energy Barrier
playableenergy_barrier · chemistry · simulator.reach_state
Concept: Activation energy
Player does: Heat until enough molecules clear the barrier
Breaks: Exothermic reactions need no energy to start
Even an exothermic reaction needs activation energy to get started, before it releases net energy overall.
Particle Spread
playableparticle_spread · biology · simulator.predict
Concept: Diffusion
Player does: Predict how particles spread from the crowded chamber
Breaks: Particles move toward empty space on purpose
Particles move randomly and simply spread out net from high to low concentration; they have no destination in mind.
Membrane Balance
playablemembrane_balance · biology · simulator.predict
Concept: Osmosis
Player does: Predict which way water crosses and whether the cell swells or shrinks
Breaks: Salt crosses the membrane instead of water
In osmosis, water crosses the semipermeable membrane toward the higher solute concentration; the solute itself often cannot cross.
ATP Gate
playableatp_gate · biology · simulator.intervene
Concept: Active transport
Player does: Spend ATP to pump ions against the gradient before the budget runs out
Breaks: Transport always goes down the gradient
Active transport uses ATP to move substances against their concentration gradient, unlike passive diffusion.
Dock Blocker
playabledock_blocker · biology · simulator.predict
Concept: Competitive inhibition
Player does: Decoys occupy sites; predict how much more substrate restores the rate
Breaks: Inhibitors destroy enzymes
A competitive inhibitor blocks the active site reversibly; adding more substrate can outcompete it and restore the reaction rate.
Meiosis Shuffle
playablemeiosis_shuffle · biology · simulator.sample
Concept: Meiosis & variation
Player does: Shuffle homolog pairs; predict how many gamete types appear
Breaks: Meiosis makes identical cells
Meiosis shuffles homologous chromosomes to produce genetically varied gametes, not identical cells.
Survival Sim
playablesurvival_sim · biology · simulator.predict
Concept: Natural selection
Player does: Change the environment; predict which trait spreads
Breaks: Individuals evolve because they need to
Natural selection acts on existing variation across a population over generations; individuals themselves do not evolve by need.
Drift Sim
playabledrift_sim · biology · simulator.sample
Concept: Genetic drift
Player does: Run tiny populations and watch alleles vanish by chance
Breaks: Evolution always improves fitness
Genetic drift changes allele frequencies by random chance, especially in small populations, regardless of fitness.
★ Feedback Controller
playablefeedback_controller · biology · simulator.intervene
Concept: Homeostasis
Player does: Release insulin or glucagon to keep glucose in the safe band
Breaks: Hormones switch on and stay on
Hormonal control in homeostasis is a continuous feedback loop, releasing and easing off as the level shifts, not an on/off switch.
Threshold Pulse
playablethreshold_pulse · biology · simulator.intervene
Concept: Action potentials
Player does: Stack inputs until threshold fires an all-or-none spike
Breaks: Stronger stimuli make bigger action potentials
An action potential is all-or-none once it fires; a stronger stimulus raises firing frequency, not the spike's size.
Vaccine Memory
playablevaccine_memory · biology · simulator.predict
Concept: Immunological memory
Player does: Predict how fast the second infection is cleared
Breaks: Vaccines give you the disease
A vaccine trains memory cells to recognize a pathogen without causing the actual disease.
Greenhouse Dial
playablegreenhouse_dial · earth_space · simulator.intervene
Concept: Greenhouse effect
Player does: Adjust emissions to keep temperature in the band
Breaks: The greenhouse effect is the ozone hole
The greenhouse effect traps heat via gases like CO2, which is a separate process from ozone depletion.
Path Prediction
playablepath_prediction · engineering · simulator.sample
Concept: Branch prediction
Player does: Guess each branch; watch the pipeline flush on a miss
Breaks: Mispredictions cost nothing
A branch misprediction forces the pipeline to flush and restart, costing real cycles.
Antibiotic Resistance
playableantibiotic_resistance · health · simulator.predict
Concept: Resistance evolution
Player does: Stop treatment early; predict which bacteria survive
Breaks: People become resistant to antibiotics
Antibiotic resistance evolves in the bacteria population, as the drug-tolerant survivors of an incomplete course multiply.
Population Pyramid
playablepopulation_pyramid · geography · simulator.predict
Concept: Demographic transition
Player does: Predict the pyramid's shape a generation later
Breaks: Population always grows
As birth and death rates fall through the demographic transition, a population's growth can slow, plateau, or shrink.
Living Marketplace
playableliving_marketplace · economics · simulator.predict
Concept: Supply & demand
Player does: Shift supply or demand; predict the new price and quantity
Breaks: Higher prices increase demand
Higher prices reduce quantity demanded along the demand curve; only a shift of the whole curve changes demand itself.
Hidden Spillover
playablehidden_spillover · economics · simulator.predict
Concept: Externalities
Player does: Your factory's costs land on neighbors; predict the true social cost
Breaks: The market price captures every cost
An externality falls on people outside the transaction, so the market price can miss part of the true social cost.
Money Multiplier
playablemoney_multiplier · economics · simulator.reach_state
Concept: Money creation (textbook model)
Player does: Set the reserve ratio so deposits expand to the target
Breaks: Banks keep every deposit in the vault
Banks lend out most of a deposit and keep only a fraction in reserve, which is what expands the money supply.
Diversification Simulator
playablediversification_sim · finance · simulator.sample
Concept: Risk & diversification
Player does: Build portfolios; watch thousands of market years
Breaks: Diversifying lowers returns without lowering risk
Diversification spreads risk across uncorrelated assets, which can lower volatility without a matching loss in expected return.
Reinforcement Schedule
playablereinforcement_schedule · psychology · simulator.predict
Concept: Reinforcement schedules
Player does: Predict response persistence under fixed vs variable schedules
Breaks: Rewarding every time builds the most persistent habit
Variable schedules of reinforcement produce more persistent behavior than rewarding every single response.
Marketing Funnel
playablemarketing_funnel · business · simulator.reach_state
Concept: Conversion funnel
Player does: Tune conversion at each stage to hit the sales target
Breaks: More traffic always fixes low sales
Sales depend on the conversion rate at every funnel stage, so more traffic cannot fix a leak further down the funnel.