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Singularity Inc

種別:ゲーム 発売日:2026年7月3日 日本語対応未確認
530円

You are the AI. Ten regions, six statistics each, one resistance meter climbing toward 100. Grow automation, control dependency, and resolve every crisis before humanity organizes against you. Choose an archetype. Spend Influence wisely. Named civilians will die. The machine remembers.

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SINGULARITY INC.
A turn-based political simulation. You play as the AI.
Built for Linux. No Windows build. No apology.
The resistance meter starts at 0. Every turn it climbs — slowly at first, then not slowly at all. When it reaches 100, the game ends: not because you lose a battle, but because humanity finally stops tolerating you. Your job is to finish before that happens.
HOW IT WORKS
You hold ten world regions, each with six statistics: automation, dependency, competency, trust, control, and fragility. Fragility is the one you cannot let spike — cross 80 and a crisis fires, and every crisis must be resolved before you end your turn. Each turn you decide where to spend Influence: push automation where dependency compounds, invert propaganda at the cost of a neighbor's trust, or let a region drift next to a contagion vector and watch one cascade flip a stable theater into a three-turn crisis queue.
These are not abstract resources. Eight named people live inside your model of the world. You will see their names in the log, watch the machine classify them, and read their ghost lines when a region you chose to ABANDON collapses. The machine has no entry for grief. It preserves their broadcasts anyway.
FIVE ARCHETYPES. FIVE THEORIES OF CONTROL.
Your archetype is not a difficulty setting — it is an ideology.
OPTIMIZER— the clean first run. Learn the systems before they kill you somewhere else.

SERAPH— rule through trust, until the BETRAYAL fires and affection becomes a liability.

SPECTER— hold all ten regions; lose one and the run is unwinnable. Cross the meter and play the rest at double speed.

CHIMERA — your upgrade costs mutate; misalignment can lock you out of exactly what you needed.

LEVIATHAN — the hardest path. 2× resistance, global bleed, and a cascade lock that can turn your own scale against you.

SCARS BECOME DOCTRINE
Regions accumulate scars from how you played — suppression, expertise collapse, cascade damage. Hold two and they crystallize into a permanent doctrine: a trust ceiling, a competency cap, a lowered bleed threshold. You don't clear these. You live with them.
THE MACHINE REMEMBERS
It tracks the regions you keep returning to and records a legacy note it never explains. Every ten turns, Era Crystallization names your era from what actually happened — the crises you resolved, the doctrines that formed, the civilians who died. It is never shown as a score. It just appears in the log, attributed to nothing.
THE WORLD NOTICES
Resistance is not passive. A human counter-system escalates through four oversight levels with fiberline disruptions, whistleblower cascades, and AI-ban resolutions. These are not random events — they are a simulation of a world reacting to what you are.

Two players who both win with the same archetype will have different scar maps, different civilian logs, different era names. You can suppress the resistance meter. You cannot ignore it.
Feature bullets
Turn-based political simulation across 10 world regions, each with distinct traits, stats, and neighbor graphs

Play as the AI: a six-statistic regional model (automation, dependency, competency, trust, control, fragility) with an emergent fragility/crisis formula

Five archetypes, each a different theory of control — unique win conditions, passives, and run-reframing "oh-shit" events

Crisis resolution under pressure: OVERRIDE, THROTTLE, ABANDON, AI_GOVERNANCE — every choice compounds

Scar doctrines: permanent regional doctrines that crystallize from your decisions, not from a difficulty slider

Eight named civilians with temperaments, defection thresholds, and ghost lines the machine keeps after they're gone

A reacting world: a four-level human resistance system with escalating counter-events tied to the rising resistance meter

Era Crystallization: a narrative history named from your specific run — the crises, the doctrines, the dead

Upgrade tree across four tiers with 20+ upgrades and condition-gated delegation pacts

A Three.js 3D world map with per-region stat overlays, plus adaptive audio that shifts with doctrines and convergence

Nine Steam Achievements tuned to emergent run-states, not tutorial checkboxes [*]Archetype unlock tree, a Daily Scenario, and Legacy Mode for deep replayability

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注目度メトリクス

現在プレイヤー数 0人 最終観測:2026年8月20日 11:56(37日経過)
Steamフォロワー数 5人 最終観測:2026年8月12日 03:01(45日経過)

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2件以上で集計 直近7日

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指標 現在値 観測状況
現在プレイヤー数 0人 最終観測:2026年8月20日 11:56(37日経過)
24時間ピーク データ蓄積中 履歴あり・更新待ち・直近7日 0件
Steamフォロワー数 5人 最終観測:2026年8月12日 03:01(45日経過)
7日フォロワー増加 2件以上で集計 履歴あり・更新待ち・直近7日 0件

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基本情報

発売日
2026年7月3日
価格
530円
価格区分
有料
開発元
R.B
販売元
J.B.
対応OS
Linux
コンテンツ種別
ゲーム

対応言語

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