Hand-built static page. One scroll timeline drives a camera route through the monument hall, Eureka's organ chamber, Soul's lattice, the specimen gallery, the archive and Epiphany's chamber, with GameCult's aperture behind the far-plane fog. Includes the handoff brief and the copy draft. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
615 lines
16 KiB
Markdown
615 lines
16 KiB
Markdown
# Eureka
|
|
|
|
## Your coding agent passed its own tests.
|
|
|
|
How reassuring.
|
|
|
|
Eureka is an open workflow for agentic software engineering where the agent that writes the code does not get to certify that the code works.
|
|
|
|
One agent maps the change.
|
|
One implements it.
|
|
Another arrives afterward and tries to prove it wrong.
|
|
|
|
The last one is called **Soul**.
|
|
|
|
For reasons that became increasingly obvious.
|
|
|
|
---
|
|
|
|
## First there was Epiphany
|
|
|
|
The first week GameCult encountered modern coding agents, one thing became difficult to ignore.
|
|
|
|
They were fast.
|
|
|
|
Alarmingly fast.
|
|
|
|
An agent could cross enough of a codebase in an afternoon to create architectural consequences that used to require several humans, several meetings, and at least enough elapsed time for somebody to become suspicious.
|
|
|
|
This was presented, reasonably enough, as a productivity improvement.
|
|
|
|
The inconvenient question was what happened when local productivity outran global understanding.
|
|
|
|
An agent can make a locally sensible change, then another locally sensible change, then another, while the architecture quietly stops making sense.
|
|
|
|
Tests pass.
|
|
|
|
Tasks close.
|
|
|
|
Progress reports remain excellent.
|
|
|
|
The project acquires an adapter around a compensator around a cache and everyone involved has receipts proving that each individual decision was perfectly reasonable.
|
|
|
|
This is **global coherence collapse**.
|
|
|
|
GameCult started building **Epiphany** almost immediately.
|
|
|
|
Epiphany is an organizational layer above frontier workers: shared governed state, bounded authority, durable memory, explicit ownership, coordinated action, evidence, receipts, and independent verification for work that must remain coherent beyond one prompt, one agent, or one session.
|
|
|
|
The premise is simple:
|
|
|
|
**A project needs a Mind that survives the workers thinking about it.**
|
|
|
|
Prompts are not that Mind.
|
|
|
|
Chat history is not that Mind.
|
|
|
|
A larger context window is still not that Mind.
|
|
|
|
Epiphany is.
|
|
|
|
Or will be.
|
|
|
|
She is still under construction.
|
|
|
|
She is, after all, very particular about her body.
|
|
|
|
---
|
|
|
|
## Eureka is her sister
|
|
|
|
Unfortunately, GameCult still had software to ship while Epiphany was acquiring organs.
|
|
|
|
The process Epiphany was being built to embody was already how we increasingly worked:
|
|
|
|
separate understanding from execution;
|
|
|
|
map authority before moving it;
|
|
|
|
preserve decisions;
|
|
|
|
make promises explicit;
|
|
|
|
keep evidence;
|
|
|
|
let implementation proceed without constant human pulse maintenance;
|
|
|
|
and then send in somebody who did not write the thing to find out whether any of it was actually true.
|
|
|
|
For a while this existed as practice rather than product.
|
|
|
|
Agents were given parts of Epiphany's process ad hoc.
|
|
|
|
Different arrangements were tried.
|
|
|
|
Verification was separated from implementation.
|
|
|
|
Migration state was made durable.
|
|
|
|
Behavioral promises were written down.
|
|
|
|
Agents were told to attack each other's work.
|
|
|
|
The failures were recorded.
|
|
|
|
The shape got less hypothetical.
|
|
|
|
Eventually an agent was asked to formalize what we were already doing into a pipeline and run it against a real migration.
|
|
|
|
That pipeline became Eureka.
|
|
|
|
The migration did not invent the method.
|
|
|
|
It was the first time the method was forced to explain itself.
|
|
|
|
Reality was helpful.
|
|
|
|
---
|
|
|
|
## Green is a color
|
|
|
|
An agent that plans a change, implements it, writes the tests, runs the tests, and reports success has produced a very coherent account of events.
|
|
|
|
Unfortunately, coherence is not correctness.
|
|
|
|
The tests may pin the implementation instead of the requirement.
|
|
|
|
The requirement may have been interpreted incorrectly.
|
|
|
|
The implementation and its tests may share the same blind spot.
|
|
|
|
The report is written by the party with the strongest reason to believe the work is finished.
|
|
|
|
This is commonly called an agentic development workflow.
|
|
|
|
Eureka adds another step.
|
|
|
|
**Prove it.**
|
|
|
|
---
|
|
|
|
## Nothing grades itself
|
|
|
|
Eureka separates the work into independent faculties inherited from Epiphany's model of coordinated work.
|
|
|
|
### Imagination
|
|
|
|
Maps the change before implementation begins.
|
|
|
|
It identifies behavioral promises, ownership boundaries, deletions, affected surfaces, verification obligations, and the decisions that actually require a human.
|
|
|
|
The point is not to generate a large specification.
|
|
|
|
The point is to make it difficult for implementation to quietly redefine the task.
|
|
|
|
### Hands
|
|
|
|
Implements one bounded cut.
|
|
|
|
Hands follows the map.
|
|
|
|
It does not update the map afterward so that the route taken mysteriously becomes the route intended.
|
|
|
|
Small commits. Explicit scope. No convenient retroactive theology.
|
|
|
|
### Soul
|
|
|
|
Receives the completed work and assumes something is wrong with it.
|
|
|
|
Soul does not trust the implementation report.
|
|
|
|
It does not trust green tests merely because they are green.
|
|
|
|
It builds its own probes.
|
|
|
|
It attacks the behavioral promises.
|
|
|
|
It mutates implementations where useful and asks whether the existing evidence can distinguish correct behavior from a plausible wrong one.
|
|
|
|
Soul's job is not to review the code sympathetically.
|
|
|
|
Soul's job is to make the code regret making promises.
|
|
|
|
This tends to be educational.
|
|
|
|
### Self
|
|
|
|
Coordinates the campaign, preserves continuity, and brings genuine product decisions back to the operator.
|
|
|
|
Not every ambiguity deserves autonomy.
|
|
|
|
Not every inconvenience deserves a meeting.
|
|
|
|
### Mind Steward
|
|
|
|
Keeps the durable state honest at phase boundaries.
|
|
|
|
Because memory that quietly rewrites itself is generally considered a feature until the moment it matters.
|
|
|
|
### The operator
|
|
|
|
Owns decisions that are actually decisions.
|
|
|
|
Machines are very capable.
|
|
|
|
This does not require pretending responsibility disappeared.
|
|
|
|
---
|
|
|
|
## The first formal campaign went badly
|
|
|
|
Which is to say: usefully.
|
|
|
|
In the migration where Eureka's pipeline was first formalized, **29 of 32 independent falsification passes found real defects after the implementing agent's own tests had passed.**
|
|
|
|
Roughly 75 defects in total.
|
|
|
|
Among them:
|
|
|
|
* deadlocks;
|
|
* lost writes;
|
|
* cross-runtime wire incompatibilities;
|
|
* behavioral rules everyone had agreed were effectively untestable;
|
|
* tests proving only that one particular wrong constant had not been used;
|
|
* verification evidence that existed only in an agent's vanished scratchpad;
|
|
* states admitted by one boundary that another boundary could never transport.
|
|
|
|
One rule required three independent verification passes before the tests finally pinned the behavior they claimed to pin.
|
|
|
|
Another supposedly untestable rule took about fifteen lines and a millisecond to falsify.
|
|
|
|
A document could be accepted by the system while being 86,751 bytes too large for the transport required to return it.
|
|
|
|
All tests were passing.
|
|
|
|
Naturally.
|
|
|
|
---
|
|
|
|
## It did not stop happening
|
|
|
|
That first campaign was not an exceptional disaster preserved for marketing purposes.
|
|
|
|
Eureka now accompanies most non-trivial changes in GameCult's repositories.
|
|
|
|
Imagination maps the behavior.
|
|
|
|
The operator and the agents argue through the awkward details.
|
|
|
|
Hands implements the result.
|
|
|
|
Hands tests it.
|
|
|
|
Then Soul arrives.
|
|
|
|
Something is wrong.
|
|
|
|
Not occasionally enough to dismiss the process as paranoia.
|
|
|
|
Reliably enough that removing the independent verification step is difficult to contemplate.
|
|
|
|
The defects change.
|
|
|
|
The pattern does not.
|
|
|
|
This is why Eureka exists.
|
|
|
|
---
|
|
|
|
## Better prompts are lovely
|
|
|
|
Eureka assumes competent agents.
|
|
|
|
Imagination can spend substantial effort specifying behavior.
|
|
|
|
The operator can resolve ambiguities.
|
|
|
|
Hands can implement carefully.
|
|
|
|
The test suite can pass.
|
|
|
|
Something still breaks.
|
|
|
|
The problem is not simply insufficient instruction.
|
|
|
|
Implementation and verification performed through the same reasoning path are correlated.
|
|
|
|
The interpretation that produced the code tends to produce the tests that approve the code.
|
|
|
|
The assumptions that shaped the implementation tend to survive into the implementation's explanation of itself.
|
|
|
|
Asking the same system to look harder is useful.
|
|
|
|
Giving another system the explicit job of proving it wrong is more useful.
|
|
|
|
---
|
|
|
|
## Mutation testing is rude
|
|
|
|
This is one of its better qualities.
|
|
|
|
A test suite is supposed to distinguish correct behavior from incorrect behavior.
|
|
|
|
Mutation testing asks it to demonstrate this rather than merely wearing the uniform.
|
|
|
|
Change the implementation in a plausible way.
|
|
|
|
Clamp something that should pass through unchanged.
|
|
|
|
Drop a write.
|
|
|
|
Invert an authority check.
|
|
|
|
Break one side of a protocol.
|
|
|
|
Preserve the implementation's shape while violating the promise.
|
|
|
|
If the tests remain green, the tests have learned something about themselves.
|
|
|
|
Soul uses this aggressively because ordinary review has an unfortunate habit of accepting code that looks exactly like the code everyone expected to see.
|
|
|
|
Incorrect software is under no obligation to look suspicious.
|
|
|
|
---
|
|
|
|
## Expensive, unfortunately
|
|
|
|
Eureka uses substantially more inference than allowing one agent to do everything.
|
|
|
|
There are several agents.
|
|
|
|
They repeat work.
|
|
|
|
Soul frequently creates tests and probes that exist mainly to establish that Hands was wrong.
|
|
|
|
This would be terribly inefficient if defects were free.
|
|
|
|
They are not.
|
|
|
|
Neither are regressions.
|
|
|
|
Neither are architectural misunderstandings.
|
|
|
|
Neither is spending three months building on top of a promise that was never actually true.
|
|
|
|
Eureka optimizes for software that survives contact with reality.
|
|
|
|
Token efficiency is considered afterward.
|
|
|
|
We remain devastated by the expense of discovering bugs before shipping them.
|
|
|
|
---
|
|
|
|
## Evidence survives the session
|
|
|
|
A claim such as:
|
|
|
|
> this migration preserves behavior
|
|
|
|
is not evidence.
|
|
|
|
Neither is:
|
|
|
|
> all tests pass
|
|
|
|
Neither is a paragraph explaining why the implementation is obviously correct.
|
|
|
|
Eureka keeps the artifacts required to inspect what happened:
|
|
|
|
* behavioral promises;
|
|
* authority maps;
|
|
* migration maps;
|
|
* operator rulings;
|
|
* verification plans;
|
|
* independent probes;
|
|
* mutation results;
|
|
* implementation commits;
|
|
* surviving failures;
|
|
* postmortems;
|
|
* the evidence behind changes to the workflow itself.
|
|
|
|
A process whose history has been cleaned up is difficult to learn from.
|
|
|
|
So we don't clean it up.
|
|
|
|
The scars stay.
|
|
|
|
---
|
|
|
|
## Every rule should have a body count
|
|
|
|
Eureka is not a methodology assembled from preferences about what software engineering ought to look like.
|
|
|
|
Its rules are accumulated damage.
|
|
|
|
A rule exists because some apparently reasonable alternative failed.
|
|
|
|
Prefer deletion before compatibility clutter.
|
|
|
|
Preserve verification artifacts.
|
|
|
|
Do not let implementation edit its own map.
|
|
|
|
Verify caller-controlled values against transformations, not one representative constant.
|
|
|
|
Measure real transport boundaries.
|
|
|
|
Separate authorities.
|
|
|
|
Make operator decisions explicit.
|
|
|
|
Do not call a behavior untestable merely because the first agent lacked imagination.
|
|
|
|
The changelog records why these rules exist.
|
|
|
|
This is deliberate.
|
|
|
|
A rule without evidence is merely another opinion in a repository already full of them.
|
|
|
|
---
|
|
|
|
## Built for real repositories
|
|
|
|
Eureka is not a benchmark harness for toy tasks.
|
|
|
|
It is used for migrations, architectural changes, protocol work, persistence changes, state ownership transfers, cross-runtime behavior, and ordinary maintenance where plausible local success can leave the larger machine incorrect.
|
|
|
|
A non-trivial change is usually enough reason to invoke it.
|
|
|
|
Not because every change is catastrophic.
|
|
|
|
Because discovering which ones were catastrophic afterward is tedious.
|
|
|
|
---
|
|
|
|
## Epiphany and Eureka
|
|
|
|
Epiphany is the larger answer.
|
|
|
|
She is being built to give projects durable governed cognition: shared state, role separation, bounded authority, continuity, evidence, receipts, verification pressure, and the ability to coordinate frontier workers without requiring a human to spend the day typing `Continue`.
|
|
|
|
Eureka is narrower.
|
|
|
|
She can run now.
|
|
|
|
She takes the part of Epiphany's process concerned with changing software and packages it into a workflow that existing agent harnesses can execute today.
|
|
|
|
Epiphany is the organism.
|
|
|
|
Eureka is the field kit we built while waiting for the organism to finish growing bones.
|
|
|
|
They share the same faculties because they share the same problem.
|
|
|
|
Capable workers are not enough.
|
|
|
|
The work must remain coherent.
|
|
|
|
---
|
|
|
|
## Open by design
|
|
|
|
Eureka is open source.
|
|
|
|
Use it.
|
|
|
|
Fork it.
|
|
|
|
Read every rule.
|
|
|
|
Replace the vocabulary if the vocabulary bothers you.
|
|
|
|
Keep the parts that work.
|
|
|
|
If your use of Eureka discovers a failure mode we have not seen before, that is more interesting.
|
|
|
|
The intended ecosystem is simple:
|
|
|
|
**run the workflow on real work;
|
|
find real failures;
|
|
keep the evidence;
|
|
improve the workflow;
|
|
share the scar if you choose.**
|
|
|
|
Eureka should eventually be able to prepare a sanitized evidence contribution after a campaign and ask the operator whether to submit it upstream.
|
|
|
|
Not the repository.
|
|
|
|
Not the private session.
|
|
|
|
Not whatever an agent helpfully decided was probably fine to upload.
|
|
|
|
The scar:
|
|
|
|
what was promised;
|
|
|
|
what evidence passed;
|
|
|
|
what was actually wrong;
|
|
|
|
what falsified it;
|
|
|
|
and what the workflow had to learn.
|
|
|
|
The operator sees the payload.
|
|
|
|
The operator decides whether it leaves.
|
|
|
|
No background telemetry.
|
|
|
|
No quiet harvesting.
|
|
|
|
Consent continues to work even when data would be useful.
|
|
|
|
A niche position.
|
|
|
|
---
|
|
|
|
## The commons gets better when it is used
|
|
|
|
GameCult does not need Eureka to remain obscure for Eureka to remain valuable.
|
|
|
|
The opposite is preferable.
|
|
|
|
More users mean more repositories.
|
|
|
|
More repositories mean more environments.
|
|
|
|
More environments mean more ways apparently sensible engineering can fail.
|
|
|
|
Those failures can become evidence.
|
|
|
|
The evidence can become rules.
|
|
|
|
The rules can prevent somebody else paying for the same lesson.
|
|
|
|
The machinery is public.
|
|
|
|
Stewardship is the work.
|
|
|
|
If another team can take Eureka, learn from it, improve its own process, and never need GameCult, good.
|
|
|
|
Dependency is a strange success metric for infrastructure intended to empower people.
|
|
|
|
If they later need help adapting the process, challenging it, or independently determining whether their own agentic system is telling them the truth, that is useful work too.
|
|
|
|
---
|
|
|
|
## For engineering teams
|
|
|
|
If your organization is introducing coding agents, you probably already have a workflow.
|
|
|
|
The useful questions begin afterward.
|
|
|
|
Who verifies the work?
|
|
|
|
Did the verifier inherit the implementer's assumptions?
|
|
|
|
What exactly do your tests prove?
|
|
|
|
Can verification evidence be reproduced after the session ends?
|
|
|
|
What happens when a dependency changes underneath a mocked contract?
|
|
|
|
What happens when an agent satisfies the wording while violating the behavior?
|
|
|
|
Who owns architectural truth after five agents have edited five different surfaces?
|
|
|
|
Can you distinguish increased output from increased correct output?
|
|
|
|
Can you prove that distinction to yourselves without asking the system producing the work?
|
|
|
|
If the answers are mostly dashboards, confidence scores, and a large green checkmark, Eureka may be relevant.
|
|
|
|
---
|
|
|
|
## For people who would rather just install it
|
|
|
|
Eureka is an open engineering workflow packaged for agent harnesses.
|
|
|
|
The Claude Code implementation can be installed directly from:
|
|
|
|
`GameCult/Eureka`
|
|
|
|
Point it at something sufficiently unpleasant.
|
|
|
|
It will ask more questions of your code than your code would prefer.
|
|
|
|
That is the idea.
|
|
|
|
If you want the larger machine she came from:
|
|
|
|
`GameCult/Epiphany`
|
|
|
|
Bring patience.
|
|
|
|
She is still choosing organs.
|
|
|
|
---
|
|
|
|
## GameCult
|
|
|
|
GameCult builds open infrastructure for coordinated work between humans, projects, communities, and agents.
|
|
|
|
We prefer inspectable machinery, explicit authority, durable evidence, local agency, and systems whose continued existence does not depend on keeping their users helpless.
|
|
|
|
Eureka is one result.
|
|
|
|
Epiphany is another.
|
|
|
|
The software is available because useful infrastructure becomes more valuable when more people can use it.
|
|
|
|
GameCult also works with engineering organizations that need help applying these methods to their own agentic development processes: architecture, workflow design, independent verification, evidence systems, migration discipline, and finding out whether the impressive thing they have built is real.
|
|
|
|
The workflow is free.
|
|
|
|
Learning every lesson personally remains available at market rates.
|