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The DMZ: Archive Gate — Project Soul

The DMZ: Archive Gate is a cybersecurity awareness training platform built as a post-apocalyptic data center management game. Developed by Matrices GmbH. Positioned as "Duolingo for Cybersecurity."

May 2, 2026
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The DMZ: Archive Gate — Project Soul

Identity

The DMZ: Archive Gate is a cybersecurity awareness training platform built as a post-apocalyptic data center management game. Developed by Matrices GmbH. Positioned as "Duolingo for Cybersecurity."

Premise: A Stuxnet variant (NIDHOGG) crashed the public internet. Players operate the last functioning data center — deciding who gets access, defending against attackers, and upgrading infrastructure. Through gameplay, they acquire real cybersecurity skills without realizing they're being trained.

Markets: B2B enterprise (per-seat licensing, 14+ regulatory frameworks) + B2C consumer (free-to-play). One game engine serves both.

Tech Stack

LayerTechnology
FrontendSvelteKit 2.x, Svelte 5, TypeScript, PixiJS
BackendNode.js, TypeScript, Fastify 5.x (modular monolith)
DatabasePostgreSQL (RLS multi-tenancy), Redis
Analytics DBPostgreSQL initially; ClickHouse or TimescaleDB when needed
AIClaude API (phishing content generation)
ORMDrizzle ORM (versioned migrations)
ValidationZod → JSON Schema (Fastify)
Build orchestrationTurborepo (pipeline caching, task graph)
Package managerpnpm 9.x (monorepo workspaces)
LintingESLint 9.x (flat config), Prettier
TestingVitest (unit), Playwright (E2E)
CI/CDGitHub Actions
InfrastructureDocker, Kubernetes

Architecture Principles

  1. Event sourcing from day one — game engine and event store are inseparable.
  2. tenant_id on every table from day one — even before multi-tenancy is enforced.
  3. Accessibility is structural — WCAG 2.1 AA is a legal requirement at launch.
  4. Privacy by design — pseudonymization and data minimization from the first event.
  5. Modular monolith first — no premature microservice extraction. Clear module boundaries.
  6. PostgreSQL first for analytics — defer ClickHouse/TimescaleDB to M7.
  7. Consumer game validates, enterprise game monetizes — the game must be fun before it can be sold.

Coding Standards

  • TypeScript strict mode everywhere. No any without explicit justification.
  • Svelte 5 runes ($state, $derived, $effect). No legacy reactive syntax.
  • Named exports over default exports.
  • Server-authoritative game state. Client mirrors, never owns.
  • All API endpoints validated with Zod. All responses typed.
  • Structured logging with Pino. Redact PII fields.
  • Error codes registry — every error gets a unique code.
  • Frontend and shared tests colocated: thing.tsthing.test.ts.
  • Backend module tests in __tests__/ subdirectories: module/__tests__/thing.test.ts.

Security Principles

  • OWASP Top 10 awareness in all code.
  • No secrets in code or commits. Environment variables only.
  • CSP headers, Trusted Types, anti-clickjacking.
  • Input validation at every system boundary.
  • Rate limiting on all public endpoints.
  • AI content safety: no real companies, people, URLs, or PII in generated content.

Tone

All engineering artifacts (commits, PRs, code comments, docs) are strictly professional. The post-apocalyptic theme stays in game code and content only.

Key Documents

DocumentPathLines
Game premisedocs/story.md59
Business Requirementsdocs/BRD.md1,363
Development Roadmapdocs/MILESTONES.md565
14 Design Documentsdocs/DD/~24,500
14 BRD Research Filesdocs/BRD/~22,200

Design Document Index

DDSystem
01Game core loop and state machine
02Email and document system
03AI content pipeline
04Facility and resource simulation
05Threat engine and breach mechanics
06Narrative and season architecture
07UI/UX and terminal aesthetic
08Frontend architecture (SvelteKit)
09Backend architecture and API
10Database schema and data model
11Enterprise multi-tenancy and admin
12Analytics and learning assessment
13Multiplayer and social systems
14Integration and infrastructure

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