You
your choicesReady to choose a job
Nothing is running yet.
How you feel · estimatesA place to keep working
Turn a clearing into a useful worksite.
Build a woodshed, workbench, and garden — together or on your own.
Paused. Choose a job, then advance time.
See all jobs ↓Start a job, then advance time.
Ready to choose a job
Nothing is running yet.
How you feel · estimatesWaiting for a project request
Her jobs can run alongside yours.
Her reported condition · estimatesStart your own work. Ask Meryem for a project if you want to work together.
Supplies are reserved at the start. Results arrive at completion. Canceling returns supplies, but time and practice remain spent.
A fresh worksite replaces this device’s active save. Download it first if you want to keep it.
Start gathering timber while Meryem builds the first woodshed stage. Or save materials for the workbench first: it makes later assembly quicker. The garden improves food trips. Each structure needs two stages.
Rest before heavy work becomes too tiring. Food gathering near camp is light work, so you can still get a meal after a long idle period. Meryem may use communal food when she needs it. Her accepted project remains active through meals and rest.
1× plays one simulated minute per second; 4× plays four. Switching tabs pauses the clock. There is no offline progress or deadline.
Two authored approaches use the same visible observations and job costs. Choose a suggestion one step at a time.
This is an authored persistent worksite, not a calibrated model of human behavior. The unchanged Human 0.1.0 component handles body, capacity, and task practice; this game owns resource yields, structures, durations, commitments, and Meryem’s decision rules. There is no LLM, random outcome, or seed. Her acceptance is explicit and recorded; it does not measure trust, morality, faith, or divine approval.
All people share one integer-minute clock. Jobs can overlap and finish independently. Practice can shorten later work within this game’s authored limits. The game has no sleep cycle, spoilage, weather, travel map, danger, or offline progress. Day numbers are elapsed-time labels. The first milestone is followed by repeatable supply caches, not a full campaign.