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 |