This directory contains a modified copy of k8sgames by Rohit Ghumare. Original project: https://github.com/rohitg00/k8sgames Original site: https://k8sgames.com Copyright 2026 Rohit Ghumare Licensed under the Apache License, Version 2.0 (see LICENSE in this directory) Modifications made for nvimq.is-a.dev: - Replaced the colour palette and typography with the monochrome system used across this site. - Removed the Tailwind Play CDN script; the stylesheet is now compiled at build time and served from this origin. - Removed the three.js import map pointing at unpkg.com; three.js is vendored into vendor/ and served from this origin. Both changes were required by the Content-Security-Policy of this site, which allows scripts from this origin only. - Removed the Google Fonts links; the site's own self-hosted JetBrains Mono is used instead. - Added export and import of the save file, so progress can be carried between browsers. Upstream already persisted progress in localStorage. - Fixed the HUD reading game state off the event bus instead of the engine, which left the mode label stuck on "Sandbox" during a campaign level. - Removed the live call to api.github.com that fetched the star count; the Content-Security-Policy of this site blocks it and the badge still links to the upstream repository. - Split index.html and draw.html into markup and script files so the pages could be built by Astro; the game logic itself was not rewritten. - Replaced every long dash in the game copy with a comma, to match the writing style used across this site. The wording is otherwise untouched. - Added an admission control layer to the simulation: pods now carry a security context, a namespace can enforce the baseline or restricted Pod Security profile through its label, and resource creation is refused with the message a real API server would return. New files: js/engine/AdmissionControl.js. - Added chapter six, four levels about admission and policy, plus the objective types they need. - The command bar now accepts a leading "kubectl", which every hint in the game already told the player to type. - Removed files not used here: screenshot.png, og-image.png, og-image.html, vercel.json, robots.txt. - Fixed the two campaign achievements, which still counted the twenty levels upstream shipped and so unlocked "CKA Ready" and "Perfectionist" before chapter six was played. The total is now read from CAMPAIGN_LEVELS, so it follows the data instead of a constant. This one was my own regression, introduced when I added the chapter. The game logic itself is upstream work. Bugs in the gameplay are theirs; bugs in the styling, the build wiring and the save system are mine.