A mobile-friendly tycoon game about electricity markets. Play it at electrifygame.com.
Electrify is source available under the MIT License with Commons Clause. The Commons Clause is a condition on the MIT License, not an alternative license.
You can use, study, modify, and share Electrify subject to these terms. The license does not permit selling the software as defined by the Commons Clause: providing a product or service for a fee or other consideration whose value derives entirely or substantially from Electrify, including paid hosting and related consulting or support services. See the full license and Commons Clause FAQ for the scope of this restriction.
Versions containing this license notice use the combined license. Versions previously distributed under MIT retain their MIT permissions. Third-party components and assets with separate license notices retain their own licenses.
Requires Node.js 24. Check your version with node --version.
Using a version manager such as nvm makes it easier to switch between Node versions.
Development commands work in standard Windows, macOS, and Linux shells. The deployment script requires a POSIX-compatible shell such as Git Bash.
With Node.js installed, run the following from the root of the repository:
npm ciTo use the online high score capabilities, you will need to contact an admin to get a Firebase api key.
npm startThis runs the app at http://localhost:3000.
npm run desktop:pack:offline builds a self-contained Electron package on Windows x64, Linux
x64, or macOS (one universal app for Intel and Apple Silicon). Native CI publishes downloadable
offline QA bundles. Use npm run desktop:pack with Electrify's STEAM_APP_ID to prepare a Steam
depot. See desktop build and Steam setup for fullscreen controls,
offline packaging, Cloud saves, friends leaderboards, testing and the remaining Steamworks release
steps.
npm testThis starts Jest in watch mode. Test files use the .test.ts or .test.tsx suffix. Use
npm run test:once -- <name> to run matching suites once and exit.
npm run checkChecks assets, types, lint, formatting, native unit tests, CI tooling, covered Jest tests,
simulation suites and a simulation CLI smoke run. Results appear as each gate finishes.
The check's Jest suites use at most four workers; set ELECTRIFY_CHECK_WORKERS to override
that limit. This default limits contention on shared machines; it is not a measured speedup.
The simulation CLI runs its single suite in process. These gates keep their caches inside .tmp/.
Before pushing a pull request, run npm run check:ci once on the integrated code instead.
It includes those eight gates plus tick performance, the production web build, bundle-size
ceilings, the production browser smoke/layout matrix and the desktop renderer's multiplayer
suite: fourteen gates in total. The packaged Electron UI suite remains CI-only.
Run npm run check:assets in a fresh worktree before building or testing. If it reports
Git LFS pointers, restore cached files with git lfs checkout, or fetch them with git lfs pull.
Missing files are reported separately: stage intentional asset deletions or renames before
retrying, or restore files that should still exist.
The full check runs this preflight automatically before starting any gates.
After repairing a failed gate, use the printed retry command, for example
npm run check -- --steps lint,tests. This reports a partial check; retain earlier passing
results only when their inputs have not changed. The runner does not track invalidated results;
rerun the full check if unsure (check:ci when retaining evidence from its extra gates).
npm run check:ci -- --steps browser is also a partial retry; it rebuilds the web renderer
first. A multiplayer retry rebuilds the desktop renderer, since both write to build/.
Use npm run check -- --help for gate IDs. Individually:
| Command | Purpose |
|---|---|
npm run typecheck |
tsc --noEmit for the app, then tsc -p e2e |
npm run lint |
ESLint for app and data scripts; warnings are errors |
npm run format |
Rewrite app and script files with Prettier |
npm run format:check |
Report unformatted app or script files |
npm run test:ci |
Run Jest once with the same coverage checks used by CI |
npm run test:sim |
Run the long simulation suites (*.sim.test.tsx) |
npm run test:e2e |
Run browser UI tests in headless Chromium |
npm run sim -- --all |
Run every scenario through the headless invariant checker |
Local checks run without opening application windows. The Electron UI suite requires an
explicit npm run test:desktop -- --headed because it opens native windows and takes keyboard
focus. CI runs that suite on dedicated runners; see desktop testing.
For changed UI flows or layouts, run the affected specs even when they are outside CI's list:
npm run test:e2e -- <spec> --project=desktop-chromium --project=mobile-390pxAdd --project=mobile-360px for minimum-width layout changes. Reuse the navigation helpers
in e2e/layout.ts and make sure the run reaches the changed assertions. test:e2e:ci only
selects the smoke/layout specs in e2e/ci.playwright.config.ts, even when passed another spec.
To run an arbitrary spec against production, use test:e2e with E2E_BASE_URL pointing to
your hosted web build. Rebuild web first if check:ci last wrote the desktop renderer.
Use an unused task-specific E2E_PORT for browser checks and keep it in the same shell
through the final check: $env:E2E_PORT = "3189" in PowerShell or export E2E_PORT=3189
in Bash. If occupied, choose another port without stopping another task's server.
npm run test:ci reports coverage and skips the *.sim.test.tsx suites, which CI runs without
coverage through npm run test:sim. src/helpers and src/reducers have floors set in
package.json just under where they stand today, so a change that guts them fails rather than
landing quietly; raise the floors as coverage grows.
npm run sim -- --allPlays every scenario through the real game reducer without a browser -- a 20 year run takes about half a second -- and checks that the economy obeyed its invariants (no NaNs, cash only moves by recorded revenue and expenses, storage can't invent electricity, and so on). Use it to sanity check a change to the simulation in seconds rather than by playing through the UI.
npm run sim -- --scenario 103 reports one scenario month by month, and npm run sim -- --help
lists the flags. See the simulation guide for what it checks and how it
works.
Every location is a single file in public/data/weather: hourly readings from 1980 through 2025
for the twelve days a year the game actually simulates, packed into about 66KB, or 80KB with
offshore wind. Whichever cities have been downloaded are exactly the ones the custom game screen
offers - public/data/weather/index.json is written by the same script and is what the picker reads.
npm run fetch-weather -- --listlists the 285 cities in scripts/cities.json and marks the ones already downloaded; naming some
of them fetches them, and naming none fetches everything still missing:
npm run fetch-weather -- Tokyo Nairobi ReykjavikThe data is ERA5 reanalysis from the Open-Meteo archive API, which is free and needs no key but rate limits by location-day. A 1980-2025 city costs 552 location-days, or 1,104 when its offshore point is fetched too, which works out to roughly nine onshore cities or four offshore cities an hour. The script paces itself against that, writes each city out as it finishes and skips whatever is already on disk - so filling in the rest of the catalogue is a matter of running it again tomorrow rather than leaving it running.
To extend every existing file after another calendar year has completed, run:
npm run update-weatherThis preserves the existing packed readings and fetches only the missing years through the last
fully completed year. Use npm run update-weather -- --through 2030 to choose an explicit cutoff;
city ids and --limit work here too, and completed files are skipped when a rate-limited run is
resumed.
To add somewhere that isn't listed, add it to scripts/cities.json and fetch it. The id must match
the generated weather filename and the location references in the game data.
To enable offshore wind for a location, add a representative sea coordinate in its offshore
field. Fetching a location that has no weather file downloads both points. If its onshore weather
already exists, the fetcher downloads only the offshore history and adds it to the existing binary,
preserving every established onshore reading.
public/icons.json lists every image under public/images/. It is generated by
npm run icons:generate (run automatically before start, build and test) and is git-ignored like
src/data/RunCompatibility.json. After launch, the service worker downloads the listed icons in
the background for every user -- not just installed apps -- so all screens' artwork is available
offline before a game starts. Add an image to public/images/ and the next build picks it up
automatically; no service-worker change is needed. Images the app never displays, such as the
1024 px link-preview icon, are listed in EXCLUDED in scripts/generate-icon-manifest.js so
players don't download them.
Every player downloads the manual's figures, so they ship as WebP. The originals live in
docs/manual-images/, which is not deployed. To add or change a figure, put the original there,
run node scripts/compress-manual-images.js (requires cwebp: brew install webp), and
reference the .webp from src/components/base/ManualEntries.tsx with its real width and
height. JPEG charts are re-encoded at WebP quality 88 (about 60-70% smaller, SSIM ≥ 0.993 and
indistinguishable at 3x zoom); PNGs are re-encoded losslessly. Always encode from the originals
so losses never compound. src/ManualFigures.test.ts checks the two stay in step. A diagram
drawn for the game keeps its SVG source beside it; render that to a PNG at its own size (for
example with a headless browser) and compress the PNG like any other original.
To release, install and authenticate the AWS CLI.
Merging to master deploys prod through GitHub Actions (.github/workflows/deploy-prod.yml).
To preview a change first, run npm run deploy beta and check that:
- basic functionality works (app loads, game starts, music plays)
Web and desktop builds use their build-start timestamp as the version, for example
v26sept26-1507 in Settings and 26sept26-1507 in metadata. The timestamp uses fixed PST
(UTC−8, including summer), a two-digit day/year, and 24-hour time. Settings and the deployed
/package.json report the same version.
Game analytics events include it as app_version; new scores, personal bests, replays, and saves
use appVersion. Steam scores store the ASCII version in zero-padded int32 score-detail slots.
Existing records keep their original metadata. The development server stamps its start time;
unbuilt test/CLI entry points use dev. Electron's required semver package field stays separate
from its appVersion metadata and is not used by the game UI or logging. Build timestamps do not
change the simulation compatibility hash.
The app supports the Redux DevTools browser extension for inspecting application state.
Player names live in users/{uid}.displayName. Display names are not unique;
Firebase Auth UIDs identify accounts. Scores retain a display-name copy for efficient
leaderboard reads, with best-effort backfilling when a player renames themselves.
Legacy usernames documents and displayNameLower profile fields are unused and may be
deleted with admin tooling; deploying rules does not delete stored data.