This is 1.2.many, a prototype Confluence simulation game. Please view on a desktop with mouse and keyboard, not a tablet or phone. Scroll down for instructions.

How to play 1.2.many

The circles are interactors. They might be anything: viruses, animals, people, groups, communities, corporations, countries, space-faring civilizations. The squares are patches of resources: berry bushes, fishing spots, forests, arable land, ore/mineral/oil deposits, customers, markets, asteroid belts. There are always five kinds of resources. The lines are barriers. They get in the way of movement. Dashed barriers are easier to climb over. When an interactor gathers 100 resources of each type, it creates a clone. Interactors can also die of starvation or old age. In this way the population changes over time. You are the interactor with the thick border. Look around and find yourself.

To watch the simulation run:

To interact with the simulation:

When you're ready to play a game with the simulation:

When you're ready for more depth:

Tips and tricks

Questions about 1.2.many

What is the point of this game? It's about the intermingling and interacting of complexity (emergent patterns) and complication (intentional plans), as described in my book Confluence.

How is this about that? In the game, you are an organizer, because you have intention (a goal), awareness (a global view), and access (things you can do, like move barriers around). But you are also an interactor, so when the simulation is running, you can only see and move and act on a local scale. That's what Confluence is about: making sense of complex patterns you can see and influence but not interrupt or control.

Why would I want to play this game? Because you want to explore the concepts described in Confluence.

Why would I want to explore those concepts? Because it's useful. We all need to make sense of a world in which our intentional plans are thwarted by emergent patterns we can't control. And because it's fascinating. Emergent patterns are fun to think about, and thinking about the ways in which they intermingle and interact with intentional plans is even more fun.

Why did you write this game? Where did you get the idea for it? I explain my motivations and inspirations in this blog post.

Where did the name "1.2.many" come from? From four places:

Why is there no predation or coercion? Why can I give but not take? I have not yet implemented predation for two reasons:

  1. There are many possible responses to predation. There's the whole fight-flight-freeze-fawn complex, to begin with, plus bluffing, mimicry, masting, squirting jets of ink into the water, and many other deceptive and distractive strategies. Plus there's the whole array of not-quite-predation mixes. It's all fascinating, and I'd love to explore all of it. But it's too much for this small effort, at least right now.
  2. The more layers you add to a simulation, the harder it gets to make sense of the patterns you are seeing. So I have to think not just "What would be cool to add?" but "How can I create patterns that players can see and understand?" That's a more difficult question.

What do you hope people do with this game? I have no idea. I'm just throwing it out into the world to see what will happen.

What would you like to do next? I have two other games I would like to write, both on the same topic but with different dynamics among interactors. Let's see if and when I can find the time to build them. Encouragement would help! If you like this game, let me know.

What permissions do you give for the use of this game? This is not an open-source project. This game (its source code and everything I have written about it) is Copyright © Cynthia F. Kurtz 2026. You can play the game for free on this web page (as long as it is available), but you cannot copy or redistribute it. At this moment I can make no promises as to when and whether this web page will be available, or when and whether I will fix any bugs. It's a prototype, a concept demonstrator (to myself as much as to anyone else). I'd like to make something more out of it someday, but we'll see.

Do you want feedback and bug reports on the game? Oh yes. Please send emails to cfkurtz@cfkurtz.com.