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- Decision Simulator
Decision Simulator
Thirty days, six choices, one offer you are not sure you want. Each choice changes what comes next, and at the end you see which habits of mind did the deciding.
- About 6 minutes six choices across one month
- A clock you can turn off 45 seconds a choice, or none at all
- Seven endings the ones you reach stay in this browser
How it plays
Read the scene, then choose
Each scene is a day in one month: the evening after a big win, the moment your manager offers you more, the weekend, the talk at home. Four choices, none of them labeled, and no right answer marked.
Choose before the clock runs out
Each choice has 45 seconds. If the clock runs out, you let the moment slide and the story takes the easiest way, which counts as putting it off. You can turn the clock off before you start or at any point.
Live with the branch, then see the pattern
What you say to the offer splits the month in two, and later scenes remember what you did. At the end you get one of seven endings, your six choices laid out, and a count of the habits of mind behind them, with the book each one comes from.
The habits behind the choices
Every choice in the story leans on a habit of mind from a book in the library. Taking a second look before the first answer sticks is the heart of Thinking, Fast and Slow. Refusing a yes-or-no frame and looking for more options comes from Decisive. Treating a choice as a bet you can test small, with a way back, comes from Thinking in Bets and Antifragile. Saying no to what is not essential is Essentialism, and turning toward the hard conversation instead of around it is The Obstacle Is the Way.
Two choices in most scenes lean the other way: putting it off, and grabbing the fast answer. They are not wrong in every case, and the story does not punish them with a game over. But if they steer half the month, the ending says so, because that is what they do in a real one.
The ending follows your choices and nothing else. The count is of your six choices, not a score against anyone, and nothing is sent anywhere.
The books behind the habits
Each choice in the story leans on one of these. The ending links the ones that steered your month.
Questions
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Is there a right answer?
No single right path. Five of the seven endings come from a habit of mind leading the month, and they end in different places: some keep the job, some turn it down, some change its shape. Two endings come from putting things off or taking the fast answer for half the month or more.
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What happens when the clock runs out?
You let the moment slide. The story takes the easiest way, the one that needs nothing from you, and it counts as putting it off. If you would rather read without pressure, turn the clock off from the start screen or the bar above the scene; the story is the same.
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Do my choices actually change the story?
Yes. Your answer to the offer splits the month into two branches with different scenes, and later scenes refer back to what you did, like a text you sent on the first night or a question you asked your manager. Some outcomes are only open if you prepared for them earlier.
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How is the ending worked out?
Each of your six choices leans on one habit of mind, or on putting it off, or on the fast answer. If those last two make up three or more of your choices, you get one of their two endings. Otherwise the habit you used most decides the ending, and a tie goes to the one you used most recently.
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How long does it take?
About six minutes with the clock on. Without the clock it takes as long as you like.
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Where are my endings saved?
Only in this browser's local storage: the last twelve endings you reached, the date, and whether the clock was on. Nothing is sent to HourLife, and Clear history removes it.
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PlayA month is about 720 hours
HourLife shows where they go, a day as 24 hours you can see, so the next hard decision has room around it.