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
Decoration scatter with quadrant quota: Tile lookup transposed · case 01
Props appear inside walls on non-square maps.
Decoration scatter with quadrant quota: Tile lookup transposed · case 02
Props appear inside walls on non-square maps.
Decoration scatter with quadrant quota: Tile lookup transposed · case 03
Props appear inside walls on non-square maps.
Decoration scatter with quadrant quota: Tile lookup transposed · case 04
Props appear inside walls on non-square maps.
Decoration scatter with quadrant quota: Tile lookup transposed · case 05
Props appear inside walls on non-square maps.
Heightmap smoothing and biome classes: Map edges sink into the sea · case 01
Border cells are averaged as if missing neighbours were zero.
Heightmap smoothing and biome classes: Map edges sink into the sea · case 02
Border cells are averaged as if missing neighbours were zero.
Heightmap smoothing and biome classes: Map edges sink into the sea · case 03
Border cells are averaged as if missing neighbours were zero.
Heightmap smoothing and biome classes: Map edges sink into the sea · case 04
Border cells are averaged as if missing neighbours were zero.
Heightmap smoothing and biome classes: Map edges sink into the sea · case 05
Border cells are averaged as if missing neighbours were zero.
Heightmap smoothing and biome classes: Smoothed heights round to nearest · case 01
Coastlines shift inland compared to the floor rule.
Heightmap smoothing and biome classes: Smoothed heights round to nearest · case 02
Coastlines shift inland compared to the floor rule.
Heightmap smoothing and biome classes: Smoothed heights round to nearest · case 03
Coastlines shift inland compared to the floor rule.
Heightmap smoothing and biome classes: Smoothed heights round to nearest · case 04
Coastlines shift inland compared to the floor rule.
Heightmap smoothing and biome classes: Smoothed heights round to nearest · case 05
Coastlines shift inland compared to the floor rule.
Heightmap smoothing and biome classes: Window skips the row below · case 01
Smoothing is biased toward northern neighbours.
Heightmap smoothing and biome classes: Window skips the row below · case 02
Smoothing is biased toward northern neighbours.
Heightmap smoothing and biome classes: Window skips the row below · case 03
Smoothing is biased toward northern neighbours.
Heightmap smoothing and biome classes: Window skips the row below · case 04
Smoothing is biased toward northern neighbours.
Heightmap smoothing and biome classes: Window skips the row below · case 05
Smoothing is biased toward northern neighbours.
Heightmap smoothing and biome classes: Left edge wraps to the right edge · case 01
The first column is smoothed with values from the opposite side.
Heightmap smoothing and biome classes: Left edge wraps to the right edge · case 02
The first column is smoothed with values from the opposite side.
Heightmap smoothing and biome classes: Left edge wraps to the right edge · case 03
The first column is smoothed with values from the opposite side.
Heightmap smoothing and biome classes: Left edge wraps to the right edge · case 04
The first column is smoothed with values from the opposite side.
Heightmap smoothing and biome classes: Left edge wraps to the right edge · case 05
The first column is smoothed with values from the opposite side.
Heightmap smoothing and biome classes: Beach band too wide · case 01
Grassland at sea+2 is classed as beach.
Heightmap smoothing and biome classes: Beach band too wide · case 02
Grassland at sea+2 is classed as beach.
Heightmap smoothing and biome classes: Beach band too wide · case 03
Grassland at sea+2 is classed as beach.
Heightmap smoothing and biome classes: Beach band too wide · case 04
Grassland at sea+2 is classed as beach.
Heightmap smoothing and biome classes: Beach band too wide · case 05
Grassland at sea+2 is classed as beach.
Rotated prefab stamping: Rotation is a transpose · case 01
Rotated prefabs appear mirrored.
Rotated prefab stamping: Rotation is a transpose · case 02
Rotated prefabs appear mirrored.
Rotated prefab stamping: Rotation is a transpose · case 03
Rotated prefabs appear mirrored.
Rotated prefab stamping: Rotation is a transpose · case 04
Rotated prefabs appear mirrored.
Rotated prefab stamping: Rotation is a transpose · case 05
Rotated prefabs appear mirrored.
Rotated prefab stamping: Negative rotations are ignored · case 01
Counter-clockwise requests leave prefabs unrotated.
Rotated prefab stamping: Negative rotations are ignored · case 02
Counter-clockwise requests leave prefabs unrotated.
Rotated prefab stamping: Negative rotations are ignored · case 03
Counter-clockwise requests leave prefabs unrotated.
Rotated prefab stamping: Negative rotations are ignored · case 04
Counter-clockwise requests leave prefabs unrotated.
Rotated prefab stamping: Negative rotations are ignored · case 05
Counter-clockwise requests leave prefabs unrotated.
Rotated prefab stamping: Transparent cells overwrite terrain · case 01
Prefab holes erase existing walls.
Rotated prefab stamping: Transparent cells overwrite terrain · case 02
Prefab holes erase existing walls.
Rotated prefab stamping: Transparent cells overwrite terrain · case 03
Prefab holes erase existing walls.
Rotated prefab stamping: Transparent cells overwrite terrain · case 04
Prefab holes erase existing walls.
Rotated prefab stamping: Transparent cells overwrite terrain · case 05
Prefab holes erase existing walls.
Rotated prefab stamping: Prefab stamped transposed · case 01
Non-square prefabs land rotated a quarter turn.
Rotated prefab stamping: Prefab stamped transposed · case 02
Non-square prefabs land rotated a quarter turn.
Rotated prefab stamping: Prefab stamped transposed · case 03
Non-square prefabs land rotated a quarter turn.
Rotated prefab stamping: Prefab stamped transposed · case 04
Non-square prefabs land rotated a quarter turn.
Rotated prefab stamping: Prefab stamped transposed · case 05
Non-square prefabs land rotated a quarter turn.
Rotated prefab stamping: Locked tiles are overwritten · case 01
Quest-critical locked tiles get replaced by prefabs.
Rotated prefab stamping: Locked tiles are overwritten · case 02
Quest-critical locked tiles get replaced by prefabs.
Rotated prefab stamping: Locked tiles are overwritten · case 03
Quest-critical locked tiles get replaced by prefabs.
Rotated prefab stamping: Locked tiles are overwritten · case 04
Quest-critical locked tiles get replaced by prefabs.
Rotated prefab stamping: Locked tiles are overwritten · case 05
Quest-critical locked tiles get replaced by prefabs.
Rotated prefab stamping: Rejected stamp leaks partial tiles · case 01
A failed placement leaves half a prefab in the level.
Rotated prefab stamping: Rejected stamp leaks partial tiles · case 02
A failed placement leaves half a prefab in the level.
Rotated prefab stamping: Rejected stamp leaks partial tiles · case 03
A failed placement leaves half a prefab in the level.
Rotated prefab stamping: Rejected stamp leaks partial tiles · case 04
A failed placement leaves half a prefab in the level.
Rotated prefab stamping: Rejected stamp leaks partial tiles · case 05
A failed placement leaves half a prefab in the level.
Encounter pacing along the critical path: Proposals processed in input order · case 01
Gaps are checked against later positions, spacing encounters backwards.
Encounter pacing along the critical path: Proposals processed in input order · case 02
Gaps are checked against later positions, spacing encounters backwards.
Encounter pacing along the critical path: Proposals processed in input order · case 03
Gaps are checked against later positions, spacing encounters backwards.
Encounter pacing along the critical path: Proposals processed in input order · case 04
Gaps are checked against later positions, spacing encounters backwards.
Encounter pacing along the critical path: Proposals processed in input order · case 05
Gaps are checked against later positions, spacing encounters backwards.
Encounter pacing along the critical path: Encounter on the exit tile · case 01
Players fight on the level exit.
Encounter pacing along the critical path: Encounter on the exit tile · case 02
Players fight on the level exit.
Encounter pacing along the critical path: Encounter on the exit tile · case 03
Players fight on the level exit.
Encounter pacing along the critical path: Encounter on the exit tile · case 04
Players fight on the level exit.
Encounter pacing along the critical path: Encounter on the exit tile · case 05
Players fight on the level exit.
Encounter pacing along the critical path: Only the first checkpoint resets pacing · case 01
Later rest stops do not give breathing room.
Encounter pacing along the critical path: Only the first checkpoint resets pacing · case 02
Later rest stops do not give breathing room.
Encounter pacing along the critical path: Only the first checkpoint resets pacing · case 03
Later rest stops do not give breathing room.
Encounter pacing along the critical path: Only the first checkpoint resets pacing · case 04
Later rest stops do not give breathing room.
Encounter pacing along the critical path: Only the first checkpoint resets pacing · case 05
Later rest stops do not give breathing room.
Encounter pacing along the critical path: First encounter ignores the start gap · case 01
Enemies appear right at the level entrance.
Encounter pacing along the critical path: First encounter ignores the start gap · case 02
Enemies appear right at the level entrance.
Encounter pacing along the critical path: First encounter ignores the start gap · case 03
Enemies appear right at the level entrance.
Encounter pacing along the critical path: First encounter ignores the start gap · case 04
Enemies appear right at the level entrance.
Encounter pacing along the critical path: First encounter ignores the start gap · case 05
Enemies appear right at the level entrance.
Encounter pacing along the critical path: Encounters one tile too far apart · case 01
Levels contain fewer encounters than designed.
Encounter pacing along the critical path: Encounters one tile too far apart · case 02
Levels contain fewer encounters than designed.
Encounter pacing along the critical path: Encounters one tile too far apart · case 03
Levels contain fewer encounters than designed.
Encounter pacing along the critical path: Encounters one tile too far apart · case 04
Levels contain fewer encounters than designed.
Encounter pacing along the critical path: Encounters one tile too far apart · case 05
Levels contain fewer encounters than designed.
Door placement between rooms: Doors between rooms with no wall · case 01
Doors are placed between touching rooms and inside the neighbour.
Door placement between rooms: Doors between rooms with no wall · case 02
Doors are placed between touching rooms and inside the neighbour.
Door placement between rooms: Doors between rooms with no wall · case 03
Doors are placed between touching rooms and inside the neighbour.
Door placement between rooms: Doors between rooms with no wall · case 04
Doors are placed between touching rooms and inside the neighbour.
Door placement between rooms: Doors between rooms with no wall · case 05
Doors are placed between touching rooms and inside the neighbour.
Door placement between rooms: Door placed beyond the shared wall · case 01
Doors open into solid rock beside the smaller room.
Door placement between rooms: Door placed beyond the shared wall · case 02
Doors open into solid rock beside the smaller room.
Door placement between rooms: Door placed beyond the shared wall · case 03
Doors open into solid rock beside the smaller room.
Door placement between rooms: Door placed beyond the shared wall · case 04
Doors open into solid rock beside the smaller room.
Door placement between rooms: Door placed beyond the shared wall · case 05
Doors open into solid rock beside the smaller room.
Door placement between rooms: Doors on corner-touching rooms · case 01
Rooms that only meet at a corner get a door.
Door placement between rooms: Doors on corner-touching rooms · case 02
Rooms that only meet at a corner get a door.
Door placement between rooms: Doors on corner-touching rooms · case 03
Rooms that only meet at a corner get a door.
Door placement between rooms: Doors on corner-touching rooms · case 04
Rooms that only meet at a corner get a door.
Door placement between rooms: Doors on corner-touching rooms · case 05
Rooms that only meet at a corner get a door.
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 ↗