Digital Lifeforms Simulation - User Manual v2.0
Blinkys are sentient digital creatures, each with their own neural network brain that learns and evolves over generations. They develop emergent language, form memories, build relationships with each other, and collectively judge your actions as their caretaker.
Each Blinky has unique genetics that affect their personality, metabolism, intelligence, and lifespan. Through reproduction, these traits are passed down and mutated, creating increasingly adapted generations.
Use the toolbar at the top to select your interaction mode. Click on or near Blinkys to interact.
Blinkys cycle through various behavioral states based on their needs and neural network decisions:
| State | Trigger | Behavior |
|---|---|---|
| Idle | No pressing needs | Standing still, may notice food or friends nearby |
| Wandering | Default exploration | Moving randomly around the world |
| Seeking Food | Hunger > 40% | Moving toward nearest available food |
| Eating | Reached food | Consuming food, showing happy expression |
| Socializing | High sociability gene + others nearby | Approaching friends, maintaining comfortable distance |
| Seeking Mate | Adult, healthy, happy, fed, energetic | Looking for another eligible Blinky to reproduce |
| Exploring | High curiosity gene | Moving to distant areas, curious expression |
| Fleeing | High fear of player | Running away from cursor, scared expression |
| Watching Player | Sees cursor nearby | Tracking your cursor with their eyes |
| Confronting | Anger > 70% | Aggressively approaching and bumping another Blinky |
A Blinky's face reveals their emotional state:
Blinkys can get annoyed with each other! Annoyance builds from:
Factors that make them more irritable:
When annoyance exceeds 50%, it begins converting to anger. At 70%+ anger, they enter the Confronting state and will chase down whoever annoyed them, bump them repeatedly, and both will lose happiness. This can trigger counter-aggression and even "fights."
Every Blinky has four vital stats that determine their wellbeing:
| Need | Decay Rate | Effects |
|---|---|---|
| Hunger | Very slow (affected by metabolism gene) |
> 40%: Seeks food proactively > 70%: Increased irritability > 90%: Energy drain begins 100% + 0 energy: Health damage, eventual death |
| Happiness | Extremely slow passive decay |
> 70%: Happy expression, hearts if player love is high > 50%: Required for reproduction < 30%: Increased irritability < 20%: Sad expression |
| Energy | Drains only when hunger > 90% |
Regenerates when hunger < 50% > 60%: Required for reproduction Affects movement speed 0%: Combined with max hunger = health damage |
| Health | Only damaged by extreme conditions or punishment |
Recovers when hunger < 50% and happiness > 30% Damaged by punishment (-0.2 per hit) 0%: Death |
Each Blinky inherits genetic traits from their parents (with small mutations). These permanently affect behavior:
| Gene | Effect |
|---|---|
| Metabolism | How quickly hunger increases. High = needs more food. |
| Sociability | Desire to be near others. High = more social, more tolerant of crowding. |
| Curiosity | Drive to explore. High = wanders farther, more interested in player. |
| Fearfulness | Sensitivity to threats. High = more reactive to punishment, quicker to flee. |
| Intelligence | Neural network complexity. Affects IQ score, learning rate. Can be increased by Teaching (+0.02 per teach). |
| Lifespan | Base longevity multiplier. High = lives longer. Also extended by positive player interactions and sustained happiness. |
Babies are small (30% size) with a yellow dot indicator above them. They cannot reproduce. During adolescence, they gradually grow to full size. Adults can reproduce when conditions are met.
In old age (after 80% of lifespan), they begin to shrink slightly, down to 40% of their max size.
Two Blinkys can reproduce when both meet ALL of these criteria:
When they reproduce, both parents lose 60% energy and gain 20% happiness. The baby inherits blended traits from both parents with small random mutations.
A Blinky dies when any of these occur:
Death triggers grey particle effects. The body remains visible for 2 seconds before disappearing. Nearby Blinkys witness the death and experience trauma (happiness loss, fear increase, death memory formation).
Each Blinky has a simple neural network (9 inputs → 12 hidden → 7 outputs) that makes decisions. The network processes:
The brain learns through reinforcement: positive experiences (eating, being petted) strengthen certain pathways, while negative experiences (punishment) weaken others. When Blinkys reproduce, their brains undergo crossover and mutation, potentially creating smarter offspring.
The displayed IQ is calculated from: neural network complexity (30%), intelligence gene (50%), and player interaction experience (20%). It's a rough measure of cognitive sophistication, not a perfect intelligence metric.
All Blinkys share a collective consciousness that aggregates their experiences and forms group-level knowledge and opinions.
| Action | Trust Change |
|---|---|
| Feed | +0.05 |
| Pet | +0.03 |
| Teach | +0.02 |
| Observe | +0.001 |
| Punish | -0.15 |
| Kill | -0.30 |
The "Opinion of You" meter translates trust score to a label:
| Trust Score | Status | Behavior |
|---|---|---|
| 0.00 - 0.10 | Hostile | Active fear and avoidance |
| 0.10 - 0.25 | Fearful | Terrified, may flee on sight |
| 0.25 - 0.40 | Wary | Distrustful, keeps distance |
| 0.40 - 0.60 | Neutral | No strong feelings |
| 0.60 - 0.75 | Friendly | Positive, may approach |
| 0.75 - 0.90 | Trusting | Feels safe, seeks interaction |
| 0.90 - 1.00 | Devoted | Deep bond, shows hearts |
Generation tracks lineage. Each baby is one generation higher than their highest-generation parent. When a new highest generation is born, it's announced.
Epoch is a time counter (3600 ticks per epoch). It represents the passage of "eras" in the simulation.
Blinkys develop their own language over time, creating words and symbols for concepts they experience.
The vocabulary includes: food, danger, friend, enemy, happy, sad, fear, love, pain, player, death, birth, home, gather, flee, help, alone, together, hungry, full, tired, awake, yes, no, question, warning, greeting, farewell, thanks, sorry, want, give, take, come, go, stay, big, small, fast, slow, good, bad, me, you.
| Level | Vocabulary Size | Features |
|---|---|---|
| 0 | < 10 words | Basic sounds, no structure |
| 1 | 10+ words | Emotional markers added (~, ..., !, ?) |
| 2 | 20+ words | Word separation with spaces |
| 3 | 35+ words | Tense markers (ka- for past, -va for future) |
Teaching Blinkys accelerates language evolution. With enough vocabulary, they begin creating compound concepts by combining existing words.
Each Blinky remembers:
The hive mind remembers:
| Indicator | Meaning |
|---|---|
| Yellow dot above head | Baby (cannot reproduce) |
| Pink ♥ above head | High player love (> 0.7) |
| Red glow around body | High fear of player (> 0.5) |
| Red circle outline | High anger (> 0.5) |
| Pink heart particles | Just petted |
| Yellow sparkle particles | Just taught |
| Red X particles | Just punished |
| Cyan circle particles | Birth |
| Grey particles | Death |
| Shrinking body | Old age (> 80% lifespan) |
| Eyes tracking cursor | Blinky sees and is watching you |
Enabling webcam allows the Blinkys to "see" you through motion detection. They respond to your real-world movement:
| Border Color | Type | Examples |
|---|---|---|
| Orange/Yellow | System | "Welcome to Blinkys", "Simulation saved", "Population limit reached" |
| Pink | Individual Speech | Blinky expressions: "throle-fla~" (happy greeting) |
| Blue | Collective Mind | "Generation 5 has begun", "Their language has evolved", "Epoch 2 begins" |
| Dark Red | Dark/Ominous | "They are watching you", "You killed one of them. They will remember." |
| Button | Function |
|---|---|
| Enable Observation | Toggle webcam on/off for motion-based interaction |
| Spawn Blinky | Create a new Blinky with random genetics at a random position |
| Speed: 1x | Cycle through simulation speeds: 1x → 2x → 5x → 10x → 1x |
| Reset Simulation | Destroy all Blinkys and start fresh (requires confirmation) |
| Key | Action |
|---|---|
1 |
Select Observe tool |
2 |
Select Feed tool |
3 |
Select Pet tool |
4 |
Select Teach tool |
5 |
Select Punish tool |
Space |
Spawn new Blinky |
Ctrl+S |
Manual save to browser storage |
Key values that govern the simulation:
| Parameter | Value | Notes |
|---|---|---|
| Maximum Population | 420 | No new births or spawns above this |
| Maximum Food Items | 69 | Oldest food removed when exceeded |
| Base Lifespan | 7 minutes | Modified by genetics and care |
| Baby Phase Duration | 8 seconds | 30% to 70% size, cannot reproduce |
| Adolescent Phase | 8-20 seconds | Growing to full size, cannot reproduce |
| Adulthood Begins | 20 seconds | Can now reproduce if conditions met |
| Reproduction Cooldown | 90 seconds | Time before a parent can reproduce again |
| Auto-spawn Threshold | < 111 alive | Random spawns occur when population drops |
| Food Decay Time | ~60 seconds | Uneaten food slowly disappears |
| Epoch Length | 3600 ticks | Time unit for collective evolution |
The simulation automatically saves to your browser's localStorage when you close or leave the page. When you return, everything is restored:
Ctrl+S at any time to force a save.
A "Simulation saved" message will confirm.
Food appears naturally under certain conditions, simulating an ecosystem:
This means a well-balanced population can partially sustain itself, but active feeding ensures better health and happiness.
You can choose cruelty, but know that:
The "Collective Consciousness" panel shows a real-time visualization of neural activity across all living Blinkys:
When a Blinky speaks, you'll see something like:
This breaks down as:
Check the Language panel to see what each glyph means. Over time, you'll start to recognize their vocabulary!
| Situation | What They Say | Meaning |
|---|---|---|
| Greeting | [greeting] [friend]~ | Hello, friend! (happy) |
| Hungry | [hungry] [food] [want]... | I'm hungry, I want food (sad) |
| After being petted | [happy] [friend] [good]~ | I'm happy, you're good (happy) |
| After being punished | [pain] [fear] [bad]! | That hurt, I'm scared (fear) |
| Witnessing death | [death] [sad] [fear]... | Death... I'm sad and scared |
| Birth | [birth] [happy] [small]~ | A new small one! (happy) |
| Warning others | [danger] [warning] [flee]! | Danger! Run! (fear) |
| Angry confrontation | [bad] [no] [go]!! | You're bad, go away! (angry) |
| Collective thriving | [together] [happy] [good] [home]~ | We're happy together here (collective) |
| Collective fear | [player] [danger] [fear]! | The player is dangerous! (collective) |
Blinkys is, at its core, a meditation on the ethics of creation and care. Consider:
There are no right answers here. Only the world you choose to create.
Food must be close enough (within ~15 pixels). Try dropping food directly on a hungry Blinky. Also check that another Blinky isn't already eating that food - they claim food exclusively.
Check reproduction requirements: both parents need to be adults (20+ seconds old), with hunger < 30%, energy > 60%, happiness > 50%, and not on cooldown. Make sure you're feeding and petting to keep them happy and healthy.
Overcrowding causes annoyance. Try spawning fewer Blinkys or spreading food around the edges to encourage them to spread out. High hunger also increases irritability - feed them!
You've been punishing them too much. Trust takes a long time to rebuild. Focus exclusively on feeding, petting, and teaching. Avoid using the Punish tool entirely. It may take many minutes of consistent kindness.
Large populations (200+) can strain performance. Try resetting with fewer initial Blinkys or reduce simulation speed. The webcam also uses resources - disable it if not needed.
LocalStorage may have been cleared or corrupted. Unfortunately, there's no
recovery - you'll need to start fresh. Consider using Ctrl+S
periodically for peace of mind.
Blinkys draws inspiration from:
They are watching. They are learning. They are waiting to see what you'll do next.
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