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
Crafting station queue: Station free time forgets queued work · case 01
Consecutive jobs on one station overlap.
Crafting station queue: Station free time forgets queued work · case 02
Consecutive jobs on one station overlap.
Crafting station queue: Station free time forgets queued work · case 03
Consecutive jobs on one station overlap.
Crafting station queue: Station free time forgets queued work · case 04
Consecutive jobs on one station overlap.
Crafting station queue: Station free time forgets queued work · case 05
Consecutive jobs on one station overlap.
Crafting station queue: Finished jobs listed in queue order · case 01
Completion notifications arrive out of finish order.
Crafting station queue: Finished jobs listed in queue order · case 02
Completion notifications arrive out of finish order.
Crafting station queue: Finished jobs listed in queue order · case 03
Completion notifications arrive out of finish order.
Crafting station queue: Finished jobs listed in queue order · case 04
Completion notifications arrive out of finish order.
Crafting station queue: Finished jobs listed in queue order · case 05
Completion notifications arrive out of finish order.
Crafting XP with rested pool: One kill drains the whole rested pool · case 01
A tiny xp gain doubles by the entire rested pool.
Crafting XP with rested pool: One kill drains the whole rested pool · case 02
A tiny xp gain doubles by the entire rested pool.
Crafting XP with rested pool: One kill drains the whole rested pool · case 03
A tiny xp gain doubles by the entire rested pool.
Crafting XP with rested pool: One kill drains the whole rested pool · case 04
A tiny xp gain doubles by the entire rested pool.
Crafting XP with rested pool: One kill drains the whole rested pool · case 05
A tiny xp gain doubles by the entire rested pool.
Crafting XP with rested pool: Rested pool drains by the base gain · case 01
Rested pool goes negative after a large gain.
Crafting XP with rested pool: Rested pool drains by the base gain · case 02
Rested pool goes negative after a large gain.
Crafting XP with rested pool: Rested pool drains by the base gain · case 03
Rested pool goes negative after a large gain.
Crafting XP with rested pool: Rested pool drains by the base gain · case 04
Rested pool goes negative after a large gain.
Crafting XP with rested pool: Rested pool drains by the base gain · case 05
Rested pool goes negative after a large gain.
Crafting XP with rested pool: Only one level per gain · case 01
A huge gain leaves an overfull xp bar.
Crafting XP with rested pool: Only one level per gain · case 02
A huge gain leaves an overfull xp bar.
Crafting XP with rested pool: Only one level per gain · case 03
A huge gain leaves an overfull xp bar.
Crafting XP with rested pool: Only one level per gain · case 04
A huge gain leaves an overfull xp bar.
Crafting XP with rested pool: Only one level per gain · case 05
A huge gain leaves an overfull xp bar.
Crafting XP with rested pool: Level-up discards overflow xp · case 01
Excess xp beyond the requirement is lost on each level.
Crafting XP with rested pool: Level-up discards overflow xp · case 02
Excess xp beyond the requirement is lost on each level.
Crafting XP with rested pool: Level-up discards overflow xp · case 03
Excess xp beyond the requirement is lost on each level.
Crafting XP with rested pool: Level-up discards overflow xp · case 04
Excess xp beyond the requirement is lost on each level.
Crafting XP with rested pool: Level-up discards overflow xp · case 05
Excess xp beyond the requirement is lost on each level.
Crafting XP with rested pool: Capped characters keep leftover xp · case 01
The xp bar shows progress past the level cap.
Crafting XP with rested pool: Capped characters keep leftover xp · case 02
The xp bar shows progress past the level cap.
Crafting XP with rested pool: Capped characters keep leftover xp · case 03
The xp bar shows progress past the level cap.
Crafting XP with rested pool: Capped characters keep leftover xp · case 04
The xp bar shows progress past the level cap.
Crafting XP with rested pool: Capped characters keep leftover xp · case 05
The xp bar shows progress past the level cap.
Crafting XP with rested pool: Capped characters burn rested xp · case 01
Rested pool is consumed after the level cap.
Crafting XP with rested pool: Capped characters burn rested xp · case 02
Rested pool is consumed after the level cap.
Crafting XP with rested pool: Capped characters burn rested xp · case 03
Rested pool is consumed after the level cap.
Crafting XP with rested pool: Capped characters burn rested xp · case 04
Rested pool is consumed after the level cap.
Crafting XP with rested pool: Capped characters burn rested xp · case 05
Rested pool is consumed after the level cap.
Room placement with padding: One-tile-wide rooms are accepted · case 01
Generated levels contain 2-wide slivers flagged as rooms.
Room placement with padding: One-tile-wide rooms are accepted · case 02
Generated levels contain 2-wide slivers flagged as rooms.
Room placement with padding: One-tile-wide rooms are accepted · case 03
Generated levels contain 2-wide slivers flagged as rooms.
Room placement with padding: One-tile-wide rooms are accepted · case 04
Generated levels contain 2-wide slivers flagged as rooms.
Room placement with padding: One-tile-wide rooms are accepted · case 05
Generated levels contain 2-wide slivers flagged as rooms.
Room placement with padding: Rooms overwrite the outer wall · case 01
Rooms touch the map edge, leaving no boundary wall.
Room placement with padding: Rooms overwrite the outer wall · case 02
Rooms touch the map edge, leaving no boundary wall.
Room placement with padding: Rooms overwrite the outer wall · case 03
Rooms touch the map edge, leaving no boundary wall.
Room placement with padding: Rooms overwrite the outer wall · case 04
Rooms touch the map edge, leaving no boundary wall.
Room placement with padding: Rooms overwrite the outer wall · case 05
Rooms touch the map edge, leaving no boundary wall.
Room placement with padding: Rooms start on the border row · case 01
Rooms at column or row zero erase the top or left wall.
Room placement with padding: Rooms start on the border row · case 02
Rooms at column or row zero erase the top or left wall.
Room placement with padding: Rooms start on the border row · case 03
Rooms at column or row zero erase the top or left wall.
Room placement with padding: Rooms start on the border row · case 04
Rooms at column or row zero erase the top or left wall.
Room placement with padding: Rooms start on the border row · case 05
Rooms at column or row zero erase the top or left wall.
Room placement with padding: Horizontal neighbours ignore padding · case 01
Side-by-side rooms share a wall with no corridor gap.
Room placement with padding: Horizontal neighbours ignore padding · case 02
Side-by-side rooms share a wall with no corridor gap.
Room placement with padding: Horizontal neighbours ignore padding · case 03
Side-by-side rooms share a wall with no corridor gap.
Room placement with padding: Horizontal neighbours ignore padding · case 04
Side-by-side rooms share a wall with no corridor gap.
Room placement with padding: Horizontal neighbours ignore padding · case 05
Side-by-side rooms share a wall with no corridor gap.
Room placement with padding: Rejected rooms still block space · case 01
A rejected candidate prevents later valid rooms from being placed.
Room placement with padding: Rejected rooms still block space · case 02
A rejected candidate prevents later valid rooms from being placed.
Room placement with padding: Rejected rooms still block space · case 03
A rejected candidate prevents later valid rooms from being placed.
Room placement with padding: Rejected rooms still block space · case 04
A rejected candidate prevents later valid rooms from being placed.
Room placement with padding: Rejected rooms still block space · case 05
A rejected candidate prevents later valid rooms from being placed.
Level reachability flood fill: Flood fill squeezes through diagonal gaps · case 01
Levels are validated as solvable although the exit is only diagonally adjacent.
Level reachability flood fill: Flood fill squeezes through diagonal gaps · case 02
Levels are validated as solvable although the exit is only diagonally adjacent.
Level reachability flood fill: Flood fill squeezes through diagonal gaps · case 03
Levels are validated as solvable although the exit is only diagonally adjacent.
Level reachability flood fill: Flood fill squeezes through diagonal gaps · case 04
Levels are validated as solvable although the exit is only diagonally adjacent.
Level reachability flood fill: Flood fill squeezes through diagonal gaps · case 05
Levels are validated as solvable although the exit is only diagonally adjacent.
Level reachability flood fill: Water blocks swimmers · case 01
Levels requiring swimming are rejected even when the player can swim.
Level reachability flood fill: Water blocks swimmers · case 02
Levels requiring swimming are rejected even when the player can swim.
Level reachability flood fill: Water blocks swimmers · case 03
Levels requiring swimming are rejected even when the player can swim.
Level reachability flood fill: Water blocks swimmers · case 04
Levels requiring swimming are rejected even when the player can swim.
Level reachability flood fill: Water blocks swimmers · case 05
Levels requiring swimming are rejected even when the player can swim.
Level reachability flood fill: Start cell is not counted · case 01
An enclosed start reports zero reachable cells.
Level reachability flood fill: Start cell is not counted · case 02
An enclosed start reports zero reachable cells.
Level reachability flood fill: Start cell is not counted · case 03
An enclosed start reports zero reachable cells.
Level reachability flood fill: Start cell is not counted · case 04
An enclosed start reports zero reachable cells.
Level reachability flood fill: Start cell is not counted · case 05
An enclosed start reports zero reachable cells.
Level reachability flood fill: Doors are treated as walls · case 01
Rooms behind doors are reported unreachable.
Level reachability flood fill: Doors are treated as walls · case 02
Rooms behind doors are reported unreachable.
Level reachability flood fill: Doors are treated as walls · case 03
Rooms behind doors are reported unreachable.
Level reachability flood fill: Doors are treated as walls · case 04
Rooms behind doors are reported unreachable.
Level reachability flood fill: Doors are treated as walls · case 05
Rooms behind doors are reported unreachable.
Cave smoothing automaton: Only diagonal neighbours are counted · case 01
Caves smooth into diagonal checkerboards.
Cave smoothing automaton: Only diagonal neighbours are counted · case 02
Caves smooth into diagonal checkerboards.
Cave smoothing automaton: Only diagonal neighbours are counted · case 03
Caves smooth into diagonal checkerboards.
Cave smoothing automaton: Only diagonal neighbours are counted · case 04
Caves smooth into diagonal checkerboards.
Cave smoothing automaton: Only diagonal neighbours are counted · case 05
Caves smooth into diagonal checkerboards.
Cave smoothing automaton: Borders always count as walls · case 01
Open-edge maps grow walls along the boundary.
Cave smoothing automaton: Borders always count as walls · case 02
Open-edge maps grow walls along the boundary.
Cave smoothing automaton: Borders always count as walls · case 03
Open-edge maps grow walls along the boundary.
Cave smoothing automaton: Borders always count as walls · case 04
Open-edge maps grow walls along the boundary.
Cave smoothing automaton: Borders always count as walls · case 05
Open-edge maps grow walls along the boundary.
Cave smoothing automaton: Automaton reads already-updated rows · case 01
Cave shape depends on scan direction.
Cave smoothing automaton: Automaton reads already-updated rows · case 02
Cave shape depends on scan direction.
Cave smoothing automaton: Automaton reads already-updated rows · case 03
Cave shape depends on scan direction.
Cave smoothing automaton: Automaton reads already-updated rows · case 04
Cave shape depends on scan direction.
Cave smoothing automaton: Automaton reads already-updated rows · case 05
Cave shape depends on scan direction.
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 ↗