Managed Boredom RPG is a minimal, deterministic CLI game designed to demonstrate authorization and ownership via CUT ERC-1155 tokens.
The game itself is intentionally simple, repetitive, and restrictive. The experience is not about winning fast. It is about understanding the system you are inside.
This repository contains game logic only. Authorization is handled externally through CUT. CUT protocol repository:
https://github.com/pablo-chacon/cut-protocol
Managed Boredom is a dystopia without spectacle.
There are no flying cars. No neon skylines. No heroic resistance arcs.
Life functions. Everything works. Nothing improves.
The mathematics is calculated by real statistics official statistics from:
The system architecture let participants have:
- Enough energy to continue
- Enough money to survive
- Existing options
- Low availability of choice
When the system fails, responsibility is abstracted. The system works.
When the individual fails, responsibility is enforced. Enforcement is caring.
The goal of the game is simple:
Exit.
To exit, the player must:
- Accumulate sufficient funds
- Obtain required documents
- Maintain enough energy to complete the process
Most paths appear viable. Few paths are effective.
In terminal run:
npm run build
npm start
In your browser surf to URL: http://localhost:3000
The game advances in monthly steps.
Each month the player chooses one action:
- work
- unemployment
- illegal_work
- visit_doctor
- rest
Each action affects:
- cash
- energy
- time
- future probabilities
The system reacts deterministically based on:
- current state
- configuration
- seeded randomness
There is no save or load functionality.
Every session is finite.
All players begin employed.
Immediately after the game starts:
- Employment is terminated due to reconstruction
- A final salary is paid after tax
- The player enters unemployment
Unemployment can be managed in multiple ways:
- Agency participation
- Independent job searching
- Non participation
Each path has:
- Different energy costs
- Different income effects
- Different job probabilities over time
Participation is encouraged. Non participation is corrected.
When frustration increases, the system offers support.
Support takes the form of:
- Appointments
- Prescriptions
- Follow-ups
Healthcare interactions:
- Cost money
- Consume time
- Do not meaningfully improve progress toward exit
They are not presented as punishment. They are presented as help.
Some activities provide income without taxation.
These activities:
- Consume significant energy
- Do not qualify as progress toward exit
- Carry risk
The system monitors outcomes quietly.
All randomness in the game is:
- Seeded
- Reproducible
- Deterministic
Given the same seed and choices, outcomes are identical.
This ensures:
- Testability
- Fairness
- Predictability for developers
Managed Boredom RPG does not implement authorization itself.
Access is gated externally via:
- CUT ERC-1155 ownership
- Platform-level authentication
- JSON-RPC based ownership checks
The game will not start without a valid authorization token.
This demonstrates that CUT can be used for:
- Game access
- Software entitlement
- Medium-agnostic ownership verification
CUT does not attempt to prevent copying. Authorization is about access, not DRM.
- A reference implementation
- A deterministic game loop
- A proof of authorization flow
- A minimal, auditable codebase
- A platform
- A marketplace
- A service
- A DRM system
- A content distribution solution
This project is intended for:
- Developers evaluating CUT
- Platform builders
- Engineers interested in authorization patterns
- Anyone curious about deterministic game loops
See LICENSE.
Managed Boredom is not a metaphor.
It is a system.