Pod PulseGuideBack to the game

How to play

  1. Join. Open the join link the host shares and pick a nickname.
  2. Team. You land in the Red or the Blue crew. Every ship of your fleet is a real pod on the team's Kubernetes cluster.
  3. Shipyard (2 min). Your crew shares 3 points; each protection costs 1. Pick the ones you think your fleet needs โ€” anybody in the crew can change them, the last change wins.
  4. Battle (10 min). Pick a weapon, then click a cell in the enemy's waters. Watch your reload bars: your guns reload after every shot, the crew's ๐ŸŒŠ storm after 90 s. A ship that took an effective hit gets a ๐Ÿ›ก shield for 30 s, and a sunk ship comes back somewhere else in the fog. A ship that only restarted stays where it is: point at a cell for your crew's shots there, and fire again at your last target with โ†ป or the R key.
  5. How to win.

    โฑ When time runs out, the fleet that delivered more ๐Ÿ“ฆ cargo wins.

    ๐Ÿ”ฅ Instant win: from minute 2 on, put the whole enemy fleet out of action at the same time โ€” one effective hit per ship is enough โ€” and keep it down for 5 s.

    Out of action means no ship is sailing or leaking (damaged, repairing, starting and sunk ships do not deliver cargo). The fleet must have taken at least one effective grid hit (๐Ÿ’ฅ ๐Ÿ”ง ๐Ÿ›ข) in this battle โ€” a ๐ŸŒŠ storm alone does not count, although it can put a fleet without ๐Ÿ“ก radar out of action (the rollout swaps every ship at once). Each fleet that is out of action shows its own countdown; the first fleet whose 5 s hold completes loses. If both holds complete within the same moment (one 500 ms engine tick), cargo decides while both fleets stay down; as soon as one of them has a ship back in action, the other gets a fresh 5 s countdown.

  6. Debrief. See which protection stopped which hit: cargo lost after each weapon, the timeline per fleet, both loadouts side by side and a note for the classic mistakes.

How it fits together

Every box: the game term ยท the Kubernetes name ยท what it really does. Arrows show the real flows. Click a box to jump to its row in the glossary.

  • Control plane
  • Traffic path
  • Ships and docks
  • Protections
  • Weapons and failures
  • Observability
  • Game rules
  • Simulated (demo app)
๐ŸŽฎ Game rules on top โ€” they exist only in the game, not in Kubernetes
๐ŸŽฎ game rule Shieldnot a Kubernetes featureAfter an effective hit a ship can't be hit again for 30 s, so Kubernetes has time to react (probe โ†’ restart โ†’ back in service).๐ŸŽฎ game rule Reload timeno Kubernetes equivalentYour guns reload after every shot: 4 s in a crew of 1โ€“2, 6 s with 3โ€“4, 8 s with 5 or more. The ๐ŸŒŠ storm reloads in 90 s per crew.๐ŸŽฎ game rule Fogno Kubernetes equivalentEnemy ships are hidden until hit. When no free water is left for a new ship, the fog rolls in: old marks are cleared.๐ŸŽฎ game rule Ship positionsno Kubernetes equivalentReal pods have no position: the 8ร—8 grid is a visualisation, each pod is drawn as a ship of 2 or 3 cells at a random spot.๐ŸŽฎ game rule Shipyard budgetno Kubernetes equivalent3 points per crew; each protection costs 1.๐ŸŽฎ game rule Cargo score and winnerno Kubernetes equivalentAnswered requests count as cargo; the fleet with more cargo when time is up wins.๐ŸŽฎ game rule Instant winno Kubernetes equivalentFrom minute 2 on: the whole enemy fleet out of action at the same time (one effective hit per ship), held for 5 s.๐ŸŽฎ game rule Teamsno Kubernetes equivalentPlayers are put into Red or Blue automatically so both crews stay even; the host can move people.๐ŸŽฎ game rule Join linkno Kubernetes equivalentValid for 90 min from the start of the round (a running battle and its debrief are played to the end).
  1. ๐ŸŒ Your browser โ†’ ๐Ÿšช Harbour gate: HTTPS
  2. ๐Ÿšช Harbour gate โ†’ ๐Ÿงญ War room
  3. ๐Ÿงญ War room โ†’ ๐Ÿ›๏ธ Fleet command: API
  4. ๐Ÿ›๏ธ Fleet command โ†’ ๐Ÿ“œ Fleet orders: patch
  5. ๐Ÿ“œ Fleet orders โ†’ ๐Ÿ—๏ธ Shipbuilders
  6. ๐Ÿ—๏ธ Shipbuilders โ†’ ๐ŸŒŠ The harbour (the ships): builds pods
  7. ๐Ÿงญ War room โ†’ ๐Ÿ“ฆ Cargo dispatcher
  8. ๐Ÿ“ฆ Cargo dispatcher โ†’ ๐Ÿ›ณ๏ธ Harbour master: 10 req/s per fleet
  9. ๐Ÿ›ณ๏ธ Harbour master โ†’ ๐ŸŒŠ The harbour (the ships): ready ships only
  10. ๐Ÿ›๏ธ Fleet command โ†’ ๐Ÿ’ฅ Torpedo: delete pod
  11. ๐Ÿ’ฅ Torpedo โ†’ ๐ŸŒŠ The harbour (the ships): ship gone
  12. ๐Ÿ›๏ธ Fleet command โ†’ ๐ŸŒŠ Storm: rollout restart
  13. ๐ŸŒŠ Storm โ†’ ๐Ÿ—๏ธ Shipbuilders
  14. ๐Ÿงญ War room โ†’ Fault-port weapons
  15. Fault-port weapons โ†’ ๐Ÿšง Harbour fence
  16. ๐Ÿšง Harbour fence โ†’ ๐ŸŒŠ The harbour (the ships)
  17. ๐Ÿง‘โ€โœˆ๏ธ Dock inspector โ†” ๐Ÿšข Ship: probes, restarts
  18. ๐Ÿšข Ship โ†’ โš“ Dock: moored at
  19. ๐ŸŒŠ The harbour (the ships) โ†’ ๐Ÿ—ผ Lighthouse: traces
  20. ๐Ÿงญ War room โ†’ ๐Ÿ—ผ Lighthouse: traces ยท events

Glossary

Game termKubernetesWhat it doesTry it
Control plane
War room โ˜ธ Kubernetescontrol Deployment (1 pod)Runs the game, serves this UI and talks to the Kubernetes API.Read the ship's log: every โ€œk8s:โ€ line is a real event the war room read from the Kubernetes API.
Fleet command โ˜ธ KubernetesKubernetes API serverWhere the war room changes fleet orders, sinks ships and rolls fleets.Every ๐Ÿ’ฅ torpedo and ๐ŸŒŠ storm you fire is one call the war room makes to the API server.
Fleet orders โ˜ธ KubernetesDeployment โ€ฆ-red / โ€ฆ-blueSays how many ships and which equipment (probes, shutdown).Pick protections in the shipyard: when the battle launches they are written into your fleet orders.
Shipbuilders โ˜ธ KubernetesReplicaSetNotices a missing ship and builds a new one (new pod name, new position).Sink a ship with ๐Ÿ’ฅ: a ship with a new name appears in the enemy's fog, and the log says โ€œSuccessfulCreateโ€.
Traffic path
Harbour gate โ˜ธ KubernetesIngress (Traefik) + TLSLets HTTPS from the internet in and routes it to the war room.This page came through the gate: the join link, the game and this guide all use the same HTTPS address.
Cargo dispatcher ๐Ÿงช simulatedload generator (inside the war room)Sends 10 requests/s to each fleet; every answered request is delivered cargo, every error or timeout is lost cargo.Watch the ๐Ÿ“ฆ score in the header: it counts the answered requests, โ€œlostโ€ counts the failed ones.
Harbour master โ˜ธ KubernetesService โ€ฆ-red / โ€ฆ-blueSpreads the requests over the ships that are ready.Look at the cargo % in your ship rows: the harbour master shares the load between your ships.
Ships and docks
Ship โ˜ธ KubernetesPod (target container)One running copy of the app that answers cargo requests.Your ship rows show the real pod names (e.g. red-x7k2q); a ship 2 or 3 cells long on the grid is one pod.
Dock โ˜ธ KubernetesNode (cop-k3s-1 / cop-k3s-2)The server a ship is moored at.The small line under each ship's name is its node.
Dock inspector โ˜ธ KuberneteskubeletRuns on each node; runs the probes and restarts containers.โ€œLiveness probe failedโ€ and โ€œBack-off restartingโ€ in the ship's log are the dock inspector at work.
Cargo hold โ˜ธ Kubernetesmemory limit (64 Mi)A leak fills the hold until the ship capsizes (OOMKilled).Watch the memory bar of a leaking ship climb towards 64 MiB.
Protections
Radar โ˜ธ KubernetesreadinessProbeDamaged or starting ships get no cargo.Buy Radar, then take a ๐Ÿ”ง hit โ€” that ship's cargo share drops to 0 % instead of losing cargo.
Repair crew โ˜ธ KuberneteslivenessProbeHung ships are restarted automatically.Buy Repair crew, take a ๐Ÿ”ง hit โ€” after about 15 s the ship shows โ€œRepairingโ€ and comes back.
Tug โ˜ธ KubernetesstartupProbeProtects slow-starting ships from the repair crew.Buy Repair crew without Tug: your ships restart in a loop at launch (โ€œBack-offโ€ in the log).
Lifeboats โ˜ธ KubernetespreStop + graceful shutdownLeaving ships finish their cargo first.Buy Lifeboats, then take a ๐ŸŒŠ storm: almost no cargo is lost while the ships are swapped.
Extra ship โ˜ธ Kubernetesreplicas: 4One more ship carries cargo while one is down.Buy it: your fleet sails with 4 ships instead of 3, and one torpedo hurts less.
Harbour fence โ˜ธ KubernetesNetworkPolicyOnly the war room may reach the ships' internal fault port.Always on: nobody else can send ๐Ÿ”ง or ๐Ÿ›ข to a ship โ€” only the war room's calls get through the fence.
Weapons and failures
Torpedo โ˜ธ Kubernetespod deletedThe ship is gone; the shipbuilders send a new one.Fire ๐Ÿ’ฅ at a ship: it is marked sunk, and a new pod starts slowly somewhere in the fog.
Engine damage โ˜ธ Kubernetesapp hangs / returns errors, process keeps runningKubernetes still sees a running process โ€” only the probes notice (radar, repair crew).Hit a fleet without Radar with ๐Ÿ”ง: the ship keeps getting cargo and loses it for 90 s.
Leak โ˜ธ Kubernetesmemory leakEnds in OOMKilled and a container restart.Fire ๐Ÿ›ข and wait: โ€œOOMKilledโ€ appears in the log and the ship shows โ€œRepairingโ€ (same pod, new container).
Storm โ˜ธ Kubernetesrolling restart (rollout)Every ship is replaced, one by one โ€” without ๐Ÿ“ก radar new ships count as ready at once, so the whole fleet is swapped in seconds.Fire ๐ŸŒŠ (team weapon, 90 s reload): โ€œScaled up / Scaled down replica setโ€ lines follow in the log.
Observability
Lighthouse โ˜ธ KubernetesOpenTelemetry โ†’ shared OTel Collector โ†’ SigNozEvery request, shot and restart is recorded.After the battle, open SigNoz and look for the services steve-pod-pulse-control, steve-pod-pulse-red and -blue.
Game rules
Shield ๐ŸŽฎ game rulenot a Kubernetes featureAfter an effective hit a ship can't be hit again for 30 s, so Kubernetes has time to react (probe โ†’ restart โ†’ back in service).Hit the same ship again right away: the shot counts as โ€œno effectโ€ โŠ˜. Your hit cell counts the shield down (๐Ÿ›ก 0:22); when it glows green, โ†ป Fire again (or R) โ€” a ship that only restarted is still there.
Reload time ๐ŸŽฎ game ruleno Kubernetes equivalentYour guns reload after every shot: 4 s in a crew of 1โ€“2, 6 s with 3โ€“4, 8 s with 5 or more. The ๐ŸŒŠ storm reloads in 90 s per crew.The reload bar above the enemy grid shows your crew's current time.
Fog ๐ŸŽฎ game ruleno Kubernetes equivalentEnemy ships are hidden until hit. When no free water is left for a new ship, the fog rolls in: old marks are cleared.Watch for โ€œFog rolls in over โ€ฆ watersโ€ in the ship's log.
Ship positions ๐ŸŽฎ game ruleno Kubernetes equivalentReal pods have no position: the 8ร—8 grid is a visualisation, each pod is drawn as a ship of 2 or 3 cells at a random spot.A replaced pod (new name) shows up at a new random spot; a restarted container stays where it is.
Shipyard budget ๐ŸŽฎ game ruleno Kubernetes equivalent3 points per crew; each protection costs 1.The budget meter in the shipyard turns red when you are over it.
Cargo score and winner ๐ŸŽฎ game ruleno Kubernetes equivalentAnswered requests count as cargo; the fleet with more cargo when time is up wins.The header shows both scores live; the debrief explains the result in one sentence.
Instant win ๐ŸŽฎ game ruleno Kubernetes equivalentFrom minute 2 on: the whole enemy fleet out of action at the same time (one effective hit per ship), held for 5 s.A countdown appears as soon as a fleet is out of action.
Teams ๐ŸŽฎ game ruleno Kubernetes equivalentPlayers are put into Red or Blue automatically so both crews stay even; the host can move people.Join with a second device: it lands in the smaller crew.
Simulated (demo app)
Slow start ๐Ÿงช simulatedSTART_DELAY=20sEvery new ship needs 20 s before it answers, so restarts hurt and the probes matter.After a ๐Ÿ’ฅ hit the new ship shows โ€œStartingโ€ for about 20 s.
Work time ๐Ÿงช simulated150โ€“400 ms per requestEach cargo request takes a while, so a ship that stops always has requests in flight.Take a ๐ŸŒŠ storm without lifeboats: the requests in flight are lost cargo.
Engine self-repair ๐Ÿงช simulatedengine fault expires after 90 sWithout a repair crew, a damaged ship recovers by itself after 90 s.Hit a fleet without repair crew with ๐Ÿ”ง: the ship stays โ€œDamagedโ€ for 90 s.
Leak rate ๐Ÿงช simulatedโ‰ˆ 4 MiB/sFills the 64 Mi cargo hold in about 15 s.The memory bar of a leaking ship fills within seconds.
Fault port ๐Ÿงช simulated:8081 /fault/โ€ฆThe demo app's internal door through which the war room breaks it (engine damage, leak).Only reachable through the harbour fence: nobody else can break the ships.