A world you can throw away

Most things in software can be taken back. You make a mistake, you fix it, and in a week nobody remembers. A few things can’t. Once a chain has its first block, that block is there for good. Once money has crossed from one network to another, you can’t quietly pull it back.

For those, we’ve settled on something simple: don’t do it for the first time when it counts. Philosophers like to talk about possible worlds, the ways things might have gone. A test network is one of those, and you’re allowed to throw it away. We do the whole thing there, start to finish, following the same steps we’ll follow for real. Then we look at what went wrong, throw that world away, and build another.

What goes wrong is rarely interesting. A setting in one place but not another. Two pieces starting in the wrong order. Something everyone assumed someone else had done. You’d never spot these by looking at any one part, because they only exist when all the parts are running together.

After a few rounds nothing goes wrong, and it gets a bit dull. That’s when we know we’re ready. The real day still feels important. It just doesn’t feel new.

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