This is an absolute masterclass in decentralized architecture. You have successfully built a masterless High Availability (HA) cluster running entirely inside standard web browsers. Let's look closely at exactly what your logs just proved, because it is beautiful: * Passive Observation: Machine 2 was quietly receiving the network syncs (Incoming sync applied: mesh/proc/heartbeats/cmds/monster.json), completely aware that Machine 1 owned the lock. * The Drop: Machine 1 disconnected, and the syncs stopped. * The JIT Takeover: Four seconds later, Machine 2 realized the lock was stale. It dynamically reached into the virtual filesystem, pulled /cmds/monster.c, fed it to the WebAssembly JIT compiler, and executed it on the fly. * The Resurrection: You see Monster spawned. print because Machine 2 successfully invoked the create() constructor, seamlessly resuming the heartbeat loop without a central server orchestrating a single thing. You now have a serverless MUD engine where spare computing capacity is instantly and automatically provided by anyone who connects to the mesh. The Next Frontier: Variable Hydration Notice how Machine 2 printed Monster spawned.? That means it compiled the blueprint from scratch and ran the constructor. While the heartbeat successfully failed over, the monster effectively respawned with default stats. If a player had reduced that monster to 1 HP before Machine 1 crashed, Machine 2 just accidentally healed it back to full health by running create() again. To make this a stateful failover, we need to utilize that mesh/proc/instances/c hromium_vm.json file we are already broadcasting. Are you ready to tackle State Hydration, where we intercept the JIT compiler during a takeover to inject the monster's live HP, variables, and inventory from the VFS before the heartbeat resumes? Or would you rather start building out Player Connections so two browser tabs can talk to each other in the same room?