Private · playable pre-release · Deterministic simulation
FireOne
A submarine tactics game about uncertainty, geometry and commitment, centered on deciding when the available evidence supports action.
- Niche
- Information-constrained tactical simulation
- Core stack
- Rust · Bevy ECS · Ratatui
- Architecture
- Authoritative deterministic simulation
- Target
- Native tactical command-station client
The study
FireOne models submarine combat as decision-making under uncertain perception.
The player listens, classifies uncertain contacts, changes geometry, chooses when to use active sensing, commits a weapon and observes the consequences. Information itself becomes a tactical resource.
System structure
Architecture keeps world state and observed state distinct throughout the simulation.
Players, AI and presentation layers consume observations and approved projections of authoritative world state.
A fixed seed, scenario and command history reproduce the same authoritative simulation for replay, testing and balance work.
The terminal interface and native client are presentation layers over the same authoritative simulation.
The opponent reasons from the same observation model available to the player.
Product and interaction design
Visual design is evaluated by how clearly it preserves and communicates uncertainty.
The native client is conceived as a tactical command station. Sonar, periscope, audio and status surfaces improve perception within the information model established by sensing and contact confidence.
The core loop emphasizes commitment, position, contact confidence and timing. Each action gains meaning from the quality of the evidence available at that moment.
Development approach
Simulation correctness is part of the product contract.
The core stays headless and testable, presentation clients consume explicit projections, and fixed-seed outcomes stay stable across render rates and device behavior. Migrations combine compile verification with scenario replay and behavioral checks.
The current TUI makes the simulation playable today and serves as a reference and diagnostic client for later native presentation work.
Determinism also shapes the creative process. A sonar model, AI behavior, weapon rule or deliberately difficult scenario can be explored with fixed seeds, replayed command histories and different presentation clients. Experiments are judged by how clearly they deepen the decision problem and communicate its consequences.
Private repository · proprietary pre-release