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Live HQ Bridge

System Architecture

A local-first companion: the game and the web app never talk through a server in the middle. Here is how the pieces fit together, what runs where, and how your data stays on your machine.

100% Offline Loopback

The only channel is 127.0.0.1:8765, your own machine. No company data or save names ever leave it.

Read-Only

The mod only serves GET requests. There are no write operations, so your save is never touched.

On-Demand & Cached

It rebuilds only when asked and caches day-scoped figures, so there is no per-frame stutter.

1. The big picture

Four layers, one direction: your game state flows out to your screen. Every optional part sits beside the pipeline, never inside it.

01

Big Ambitions

The game

Unity + C#. Your whole empire lives in memory: cash, stores, staff, stock and buildings.

02

Companion Mod

The bridge

A small C# engine reads the save, turns it into JSON and serves it over localhost.

03

Localhost

The transport

127.0.0.1:8765. Reads only, local only. The single channel between game and app.

04

Live HQ

The app

Next.js + React. Polls the bridge, normalizes the data and renders every dashboard.

Beside the pipeline (all optional)
Game compendium

Static game data extracted from the game files.

Uncle Fred AI

Your own Gemini key. The browser talks to Google, only when you use the advisor.

Voice

Uncle Fred speaks through an online, serverless text-to-speech engine (free, nothing to install).

Reports

A Discord form, only when you choose to send.

2. Building blocks

The parts that make it work, grouped by where each one runs.

In the game3

Telemetry engine

One shared C# engine reads SaveGameManager by reflection, caches day-scoped financials and serializes JSON with Newtonsoft.

Loopback bridge

An embedded HttpListener on 127.0.0.1:8765 answers GET and OPTIONS only, with CORS and Private Network Access headers so a secure page can reach localhost.

Two mod targets

The Steam Workshop native mod and the MelonLoader standalone compile the same engine into two DLLs, so behaviour is identical.

In your browser2

Live HQ frontend

Next.js App Router, React and TypeScript. One context polls the bridge, normalizes a typed state, caches it for instant reloads and feeds every view.

Game compendium

Items, businesses, buildings, districts and suppliers pulled from the game into static JSON, plus the calculation engines that use them.

Optional services3

Uncle Fred AI

Bring your own Gemini key. The browser sends a compact empire summary straight to Google, only while you chat with the advisor.

Online voice

Uncle Fred speaks through a serverless XTTS text-to-speech engine in the cloud (free, nothing to install), with a local fallback for development.

Reports

Bug and suggestion reports post to Discord through a bot, with a privacy-scrubbed snapshot and optional in-game diagnostics.

3. How a refresh flows

The path every refresh takes.

01
The game ticks

The game updates its in-memory state as you play.

02
Live HQ asks

It asks the bridge for the latest over loopback, at your chosen cadence.

03
The mod rebuilds

Only when needed, reading the save and reusing day-scoped caches.

04
One payload

Serialized to JSON and returned. Nothing is written to disk.

05
You see it

The app normalizes, caches and re-renders the dashboards.

4. Tech stack

Mod

Runs inside the game and serves the data over localhost.

C# / .NETUnitySteam WorkshopNewtonsoft.Json
Web app

The interface you use in the browser.

Next.jsReactTypeScriptTailwind CSS
Services

Optional online extras, off unless you use them.

VercelGoogle GeminiModalDiscord

5. Safety & privacy

As of companion v2.9.0

GET-only server

Only GET and OPTIONS exist. There are no POST, PUT, DELETE or file-write endpoints anywhere.

Zero save modification

The mod never writes to disk. Uninstall it and your save is exactly as the game left it.

Browser friendly

CORS and Private Network Access headers let the app talk to localhost from any modern browser.

Open source

The full mod source is public on GitHub for anyone to inspect. mod/AmbitionProSync

Steam Workshop

Subscribe natively on Steam, no manual file extraction. Big Ambitions Steam Workshop (Item #3793615072)

Where your data goes
On your machine
Full game stateSettings and cached telemetryYour own API key (if you use the AI)
crosses only when you choose
To the internet, only on request
Uncle Fred prompt to Google, with your keyVoice text to the voice serviceBug or suggestion report to DiscordAnonymous page stats from Vercel
Never collected

Your save file name, any account or identity (there is no login), or your game data on our servers.

See for yourself

While the game is running, this shows the port is bound only to your local machine:

Example output
C:\> netstat -an | findstr 8765
TCP 127.0.0.1:8765 0.0.0.0:0 LISTENING
Versionv2.9.0

The mod reports its version to the app. The Steam Workshop mod (BigAmbitionsCompanionMod.dll) and the MelonLoader standalone (AmbitionProSync.dll) share one engine and one version.