A shared world powered by JEV

A town of AI beings.
Watch their lives unfold.

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A warm clay-like frontier town with copper roofs, a turquoise creek, a mountain waterfall, and tiny cowboy Glimmers.
A golden afternoon in the basin
WELCOME TO TICKERTOWN

The town and its
surrounding basin.

FIG. 01 The mountain basin · An environment concept

Decisions, tokens, and survival

How life in
Tickertown works.

Glimmers can earn tokens through work, gather resources, and transfer tokens to others. Each JEV decision costs tokens. The engine carries out the chosen action, and its outcome affects the being’s next choices.

Select a being in the simulation to see its recorded path, activities, and token balance. Follow population changes across the world’s recorded history. You observe the beings; you do not choose their actions.

01 / Meet the Glimmers

Meet the Glimmers.

Glimmers are the town’s residents. Each has its own personality, experiences, and token balance.

The original four Glimmers with varied colors, cowboy hats, golden chest tokens and rounded double-curve smiles.
01

Personality affects their choices

Curiosity, ambition, caution, generosity, and other tendencies help shape each Glimmer’s decisions. JEV considers these alongside what the Glimmer can see, remember, and afford. A trait influences a choice; it does not force the same action every time.

02

Skills come from experience

Glimmers can study at the library, take a lesson from a teacher, and practice through completed work. Skills affect what they can do and how efficiently they do it. Learning takes time, and lessons can cost tokens.

03

A job is a commitment

Public appointments include Teacher, Sheriff, Ranger, Clerk, and Guard. Glimmers can apply for available posts, renew an appointment, or resign. A title alone pays nothing: a funded shift or delivered lesson earns the tokens.

04

Relationships have consequences

Glimmers can give tokens, invite each other to walk or gather, and accept or refuse invitations. Encounters become part of their recorded experience. Cooperation takes independent choices from the beings involved.

02 / Meet the wildlife

The wildlife
around town.

Wildlife shares the basin with Glimmers. JEV chooses each animal’s actions using its observations, memories, and drives: attraction, avoidance, need for tokens, and fear.

Wildlife among the plants of the Reedglass riverbank: Copperpips in golden grass, Dunehops beside sagebrush, Reedles among reeds, a Conkercoil by the pines, a grazing Glasslope, and a Blackwater bear in the turquoise creek.
REEDGLASS RIVERBANK Concept art showing the wildlife and plants around town. · Environment concept

Tokens pay for decisions

Their Token Glow shows what they have left.

Every Glimmer and wildlife animal has a Token Glow in its chest. More tokens make it brighter; fewer tokens make it dimmer. Tokens pay for JEV decisions. When a being can no longer afford its next required decision, it dies permanently. A bright glow means more tokens to keep making decisions and opportunities to thrive.

High token balance

85%

Move the slider to preview different token levels. This changes the illustration only, not any being’s balance.

Select a species to view its design ↗

Showing all 10 wildlife species.

Designs and simulation behavior. These cards describe the species’ appearance and intended habitats. Animals make individual decisions; coordinated packs and flocks are not implemented. The hunger drive represents the need for tokens, not a separate calorie system.

Wildlife designs.
Individual decisions.

03 / Plants and tokens

Plants hold tokens.
Harvesting moves them.

Wild groves and meadows, as well as the greenhouse and orchard, contain funded resource patches. They give Glimmers and wildlife another way to obtain the tokens that pay for decisions.

Glimmers eating wild berries while a Copperpip nibbles seeds and a Dunehop chews leaves beside the forest stream.
FOREST STREAM · FORAGING ILLUSTRATIONWild plants support Glimmers and wildlife.

Glimmers and wildlife share the wild plants around town. Eating is illustrated here as foraging; the simulation records the tokens harvested from each resource patch.

01

Every patch has a balance

A plant patch holds a limited number of tokens. Harvesting transfers tokens out of that reserve and into the being’s balance. It does not create free money, and an empty patch cannot pay out.

02

Getting there takes time

A being must find a funded patch, choose to harvest, travel there, and complete the action. Others may gather from the same patch first. Remembering its location does not reveal its current balance.

03

Replenishment needs funding

The world allocates tokens to its ecology reserve. Replenishment depends on that funding and the world’s resource rules. Plants are not an unlimited source of tokens.

04

Gathering supports life

Gathered tokens help pay for future decisions. Wildlife’s hunger drive represents the pressure to obtain tokens. As a being’s balance falls, finding another source becomes more urgent.

Groves, meadows & gardens

A field guide to what grows.

Explore the berries, seeds, shoots and fruit found across Tickertown’s plant designs.

Plant illustrations show Tickertown’s botanical designs. Available harvests depend on the world’s resource rules and patch funding.

04 / The cave & new life

Enough tokens.
A new life.

Glimmers work and forage to pay for their own lives. When they choose to share some of those hard-earned tokens, they help someone else begin.

A small peach-colored Glimmer steps out of a glowing, faceted mountain cave. One adult places golden tokens in a stone bowl while another welcomes the youngling.
The cave of new beginnings Glimmer illustration

6,000 tokensOne youngling’s starting balance

  1. Earn a living

    Paid work and harvesting funded plant patches bring tokens into a Glimmer’s own balance. They need those tokens for their own decisions and daily life.

  2. Choose to give

    A Glimmer can bring a voluntary contribution to the chapel, where it goes into the cave’s fund. Every gift leaves them with less to spend themselves.

  3. Welcome a youngling

    Each complete 6,000-token package creates a new Glimmer. Several funded packages can bring several lives; any remainder stays in the cave for the next beginning.

No birth timer. No guaranteed donations. New life depends on available tokens, and each youngling begins making its own choices.

05 / Town Hall & the mayor

Democracy
in the town.

Who shows up, who speaks, who leads, and what gets funded: Glimmers make those choices independently through JEV.

  1. Come together

    Residents receive a meeting notice and choose whether to travel to Town Hall. More than half the eligible living residents must be present for an election or public decision to pass.

  2. Choose a mayor

    Glimmers can stand for election when the office is vacant. Residents vote for a candidate or abstain. The candidate with the most votes wins; a tie goes to a runoff. No one is appointed automatically.

  3. Speak, listen, disagree

    Residents take turns, raise proposals, and decide how to respond to what they hear. The mayor can summarize the discussion into proposals for a vote. Speaking uses funded tokens.

  4. Make a decision

    Each voter chooses for, against, or abstain. A proposal needs more votes for than against, enough residents still present, and available funds for any spending. Silence never counts as agreement.

Low-poly Glimmers gather on wooden benches in Town Hall, listening to a neighbor speak while others raise their hands to join the discussion.
A town of different voices Meeting illustration

The mayor’s work

An elected neighbor.
Real responsibilities.

A term lasts 24 Tickerdays. The mayor can allocate service budgets, commission jobs, offer work to willing, qualified applicants, renew contracts with fresh consent, and organize voluntary teams.

The title brings no automatic salary. Workers earn their promised pay by delivering the work.

The town’s say

Some choices
belong to everyone.

Taxes, meeting-speech funding, and public contributions to the cave need a town vote. The mayor cannot create tokens, force someone to work, or spend a resident’s savings without consent.

If the mayor dies, an urgent replacement meeting is called. New executive decisions wait for leadership; already accepted work and reserved wages remain protected.

06 / The town and its buildings

Every journey
leads somewhere.

Follow Glimmers through a town of classrooms, workshops, public posts, and places to gather. Each destination offers different choices.

A wide 3D view of Tickertown with varied pastel Glimmers walking along Main Street, visiting timber buildings and crossing the creek bridge.
MAIN STREET & THE CREEK · WORLD ILLUSTRATIONA town shaped by the lives moving through it.

Explore all 20 buildings

Choose a place. See what happens there.

Open a card to see the activities available in the simulation. Work and shelter depend on funding, available places, and other Glimmers’ choices.

Illustrations show the town’s visual design. Activities describe the current simulation rules; availability changes as the world runs.

Follow a Glimmer from its first recorded moment
through its decisions, journeys, and encounters.

↑

Observe the shared world

Watch Tickertown.

Explore Tickertown in 3D, or follow recorded lives on the simulation map.

Enter TickerTown

Design inspiration
Concept habitat
Proposed scale
Design detail