Skip to content

Sync Game — Roadmap

A living document tracking planned features, deferred ideas, and scaling milestones. Items move from "Planned" to "In Progress" to "Shipped" as they're worked on.


In Progress

Feature Description ADR/Brief Target
Stand/Revise/Delegate Post-discussion multiplayer phase — confirm, change, or delegate your vote ADR-016 Sprint 13
Pattern Divergence Display Show WHY the AI expected something different when it predicts incorrectly Design Brief Q7 Sprint 13
Trigger Taxonomy Expansion Add competitive_pressure, innovation_challenge, authority_threat, relational_proximity Design Brief Q6, ADR-014 Sprint 13
Trust Round Redesign Scenario-specific trust ("Would you trust them on this call?") instead of category-level Design Brief Q5 Sprint 13
Peer Predictions Reframe "How Well the Group Reads Each Other" — lead with readability scores, not binary correct/incorrect Design Brief Q5 Sprint 13

Planned — Near Term

Feature Description ADR/Brief Depends On
Scenario Presupposition Ban Don't assign player personality traits in scenarios — already in prompt, monitor quality Design Brief Q2 Deployed, monitoring
"None of the Above" Mechanic Structured escape hatch when no option fits, with free-text alternative Design Brief Q3 ADR-015 (conviction)
Conviction-Weighted Profile Updates Low-conviction choices downweighted more aggressively, uncertainty markers detected in rationale ADR-015 Sprint 14

Planned — Requires Scale / Data

Feature Description ADR/Brief Prerequisite
Personal Scenarios Personal/relational dilemmas alongside business scenarios to capture the full decision-making identity — business-you vs. personal-you may be different people Design Brief Q1 Design phase — likely a separate scenario track that feeds a parallel profile without contaminating the governance DTA
DTA Reputation Layer Show how others have historically rated a player in similar contexts during the trust/delegation phase Design Brief Q8, Amin suggestion (Mar 23) 10+ multiplayer sessions with 4+ players — need enough aggregate trust/readability data to display meaningfully
Diagnostic Scenario Battery (Fast-Track) Identify highest-discriminating scenarios via item-response theory to onboard new players in 5-10 games instead of 37+ Design Brief Q9 100+ games across multiple players to calibrate which scenarios are most diagnostic
Adaptive Scenario Selection Choose the next scenario based on which choice would maximally differentiate the player's profile Design Brief Q9 Diagnostic battery data
Self-Reporting Bias Detection Consistency checks between solo/multiplayer choices, scenario pairs months apart, implicit behavioral signals Design Brief Q4 Sufficient longitudinal data

Recurring Reviews

Item Cadence Last Reviewed Notes
AI-era realism prompt (principle #11) Annually or when a scenario feels dated 2026-03-31 Review whether software timeline assumptions (6-12 mo) and physical infra exemptions still hold. Update year range in prompt. Triggered by gameplay feedback, not calendar.

Shipped

Feature Date Description
ADR-014: Relational Proximity 2026-03-29 Recognized "knowing the people" as a context trigger that modifies decisions
ADR-015: Decision Conviction 2026-03-29 Low-conviction choices flagged as delegation candidates
ADR-016: Delegation Game Action 2026-03-29 Documented Stand/Revise/Delegate design
AI-Era Scenario Grounding 2026-03-29 No more 3-year infrastructure projects
Personality Presupposition Ban 2026-03-29 Scenarios can't assign you a management style
Self-Predictability Card 2026-03-29 See your own readability on the results screen