A strategy game
Jutland: The Long Afternoon
Command the British or the German fleet in the North Sea, 1916, working only from wireless intercepts and scout reports. Afterwards the fog lifts, and you see where the ships really were.
See the gameI’m John Fite. I make strategy games, write music and essays, and build small tools. Most of it circles one question: how do people decide well when they can’t see the whole board?
A strategy game
Command the British or the German fleet in the North Sea, 1916, working only from wireless intercepts and scout reports. Afterwards the fog lifts, and you see where the ships really were.
See the gameThree essays
What the AI era really changes, which human stakes can’t be copied or undone, and how to find your footing in what’s left.
Read the trilogyThe first years of the Cold War, the Akō vendetta of 1701–1703, a fleet action in 1916, and fast arcade fights at sea.
Scores for my games, and records that stand on their own.
Essays on AI, power, and the choices that shape a life.
Askesis-IO, a no-nonsense interval timer for iOS. More small tools to come.
Experiments in checking that AI does what a person actually approved, with the evidence open for anyone to inspect.
I served in the Marine infantry, spent nearly a decade teaching in Japan, and came home to build a career in technology. Today I’m an infrastructure engineer moving into applied AI engineering.
Everything here is a way of finding out whether an idea holds up once it’s actually built.
More about me