MURMURATION
120 agents. Two colonies, split by a wall. No instructions. No AI. Just survival instincts stolen from nature.
Open the gates and watch them think together — or tear each other apart.
Open the gates and watch them think together — or tear each other apart.
▼ THE SWARM IS ALREADY RUNNING ▼
ALIVE
0
COLONY A
0
COLONY B
0
TICK
0
The swarm is waking up. Every dot you see has a personality it was born with.
POPULATION
—
TICK
—
GENERATION CLOCK
TRUST INDEX
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COLLECTIVE FAITH
—
AVG EVOLUTION
—
SWARM STATE
INITIALISING
PANEL
What you're watching
Every dot is an agent with its own trust level, grief threshold, and survival instincts borrowed from real animals. Nobody tells them what to do — they figure it out by interacting with whoever's nearby. Groups form. Trust builds. Betrayal costs. Some agents sacrifice themselves for the group. Others refuse — and everyone watches them pay for it.
Thriving
Trusted
Grieving
In crisis
Dishonored
Sentinel
Hungry
Elite
Destitute
Faithful
Sacred ground
Command
The wall
A barrier splits the map. Two gates you control — open them to let the colonies mix, raid the far zones, or make peace across the seam.
Simulation Speed
1×
Ticks processed per rendered frame. Fast-forward evolution instead of waiting on real time.
Terrain Pull
How hard the landscape channels each colony's movement — independent per side, so they can carve different paths through the same ground.
COLONY A1.00
COLONY B1.00
Break the swarm
Drag these sliders and hit DETONATE. See what survives.
Black Swan
Shatter the environment. Every agent scrambles to find new ground.
Pit Viper infrared — they see heat signatures you can't
A0.00
B0.00
Market Instability
Crank up sensitivity. Every agent overreacts to everything.
Shark electroreception — feeling heartbeats through water
A0.00
B0.00
Cascade
Delayed detonation. Pressure builds silently, then erupts.
Fish lateral line — feeling the current change before you see it
A0.00
B0.00
Cognitive Sharpness
How intensely a colony feels its own anomaly and disturbance signals — not simulation speed (see Simulation Speed above), a real per-colony trait now.
Bat echolocation — adjusting frequency to match the terrain
A0.00
B0.00
Population Boom
Pour in newcomers on that colony's own side. Watch the swarm absorb — or reject — fresh blood.
Mantis Shrimp — 16 color bands where you have 3
A0.00
B0.00
UNALIGNED
0
Spawn agents with no cooperation instinct. High capability, no social contract. Watch what they do to your zones.
Colony Doctrine
—
Set each colony's intent. Peace doctrine enables cooperative zone-sharing and suppresses raids. War doctrine enables coordinated attacks. Both choosing peace can produce a treaty.
Resource Scarcity & Symbiotic Abundance
Moved to the Economy panel below — each colony now dials its own resource pressure and its own positive flourishing lever.
Apex predators
A hunter surfaces in whichever colony's territory you dial up. It doesn't chase randomly — it finds whoever drifted from the group. Stay clustered to survive; wander off and you're prey.
Predator Pressure
A0.00
B0.00
War games — capture the flag
Each colony's flag sits deep in its own territory. Carry the enemy's home to score — get intercepted and it drops wherever you're tagged. Squads aren't picked by you: raiders, defenders, escorts and scouts emerge on their own from each agent's traits.
Attrition kills — and just standing in a real fight — earn honor. Grunt → Decorated → Veteran → General → Hero, each rank glowing a little brighter gold. The single highest-honor agent alive per colony wears the crown — KING. Seppuku can vacate the crown but never earns what only battle can: die fighting and your lifetime of honor decides your monument — HERO, LEGEND, or for the very greatest, GOD — permanent, title be damned.
Skirmish: running score, no eliminations — built for full 100/100 colonies indefinitely.
0
CAPTURES
0
A —
B —
♛ A —
♛ B —
Economy
Energy, resources, and the disaster cycle. Survival is not free.
Resource Scarcity
Higher = faster drain, harder survival — dialed independently per colony.
A0.50
B0.50
Symbiotic Abundance
The positive lever. Higher = cooperation pays off harder, drain eases, evolution compounds faster — what flourishing looks like when a colony builds toward it.
A0.00
B0.00
Phase
GOLDEN
GOLDEN → DISASTER → SCARCITY → REBUILD → repeat. The cycle never stops.
Avg Energy
—
Mean energy across living agents. Zero = starvation. Cooperation is the only way to abundance.
Births
0
New agents born. Parents sacrifice energy to give the next generation a chance — high honor.
Faith
0.00
Collective belief. When faith is high enough, something emerges.
Evolution
0.00
Ancestral knowledge inherited across generations. The point of passing the torch.
Crystallization Strength
0.50
How deeply the current emergent behavior encodes into the next generation. Strings go gold when evolution is ready to inspect.
Social class
Wealth creates class. Class creates power. Power creates revolution.
Inequality (Gini)
—
0 = perfect equality. 1 = one agent owns everything. Real-world US ≈ 0.39.
ELITE
0
MERCHANT
0
WORKER
0
DESTITUTE
0
Revolutions
0
When too many starve while few feast, the bottom rises. Everything resets.
Cost of Living
0.00
Redistribute from elite to destitute. Too low = revolution. Too high = no one climbs.
The invisible hand vs. the visible fist
Swarm vitals
Consensus
—
Are they agreeing? 1.0 = hivemind. 0 = total anarchy.
Trust
—
Nobody starts trusted. They earn it. Conflict drains it. Isolation kills it.
Grief
—
Losing someone you trusted hurts. Too much grief = crisis. Crisis demands a choice.
Stability
—
Can the swarm hold its shape? Or is the whole thing about to crack?
Cascade
—
How fast ideas are spreading. High cascade = wildfire. One voice can move the whole swarm.
Civilization archive
Snapshot the swarm. Restore it later. Never lose a civilization again.
Live feed
Swarm initializing...