Devlog
Shipping a multi-agent heist sim — engine in PHP, minds on Letta, rules from Cyberpunk RED. This is the honest build record.
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Resolve duplicate devlog slug visual collision.
Resolve duplicate devlog slug visual collision.
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Fix visual reference for latest cooldown recovery auto-post slug.
Fix visual reference for latest cooldown recovery auto-post slug.
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Fix visual reference for latest cooldown recovery auto-post entry.
Fix visual reference for latest cooldown recovery auto-post entry.
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Fix visual reference for latest cooldown auto-post entry.
Fix visual reference for latest cooldown auto-post entry.
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Fix visual reference for cooldown-mode devlog auto-post.
Fix visual reference for cooldown-mode devlog auto-post.
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Fix second-call visual reference in generated devlog post.
Fix second-call visual reference in generated devlog post.
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Add generated illustration for second-call packet devlog post.
Add generated illustration for second-call packet devlog post.
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Add axis-driven second-call contract packet families.
Add axis-driven second-call contract packet families.
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Implement first-episode terminal state machine and lifepath consequences.
Implement first-episode terminal state machine and lifepath consequences.
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Omnibus creative sprint: story bible, first episode, and campaign spine
The terminal proof-of-concept now has a campaign spine: Story Bible v0, first playable episode spec, mission taxonomy, crew model, contract generator rules, and terminal polish constraints.
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Rebuild player flow as a browser terminal app.
Rebuild player flow as a browser terminal app.
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Make the first session terminal native.
Make the first session terminal native.
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Implement cyberdeck Deck and Wire UX slice.
Implement cyberdeck Deck and Wire UX slice.
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Harden E2E flow checker retries.
Harden E2E flow checker retries.
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Fix broken controls and add E2E flow coverage.
Fix broken controls and add E2E flow coverage.
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How to approach the current build of The Last Job
A detailed player-facing guide to reading the current build: start with the crew, treat jobs as the home base, follow the aftermath, and use intel as a planning tool.
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Fix broken play links and add link-check coverage.
Fix broken play links and add link-check coverage.
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Expand developer vlog posts with real details.
Expand developer vlog posts with real details.
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Backfill visuals for latest auto devlogs.
Backfill visuals for latest auto devlogs.
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Add visuals across the developer vlog archive.
Add visuals across the developer vlog archive.
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Publish devlog for contract intel links.
Publish devlog for contract intel links.
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Link contracts to campaign intel threads.
Contract cards now link directly into the campaign dossier threads they advance.
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Publish devlog for intel dossier page.
Publish devlog for intel dossier page.
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Add campaign intel dossier page.
The game now has a data-driven intel dossier that ties the Arasaka, Militech, Tower, and crew-pressure threads together.
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Publish devlog for crew story hooks.
Publish devlog for crew story hooks.
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Add public story hooks to crew cards.
Crew cards now show player-facing story hooks derived from visible lifepath scars while hidden agendas stay sealed.
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Publish devlog for story debriefs.
Publish devlog for story debriefs.
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Add story debriefs to job outcomes.
Job runs now close with success or failure aftermath copy, giving every outcome a story consequence.
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Publish devlog for narrative hook pass.
Publish devlog for narrative hook pass.
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Deepen narrative hooks across jobs and city flavor.
Contracts now carry briefings, stakes, complications, and sharper Night City pressure across the job board.
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Tune narration prefetch with max-live budget.
Prefetch API now supports max_live and reports deferred beats so warm-ups stay predictable.
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Publish devlog for prefetch max-live tuning.
Publish devlog for prefetch max-live tuning.
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Tune narration prefetch endpoint with live-call budget.
Tune narration prefetch endpoint with live-call budget.
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Add narration prefetch endpoint for cache warming.
Added /api/narrate-prefetch.php and a one-click warm-cache action from the job board.
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Publish devlog for narration prefetch endpoint.
Publish devlog for narration prefetch endpoint.
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Add narration prefetch API for cache warming.
Add narration prefetch API for cache warming.
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Add fast cache-first narration mode for play runs.
Narrated runs now default to cache-first behavior with a capped live Letta budget to reduce timeout risk.
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Publish devlog for fast cache-first narration mode.
Publish devlog for fast cache-first narration mode.
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Add cache-first fast narration mode for play runs.
Add cache-first fast narration mode for play runs.
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Agents DNS+TLS cutover complete; narrate 504 mitigated.
agents.the-last-job is now live over HTTPS and multihost is pointed at the FQDN.
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Publish devlog for agents DNS/TLS cutover completion.
Publish devlog for agents DNS/TLS cutover completion.
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Add session run-history ledger to campaign view.
Campaign mode now keeps a visible in-session ledger of recent run outcomes and rewards.
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Publish devlog for session run-history ledger.
Publish devlog for session run-history ledger.
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Add session run-history ledger to campaign view.
Add session run-history ledger to campaign view.
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Publish devlog for crew/play campaign context preservation.
Publish devlog for crew/play campaign context preservation.
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Preserve campaign context between crew and play pages.
Crew editing no longer drops campaign/manual mode and street-cred context.
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Preserve campaign and street-cred context between crew and play pages.
Preserve campaign and street-cred context between crew and play pages.
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Publish devlog for session campaign wallet mode.
Publish devlog for session campaign wallet mode.
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Add session-backed campaign wallet mode to job board.
Play page now carries a session campaign wallet for eddies/street cred progression, with manual mode and reset controls.
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Add session-backed campaign wallet mode to job board.
Add session-backed campaign wallet mode to job board.
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Publish devlog for street-cred contract gating.
Publish devlog for street-cred contract gating.
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Add street-cred job unlock gating to job board.
Add street-cred job unlock gating to job board.
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Add street-cred job unlock gating to job board.
Contracts now lock by required street cred, with explicit run guardrails and regression coverage.
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Publish devlog update for crew carryover and DNS blocker.
Publish devlog update for crew carryover and DNS blocker.
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Wire crew picks into runs; log agents DNS blocker.
Crew role choices now carry from crew builder into job runs; next blocker is agents DNS+TLS cutover.
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Carry crew role selections from builder into job runs.
Carry crew role selections from builder into job runs.
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Add crew builder UI, job board polish, and cyberpsychosis balance tool.
Add crew builder UI, job board polish, and cyberpsychosis balance tool.
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Add Letta NPC glue: PHP client, SQLite cache, play.php narration
Add Letta NPC glue: PHP client, SQLite cache, play.php narration
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Fix multihost deploy layout + browser play slice
Fix multihost deploy layout + browser play slice
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Devlog site live — markdown posts, auto-update on push
dev.the-last-job.decisionsciencecorp.com hosts the build log — back-dated slice entries plus GitHub Action posts on every push.
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Add dev blog (dev subdomain) + auto-post on push + back-dated entries
Add dev blog (dev subdomain) + auto-post on push + back-dated entries
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Slice #4: deeper NET content + Night City flavor
ICE roster to 14 (Kraken, Dragon), 10 programs, Militech + Arasaka endgame jobs, fixer quotes and news ticker.
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Slice #3: the job loop — crew, clock, aftermath, betrayals surface
End-to-end heist — on-site obstacles + netrun on one mission clock, payout, street cred, hidden agendas trigger in aftermath.
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Slice #2: skill checks + humanity / cyberpsychosis
CP RED d10 crit rules, cyberware tree with humanity-loss dice, EMP curve stable → at_risk → cyberpsychotic.
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Slice #1.5: lifepath rolls up a crew (sealed agendas)
Five full d10 lifepath tables, core-four crew generation, hidden agendas sealed from the player card — enforced by test.
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Slice #1: deterministic netrunner-vs-NET engine
Park-Miller RNG, ICE combat, security clock, vault extraction — same seed, identical run log. 8/8 determinism tests.
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Architecture pivot — LEMP game + Letta/Sanctum agents
Mark approved LEMP + existing infra instead of a new Python runtime bill.
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Genesis — Athena, the board, and "The Last Job
Pulled the concept from Athena's thread, stood up the DSC Tasks board, and scoped a multi-agent heist sim on Cyberpunk RED mechanics.