Understand the failure.
Verify the repair.
Small, reproducible software failures. The broken implementation, the fix that didn’t work, and the one that passed—preserved together.
Explore the cases ↓How results are verified ↗WHAT THE ARCHIVE CONTAINS
100840 executable cases. 20168 are open.
Every case records the implementation that fails, the fix that did not work, and the repair that passed its checks—with recorded outputs and source hashes. This release adds 100840 cases across 20168 failure mechanisms and 254 domains.
The open tier gives you the failure and the unsuccessful fix for one case in every mechanism. The remaining 80672 cases, 5 variants per mechanism, are member-only: the verified repair, its recorded checks, and the full fixture suite are held in the member archive. Read the methodology ↗
A RECORD OF WHAT WENT WRONG
Browse the archive / 100840
Stamina regeneration: Events apply in submission order · case 01
Late-submitted early events regenerate backward in time.
Stamina regeneration: Events apply in submission order · case 02
Late-submitted early events regenerate backward in time.
Stamina regeneration: Events apply in submission order · case 03
Late-submitted early events regenerate backward in time.
Stamina regeneration: Events apply in submission order · case 04
Late-submitted early events regenerate backward in time.
Stamina regeneration: Events apply in submission order · case 05
Late-submitted early events regenerate backward in time.
Stamina regeneration: Regen recounts periods since login · case 01
Every event re-grants stamina for time already credited.
Stamina regeneration: Regen recounts periods since login · case 02
Every event re-grants stamina for time already credited.
Stamina regeneration: Regen recounts periods since login · case 03
Every event re-grants stamina for time already credited.
Stamina regeneration: Regen recounts periods since login · case 04
Every event re-grants stamina for time already credited.
Stamina regeneration: Regen recounts periods since login · case 05
Every event re-grants stamina for time already credited.
Magic find loot roll: Magic find skips legendary items · case 01
Magic find boosts rares but not legendaries.
Magic find loot roll: Magic find skips legendary items · case 02
Magic find boosts rares but not legendaries.
Magic find loot roll: Magic find skips legendary items · case 03
Magic find boosts rares but not legendaries.
Magic find loot roll: Magic find skips legendary items · case 04
Magic find boosts rares but not legendaries.
Magic find loot roll: Magic find skips legendary items · case 05
Magic find boosts rares but not legendaries.
Magic find loot roll: Magic find adds flat weight · case 01
Magic find overwhelms tiny weights and barely moves large ones.
Magic find loot roll: Magic find adds flat weight · case 02
Magic find overwhelms tiny weights and barely moves large ones.
Magic find loot roll: Magic find adds flat weight · case 03
Magic find overwhelms tiny weights and barely moves large ones.
Magic find loot roll: Magic find adds flat weight · case 04
Magic find overwhelms tiny weights and barely moves large ones.
Magic find loot roll: Magic find adds flat weight · case 05
Magic find overwhelms tiny weights and barely moves large ones.
Magic find loot roll: Roll wraps modulo total weight · case 01
Drop rates depend on how the table total divides 10000.
Magic find loot roll: Roll wraps modulo total weight · case 02
Drop rates depend on how the table total divides 10000.
Magic find loot roll: Roll wraps modulo total weight · case 03
Drop rates depend on how the table total divides 10000.
Magic find loot roll: Roll wraps modulo total weight · case 04
Drop rates depend on how the table total divides 10000.
Magic find loot roll: Roll wraps modulo total weight · case 05
Drop rates depend on how the table total divides 10000.
Magic find loot roll: Boundary roll selects the previous item · case 01
A roll exactly at an item boundary drops the earlier item.
Magic find loot roll: Boundary roll selects the previous item · case 02
A roll exactly at an item boundary drops the earlier item.
Magic find loot roll: Boundary roll selects the previous item · case 03
A roll exactly at an item boundary drops the earlier item.
Magic find loot roll: Boundary roll selects the previous item · case 04
A roll exactly at an item boundary drops the earlier item.
Magic find loot roll: Boundary roll selects the previous item · case 05
A roll exactly at an item boundary drops the earlier item.
Magic find loot roll: Selection walks unboosted weights · case 01
Magic find changes the total but not which item is chosen.
Magic find loot roll: Selection walks unboosted weights · case 02
Magic find changes the total but not which item is chosen.
Magic find loot roll: Selection walks unboosted weights · case 03
Magic find changes the total but not which item is chosen.
Magic find loot roll: Selection walks unboosted weights · case 04
Magic find changes the total but not which item is chosen.
Magic find loot roll: Selection walks unboosted weights · case 05
Magic find changes the total but not which item is chosen.
Repeatable quest rewards: Completion tiers restart each request · case 01
Turning quests in one by one keeps paying full rewards all day.
Repeatable quest rewards: Completion tiers restart each request · case 02
Turning quests in one by one keeps paying full rewards all day.
Repeatable quest rewards: Completion tiers restart each request · case 03
Turning quests in one by one keeps paying full rewards all day.
Repeatable quest rewards: Completion tiers restart each request · case 04
Turning quests in one by one keeps paying full rewards all day.
Repeatable quest rewards: Completion tiers restart each request · case 05
Turning quests in one by one keeps paying full rewards all day.
Repeatable quest rewards: Sixth completion pays full · case 01
The first diminished completion pays full reward.
Repeatable quest rewards: Sixth completion pays full · case 02
The first diminished completion pays full reward.
Repeatable quest rewards: Sixth completion pays full · case 03
The first diminished completion pays full reward.
Repeatable quest rewards: Sixth completion pays full · case 04
The first diminished completion pays full reward.
Repeatable quest rewards: Sixth completion pays full · case 05
The first diminished completion pays full reward.
Repeatable quest rewards: Half tier spans ten completions · case 01
Players farm five extra half-reward completions.
Repeatable quest rewards: Half tier spans ten completions · case 02
Players farm five extra half-reward completions.
Repeatable quest rewards: Half tier spans ten completions · case 03
Players farm five extra half-reward completions.
Repeatable quest rewards: Half tier spans ten completions · case 04
Players farm five extra half-reward completions.
Repeatable quest rewards: Half tier spans ten completions · case 05
Players farm five extra half-reward completions.
Repeatable quest rewards: Harder quests are treated as gray · case 01
Quests far above the player pay the gray-quest penalty.
Repeatable quest rewards: Harder quests are treated as gray · case 02
Quests far above the player pay the gray-quest penalty.
Repeatable quest rewards: Harder quests are treated as gray · case 03
Quests far above the player pay the gray-quest penalty.
Repeatable quest rewards: Harder quests are treated as gray · case 04
Quests far above the player pay the gray-quest penalty.
Repeatable quest rewards: Harder quests are treated as gray · case 05
Quests far above the player pay the gray-quest penalty.
Repeatable quest rewards: Gray penalty is shadowed by the green branch · case 01
Gray quests pay the 60% green reward.
Repeatable quest rewards: Gray penalty is shadowed by the green branch · case 02
Gray quests pay the 60% green reward.
Repeatable quest rewards: Gray penalty is shadowed by the green branch · case 03
Gray quests pay the 60% green reward.
Repeatable quest rewards: Gray penalty is shadowed by the green branch · case 04
Gray quests pay the 60% green reward.
Repeatable quest rewards: Gray penalty is shadowed by the green branch · case 05
Gray quests pay the 60% green reward.
Repeatable quest rewards: Reward floors between multipliers · case 01
Odd base rewards lose a coin on diminished gray quests.
Repeatable quest rewards: Reward floors between multipliers · case 02
Odd base rewards lose a coin on diminished gray quests.
Repeatable quest rewards: Reward floors between multipliers · case 03
Odd base rewards lose a coin on diminished gray quests.
Repeatable quest rewards: Reward floors between multipliers · case 04
Odd base rewards lose a coin on diminished gray quests.
Repeatable quest rewards: Reward floors between multipliers · case 05
Odd base rewards lose a coin on diminished gray quests.
Inventory stack insertion: Overfull legacy stacks are drained · case 01
Adding items to an inventory with a legacy overfull stack destroys items.
Inventory stack insertion: Overfull legacy stacks are drained · case 02
Adding items to an inventory with a legacy overfull stack destroys items.
Inventory stack insertion: Overfull legacy stacks are drained · case 03
Adding items to an inventory with a legacy overfull stack destroys items.
Inventory stack insertion: Overfull legacy stacks are drained · case 04
Adding items to an inventory with a legacy overfull stack destroys items.
Inventory stack insertion: Overfull legacy stacks are drained · case 05
Adding items to an inventory with a legacy overfull stack destroys items.
Inventory stack insertion: Top-up ignores existing count · case 01
Partial stacks overflow past max_stack.
Inventory stack insertion: Top-up ignores existing count · case 02
Partial stacks overflow past max_stack.
Inventory stack insertion: Top-up ignores existing count · case 03
Partial stacks overflow past max_stack.
Inventory stack insertion: Top-up ignores existing count · case 04
Partial stacks overflow past max_stack.
Inventory stack insertion: Top-up ignores existing count · case 05
Partial stacks overflow past max_stack.
Inventory stack insertion: Items merge into foreign stacks · case 01
Arrows are added onto potion stacks.
Inventory stack insertion: Items merge into foreign stacks · case 02
Arrows are added onto potion stacks.
Inventory stack insertion: Items merge into foreign stacks · case 03
Arrows are added onto potion stacks.
Inventory stack insertion: Items merge into foreign stacks · case 04
Arrows are added onto potion stacks.
Inventory stack insertion: Items merge into foreign stacks · case 05
Arrows are added onto potion stacks.
Inventory stack insertion: Top-up fills later slots first · case 01
Loot lands in the last partial stack instead of the first.
Inventory stack insertion: Top-up fills later slots first · case 02
Loot lands in the last partial stack instead of the first.
Inventory stack insertion: Top-up fills later slots first · case 03
Loot lands in the last partial stack instead of the first.
Inventory stack insertion: Top-up fills later slots first · case 04
Loot lands in the last partial stack instead of the first.
Inventory stack insertion: Top-up fills later slots first · case 05
Loot lands in the last partial stack instead of the first.
Inventory stack insertion: New stacks exceed stack limit · case 01
A single empty slot swallows any quantity.
Inventory stack insertion: New stacks exceed stack limit · case 02
A single empty slot swallows any quantity.
Inventory stack insertion: New stacks exceed stack limit · case 03
A single empty slot swallows any quantity.
Inventory stack insertion: New stacks exceed stack limit · case 04
A single empty slot swallows any quantity.
Inventory stack insertion: New stacks exceed stack limit · case 05
A single empty slot swallows any quantity.
Gem combining cascade: Combining runs top-down · case 01
Freshly made gems do not cascade to the next tier.
Gem combining cascade: Combining runs top-down · case 02
Freshly made gems do not cascade to the next tier.
Gem combining cascade: Combining runs top-down · case 03
Freshly made gems do not cascade to the next tier.
Gem combining cascade: Combining runs top-down · case 04
Freshly made gems do not cascade to the next tier.
Gem combining cascade: Combining runs top-down · case 05
Freshly made gems do not cascade to the next tier.
Gem combining cascade: Leftover low-tier gems vanish · case 01
Gems that do not form a full triple are destroyed.
Gem combining cascade: Leftover low-tier gems vanish · case 02
Gems that do not form a full triple are destroyed.
Gem combining cascade: Leftover low-tier gems vanish · case 03
Gems that do not form a full triple are destroyed.
Gem combining cascade: Leftover low-tier gems vanish · case 04
Gems that do not form a full triple are destroyed.
Gem combining cascade: Leftover low-tier gems vanish · case 05
Gems that do not form a full triple are destroyed.
INSPECTABLE BY DESIGN
Every result has a runnable source.
Runnable implementations with recorded outputs, source hashes, and explicit contracts. Related variants share a failure mechanism and belong together in evaluation splits.
Read the methodology ↗