Live Build

Where BAIS stands right now

Current project stagePlayable internal route

BAIS is an internal pre-alpha that the team can already play through. The Brain foundation works, and the internal build connects launch, the Fighter Hub, fighter creation, and training with Coach.

Snapshot reviewed
2026-09-02
Current project stage
Playable internal route
Game snapshot
4074246
Rendered neural atlasArchitecture model — not live telemetry

Project stage

The road to a public build

One map from technical foundation to a build people can download and play.

  1. Foundation in place

    Technical foundation

    Deterministic Brain simulation, local persistence, replay, and engineering visualization are implemented.

  2. Current stage · You are here

    Playable internal route

    The game route reaches fighter creation and training with Coach; final verification and the first complete gameplay loop remain open.

  3. Next stage

    First-player demo

    A guided, installable session with verified training and one clear combat episode.

  4. Later

    Public demo

    A release-reviewed build that can be downloaded and shown without internal setup.

  5. Later

    Early Access

    A sustained player product with progression, online operations, and a broader competition loop.

Playable route

What the internal build can do today

Available in the internal build — no public download yet

  1. Launch BAIS

    The branded opening takes the player into the Fighter Hub.

  2. Enter the Fighter Hub

    The Hub restores a valid active fighter or shows the honest create/select state.

  3. Select a Brain and Athlete

    Card Selection validates local Brain data and offers the packaged starter Athlete.

  4. Create the fighter

    The selected Brain and Athlete are validated and persisted as one active fighter before returning to the Hub.

  5. Train with Coach

    The selected fighter enters the Coach scene and can complete the current limited training interaction.

  6. Return to the Hub

    Training returns the same fighter without advancing or rewriting Brain simulation state.

Map legendSynapse stepNeural pathSignal impulseTransition gate
System keyFoundation in placeCurrent stageNext stageInternal routeLater

Stage overview

Foundation, current stage, and what comes next

Technical foundation: 100%, 5 of 5
5 of 5 · v1.0.0

Technical foundation

Playable internal route: 50%, 3 of 6
3 of 6 · v1.0.0

Playable internal route

First-player demo: 0%, 0 of 5
0 of 5 · v1.0.0

First-player demo

Each percentage is derived from the versioned checklist for that goal. It is not a completion percentage for the whole game.

Project systems

The stage of every major BAIS system

What works now, what remains, and the next concrete step — without hiding everything behind one vague project percentage.

01

Deterministic Brain engine

Works internally

The Unity-free simulation foundation that makes graph history, hormones, decisions, learning, and lifecycle reproducible.

100%Brain foundation v1 · v1.0.0 · 4 of 4
Works now
The Brain can process decisions, react to success and failure, change its graph, save locally, and replay the same sequence consistently.
Next
Make the Brain’s real decisions and changes visible through training and combat.

02

Brain visualization and tools

In development

Internal tools show neurons, connections, Brain reactions, step-by-step changes, and saved replays.

75%Visible Brain experience v1 · v1.0.0 · 3 of 4
Works now
The team can inspect the Brain graph, advance it step by step, move eligible neurons, and see the result.
Next
Turn the engineering view into a clear training screen that explains what the Brain is doing.

03

Fighter Hub and fighter creation

Works internally

The internal game route checks a local Brain and starter Athlete, creates one active fighter, and restores that fighter in the Hub.

75%Fighter route v1 · v1.0.0 · 3 of 4
Works now
Startup, honest empty state, Brain and Athlete selection, fighter synthesis, persistence, and Hub restoration are connected.
Next
Run a first-time-player clarity pass and package the route into a supported external demo build.

04

Training with Coach

Final checks open

The current training scene uses the selected fighter, offers a limited Coach interaction, and returns safely to the Hub. It does not yet progress the Brain.

75%Coach Training v1 · v1.0.0 · 3 of 4
Works now
The scene, route, Coach controls, jab drills, platform choreography, and persistence boundaries are implemented in current source.
Next
Finish the complete Training test pass, visual review, save-safety check, device build check, and owner review.

05

Combat and Arena

In development

The combat rules and an engineering Arena view exist, while a complete fight that a player can understand and play is still ahead.

50%First clear combat episode v1 · v1.0.0 · 2 of 4
Works now
The game can calculate basic Arena actions consistently, and the team can inspect those results in an internal Arena view.
Next
Build one clear combat episode while keeping action, hit, damage, and outcome decisions in the deterministic game rules.

06

AI Sparring

Planned

The Hub shows AI Sparring as a future practice mode. The sparring opponent, scene, and round loop are not built yet.

0%AI Sparring v1 · v1.0.0 · 0 of 3
Works now
Only the honest coming-soon destination is present in the Hub.
Next
Define and build the first practice fight after the first combat episode works reliably.

07

Competitions

Planned

Competitions are a visible future direction, not a current gameplay, staking, matchmaking, or online service.

0%Competitions v1 · v1.0.0 · 0 of 3
Works now
The Hub presents an honest coming-soon competition direction and does not fabricate availability.
Next
Define competition rules only after the core combat and first-player session are proven.

08

Onboarding and clarity

In development

The internal route can be completed, but it still needs to explain BAIS and the player’s goal to someone seeing the project for the first time.

50%First-session clarity v1 · v1.0.0 · 2 of 4
Works now
Branded Startup, honest empty states, Hub destinations, and route gates are present.
Next
Add a guided first session, plain-language Brain explanation, and observation with people who have not seen the project.

09

Build and distribution

In development

The team can produce internal Windows test builds and has an Android build path, but no current public download is published.

50%First-player build v1 · v1.0.0 · 2 of 4
Works now
Internal Windows builds have passed engineering checks, and Android release builds cannot be created without explicit signing.
Next
Produce a supported first-player build, test installation and performance on a clean device, and publish only after release review.

10

Accounts and online services

Not started

Real authentication, wallet connections, cloud persistence, matchmaking, and backend services are outside the implemented route.

0%Online services v1 · v1.0.0 · 0 of 4
Works now
Development-only local session fallback exists; external sign-in and wallet controls remain honest unconfigured shells.
Next
Choose an explicitly approved account and service architecture only after the core player loop is proven.

Build history

Recently completed

  1. Android delivery foundation hardened

    The Android App Bundle path now bounds target and VFX cache state and keeps explicit release signing mandatory; this is build infrastructure, not a published build.

  2. Living combat direction defined

    The project now has a bounded plan for readable movement, contact, physical reactions, and recovery while the game rules remain in control. Implementation is still a future prototype.

  3. Coach Training route integrated

    The game route reaches the current Coach Training experience and returns the same selected fighter to the Hub; final Training verification remains open.

Coming next

The next three goals

01

Finish Coach Training verification

The current Training route has complete test, device-build, save-safety, visual, performance, and owner-review evidence.

02

Prove one clear combat episode

A new player can understand one complete Brain-driven combat exchange while the deterministic game rules remain in control.

03

Prepare the first-player build

A clean target device can install, launch, and complete the guided route while producing useful test evidence.

Technical evidence and boundaries

Source references stay available for verification without taking over the public progress story.

Evidence catalogue

  • implementationBAISGame/bais-game · 4074246 · public sealed class BrainSimulator : IBrainSimulatorIdentifies the deterministic simulation orchestrator in current source; it is not player-facing readiness evidence by itself.
  • implementationBAISGame/bais-game · 4074246 · public sealed class BrainReplayRunnerIdentifies deterministic local replay implementation, not a public replay product or cloud service.
  • specificationBAISGame/bais-game · 4074246 · Layer breakdownDefines current ownership boundaries and future integration exclusions; code remains stronger implementation evidence.
  • specificationBAISGame/bais-game · 4074246 · BAIS MVP ScopeDefines the current MVP intent and explicit exclusions; it does not claim every later product system is implemented.
  • implementationBAISGame/bais-game · 4074246 · public sealed class BrainDebugBootstrap : MonoBehaviourIdentifies the engineering Brain visualization surface, not a polished player-facing tutorial.
  • implementationBAISGame/bais-game · 4074246 · public sealed class StartupSceneController : MonoBehaviourIdentifies the branded production entry controller; it does not prove an external release build.
  • implementationBAISGame/bais-game · 4074246 · public sealed class MainMenuSceneController : MonoBehaviourIdentifies Fighter Hub routing and honest unavailable destinations; it does not implement AI Sparring or Competitions.
  • implementationBAISGame/bais-game · 4074246 · public sealed class CardSelectionSceneController : MonoBehaviourIdentifies local Brain and Athlete selection and fighter synthesis presentation; it is not wallet, backend, or ownership proof.
  • implementationBAISGame/bais-game · 4074246 · public sealed class ActiveFighterResolverIdentifies strict local active-fighter resolution; it is not account, cloud, custody, or legal ownership truth.
  • implementationBAISGame/bais-game · 4074246 · public sealed class TrainingSceneController : MonoBehaviourIdentifies current Training implementation; passing final QA and release readiness must not be inferred.
  • qaBAISGame/bais-game · 4074246 · TASK-120 Training Coach Experience QA CheckDefines required closure evidence. It is an open acceptance contract, not a passing verdict.
  • qaBAISGame/bais-game · 4074246 · training-coachRecords Training evidence as pending; it must not be promoted to verified or overall game readiness.
  • implementationBAISGame/bais-game · 4074246 · public sealed class ArenaStepResolverIdentifies deterministic Arena step resolution; it is not a complete player-facing fight.
  • implementationBAISGame/bais-game · 4074246 · public sealed class ArenaDebugBootstrap : MonoBehaviourIdentifies an engineering Arena surface, not the production combat loop.
  • specificationBAISGame/bais-game · 4074246 · Status: `[PLANNED]` owner-supported product direction; `NEEDS_PROTOTYPE`.Defines a planned prototype direction and explicitly does not claim implemented production combat.
  • implementationBAISGame/bais-game · 4074246 · Assets/Scenes/BAISTraining.unityIdentifies enabled scene membership and ordering, not successful runtime completion or public release.
  • specificationBAISGame/bais-game · 4074246 · Enabled Player RoutesSummarizes current repository routes and exclusions; code and tests remain stronger evidence.
  • buildBAISGame/bais-game · 4074246 · public static class AndroidReleaseBuilderIdentifies repository build tooling and signing guards; it does not prove a published, install-tested, or store-approved build.
  • qaBAISGame/bais-game · 4074246 · TASK-106.5 HDRP Build Source Convergence QA EvidenceCertifies the recorded engineering baseline at its exact historical target, not the current production route, public demo, or release readiness.

What this page does not claim

  • Every percentage shown by a consumer must be derived as done checklist items divided by all items in that exact versioned checklist. It must be labelled with the checklist and must never be presented as overall game completion or time remaining.
  • Implementation paths and commits identify where evidence lives. They do not by themselves prove runtime, visual quality, device compatibility, or release readiness.
  • The current route is available only in internal development builds. No public downloadable BAIS game build is claimed by this dashboard snapshot.

Live Build

Follow BAIS as the internal build becomes a public demo

Join the waitlist, watch the trailer, or explore the BAIS world while the next milestones are completed.