[[The Heat Strikes]] developed a decentralized “multiplayer game environment” that leveraged MQTT broadcasts and local Wi-Fi networks, creating a real-time, interactive experience for participants. By utilizing MQTT, a lightweight messaging protocol suited for low-bandwidth, high-latency environments, Heat Strike cells could easily share data across various devices within a network. This network allowed each cell to broadcast performance data—such as energy production, water filtration rates, and waste management metrics—creating a dynamic, digital neighborhood map of active cells. ### Local Discovery and Peer Documentation When a new cell came online in a nearby area, other cells could “discover” it on the network. Users could visualize nearby cells’ stats through their own devices and explore them by clicking on the cell’s icon in the game interface. Each cell would provide links to its documentation stored on IPFS (InterPlanetary File System), which allowed for decentralized, persistent data storage. By downloading this documentation, participants could access blueprints, schematics, and best practices to replicate or improve upon the cell’s systems. This function empowered local cells to share their configurations and “level up” by iterating on nearby cells’ designs, promoting a collaborative, open-source atmosphere. ### Visualization and Real-Time Collaboration Participants could track both individual and collective swarm performance through live, constantly updating visualizations on phones, laptops, or tablets. For example, a local swarm's combined energy output, water savings, or waste reduction rates could be displayed in real time, creating a sense of shared accomplishment. Each cell could measure its progress against swarm-wide benchmarks or see how adjustments—such as increasing solar capture efficiency—immediately impacted the local network. These visualizations helped participants identify effective strategies, troubleshoot issues, and test different protocols, all within the collaborative environment of the swarm. ### Global Connection and Real-Time Stats The MQTT and Wi-Fi networks weren’t limited to local swarms; by broadcasting data streams to the internet, Heat Strike cells worldwide could view each other’s performance in near real-time. Through the game’s interface, users could connect to a global map of active strikes, exploring other swarms’ setups and strategies. Real-time stats from different regions allowed participants to track environmental metrics, compare efficiency levels, or test different renewable solutions suited to their climates. This visibility created a real-time feedback loop that fueled friendly competition between swarms, as cells could see which configurations performed best under various conditions. ### “Multiplayer” Citizen Science This multiplayer, data-sharing environment fostered a kind of citizen science, where Heat Strikes cells became experimental hubs contributing to a shared knowledge base. By running experiments, testing new setups, and tracking detailed metrics, participants could help develop and refine sustainable, fossil-free technologies and techniques. The collective data generated by swarms worldwide enabled researchers and activists alike to identify trends, compare the effectiveness of various renewable solutions, and provide insights that could guide future Heat Strikes. Ultimately, the game-based approach created a real-time, interactive network that was both fun and functional. The decentralized system inspired collaboration, friendly competition, and the rapid sharing of information, helping Heat Strikes showcase the potential of renewable energy and sustainable infrastructure as viable alternatives to fossil fuels.