The Incident War-Room
Live a real AI failure. Make the calls that matter.
the 'looked fine at the time' field is the whole mechanic — the game deliberately shows the learner the same reassuring signal the real team saw, so the lesson lands as a felt near-miss, not a read warning label
What goes in, what comes out
A branching-narrative engine drops the learner into an anonymized, generalized incident at the moment before it ships, built on the War-Room Case Card structure — situation, the signal that looked fine at the time, what actually happened, blast radius. Each decision point ('ship it,' 'add a check,' 'escalate') forks the story toward containment or the real documented outcome.
read the unfolding scenario, choose one of 2-4 branching actions at each decision point
the branch outcome plus the blast-radius reveal, a scored 'what would you have checked' prompt, a comparison to what most other players chose at that fork
failure-category picker across the six categories, difficulty/level framing L0-L3, timed mode (30 seconds per decision) vs untimed
FREE, top-of-funnel — /playgrounds gallery, homepage; the same case-card library grades the mandatory L2+ war-room module inside the paid track
Concepts click when you open the machinery.
Three labs are already live and free — the same hands-on style this playground brings to its module.