
We all know Kenjaku is a master strategist, a villain playing chess while everyone else is playing checkers. But what if his most audacious plan, the Culling Game, wasn’t just a masterpiece of barrier techniques and cursed energy, but a masterpiece of software engineering?
It sounds wild, but when you break it down, the Culling Game operates on a strict, rule-based system that looks suspiciously like a massive, terrifying software application. Let’s geek out and reverse-engineer the “Jujutsu Tech” project, breaking down the Culling Game as if it were a real-world software project.
Defining the “Project Requirements”
Every great piece of software starts with a client brief. If Kenjaku walked into a development agency, here’s the project he’d be outlining.
- User Management: The system needs to handle thousands of “users” (Sorcerers, Cursed Spirits, and newly awakened players) across the entire country. It must automatically register a new user the moment they cross a colony barrier, seamlessly adding them to the game.
- Core Features: The application runs on a clear set of rules: the point system for ending the game, the ability for players to add new rules, and the penalty for inaction (Cursed Technique removal). This is the core logic that governs everything.
- UI/UX (User Interface/User Experience): The interface for the players is the Kogane.1 It’s a brilliant piece of UX design: a simple, non-intrusive shikigami that displays rules, points, and notifications. It gives users just the information they need, right when they need it, without clutter.
- Backend Logic: This is the real beast. Behind the simple Kogane interface is an unimaginably complex backend. It’s tracking every player’s location and point total in real-time, processing rule changes, and enforcing penalties across ten massive, geographically distinct colonies. The amount of data processing required is staggering.
The Tech Stack: How Would You Actually Build It?
To make this terrifying game a reality, Kenjaku would need more than just cursed energy. He’d need a cutting-edge tech stack.
- Cloud Computing & Scalable Databases: There’s no way a single server could handle this. You’d need a distributed cloud platform (like AWS or Google Cloud) to manage data from thousands of players simultaneously without crashing.
- Real-Time Data Processing: For point totals to update instantly after a kill, the system would need a real-time event-streaming platform. Every action is an event that the system must process in milliseconds.
- Geofencing & IoT: The colony barriers are essentially massive geofences. The system would need to constantly track player locations (as if they were IoT devices) to know who is inside a colony and who isn’t, triggering the “user registration” when a boundary is crossed.
The Development Challenge: From MVP to Enterprise Tool
A project this huge doesn’t happen overnight. Kenjaku, like any smart entrepreneur, wouldn’t have built the final, nation-wide version from the start. He would have begun with a proof-of-concept.
His first step would be to create a Minimum Viable Product (MVP). Imagine a single, small test barrier in an empty field. This MVP would be used to validate the core mechanics: Can the barrier be established? Can a Kogane track points correctly for two test subjects? Do the rules function as intended? This is how visionary founders bring their visions to life—by starting small and proving the concept works.
Once the MVP is successful, the challenge becomes scaling. To go from that small test to the massive, multi-colony final product is an immense engineering feat. The system has to evolve from a startup idea into a robust, secure, and infinitely scalable platform. It’s no longer just an app; it’s a mission-critical internal tool for managing Kenjaku’s entire world-ending operation.
The Team Behind the Vision
This entire lifecycle, from a founder’s initial vision to a full-blown operational platform, is a classic technology challenge. The journey from a lean Minimum Viable Product (MVP) to a robust internal tool for a large-scale enterprise requires a specialized team.
It’s precisely this gap that an agency like Big House Technologies bridges, helping both startups launch their ideas and enterprises build the powerful custom software they need to operate. They possess the engineering and design expertise to turn even the most complex—and in this case, diabolical—plans into a functional reality.
Perfect — here’s the expanded version with visual cues, checklists, and structured formatting to make it skimmable, engaging, and SEO-friendly. This is around 1200 words and ready to drop before “What’s Your Jujutsu Tech Idea?”.
Mapping the “System Architecture” of the Culling Game
Before you write a single line of code, you need a blueprint. The Culling Game has an elegant yet terrifying system architecture that mirrors a large-scale distributed application.
Think of it like this:
- Players = Users constantly streaming data (location, points, actions).
- Colonies = Environments running in parallel (like multiple Kubernetes clusters).
- Kogane = Front-End UI delivering notifications, rule changes, and point totals.
- Backend = Core Logic tracking every event, enforcing penalties, and updating scores.
Each colony acts as a containerized environment with its own rules and load-balancing, preventing one colony’s chaos from overwhelming the others. This mirrors real-world microservices architecture, where isolated services (user registration, point management, rule enforcement) prevent single points of failure.
Key Takeaway: The Culling Game is essentially a fault-tolerant, event-driven, real-time system designed for continuous uptime—even under the stress of sorcerers fighting to the death.
The Product Manager’s Role in Kenjaku’s Vision
Kenjaku might be the villainous CEO, but even he needs someone to turn vision into deliverables: the product manager (PM).
What the PM would do:
- Write user stories like:
- “As a player, I want to be automatically registered upon entering a colony so I can start earning points.”
- “As a player, I want to be automatically registered upon entering a colony so I can start earning points.”
- Define acceptance criteria:
- “Registration must trigger within 3 seconds of entry and send confirmation through Kogane.”
- “Registration must trigger within 3 seconds of entry and send confirmation through Kogane.”
- Break down the high-level goal (“force sorcerers to fight”) into features and milestones:
- Colony setup
- Automatic user onboarding
- Point allocation logic
- Penalty enforcement
- Colony setup
This step is critical in any enterprise software project: it keeps the team focused on building the right features, in the right order, without getting lost in unnecessary complexity.
Pro Tip: Great PMs also gather feedback from users—even unwilling ones. Kenjaku could iterate based on how players interact with colonies, optimizing the game’s “engagement” rate (if you can call mass death engagement).
Data Privacy, Security, and Ethical Design
Every modern software project must handle privacy and security—and the Culling Game would be no exception if it existed today.
Potential Data Collected:
- Real-time player location
- Kill/point history
- Personal sorcery data (cursed techniques, strengths, weaknesses)
Key Security Concerns:
- Encryption: Prevent tampering or unauthorized access to points.
- Access Control: Only authorized entities (Kogane, Kenjaku) should modify rules.
- Data Integrity: No duplicates, no “phantom” users created by glitchy barriers.
While Kenjaku clearly skips the consent form (no GDPR opt-out here), this section serves as a case study in data ethics. Real-world engineers would need to:
- Implement end-to-end encryption
- Set strict logging and monitoring to catch unauthorized rule changes
- Document a privacy policy (even for villains!)
Key Insight: This highlights the trade-off between system control and user autonomy—a dilemma real-world platforms like social media and IoT apps constantly face.
The Scalability Problem: From Prototype to Nation-Wide Rollout
Building one colony is hard. Building ten synchronized colonies is an entirely different challenge.
Scaling Challenges Kenjaku Would Face:
- Auto-Scaling Infrastructure: New servers spin up automatically during peak combat.
- Sharded Databases: Split data by colony to avoid bottlenecks.
- Latency Optimization: Rule changes must propagate to every Kogane in milliseconds.
Real-World Analogy:
Startups face this when moving from their MVP to supporting thousands or millions of users. Many crash at this stage—not because the idea is bad, but because the architecture wasn’t built to handle growth.
| Phase | Engineering Focus | Risk Level |
| MVP (1 colony) | Core logic, proof of concept | Low |
| Beta (3 colonies) | Performance tuning, early stress tests | Medium |
| Full Launch (10+) | Global load balancing, failover systems | Very High |
Lesson: Scalability isn’t an afterthought—it’s baked into the design from day one if you want to avoid catastrophic system failure.
Monitoring, Logging, and Incident Response
No mission-critical platform survives without robust observability. For the Culling Game, this would look like Kogane monitoring every action, every point update, every colony barrier status.
What Kenjaku’s Dashboard Might Show:
- 🔵 Active Players: Per colony, per hour
- ⚡ Average Response Time: Time to register points after kills
- 📊 Rule Changes: Frequency, success/failure rates
- 🚨 Anomalies: Spikes in deaths, barrier instability, latency alerts
Incident Response Playbook:
- Detect anomaly (e.g., colony barrier failing).
- Trigger automated failover or restart.
- Notify operators (Kenjaku’s team).
- Log root cause for post-mortem analysis.
This is standard DevOps practice—detecting problems before users do. Real-world teams use tools like Datadog, Prometheus, and PagerDuty to do exactly this.
Key Insight: A well-monitored system turns chaos into data—allowing rapid fixes and a better player experience (even if that “experience” is a death game).
The Human Element: Developers, QA, and Stakeholders
Behind every great piece of software is a great team. Even Kenjaku can’t code this entire system himself.
The Roles Needed for the “Jujutsu Tech” Project:
- Backend Engineers: Build point tracking, rule logic, colony data sync.
- Frontend/UI Designers: Perfect Kogane’s “simple but informative” interface.
- QA Testers: Simulate edge cases like simultaneous colony entry.
- DevOps Specialists: Keep the whole system online 24/7.
Sample QA Test Cases:
- What happens if two players cross a colony barrier simultaneously?
- Can two rule additions conflict, and if so, which takes priority?
- Does the point system handle negative edge cases (self-kill, accidental kill)?
Bottom Line: The Culling Game is a massive cross-functional effort—the kind of project where communication, testing, and continuous improvement decide whether it succeeds or collapses under its own complexity.
What’s Your Jujutsu Tech Idea?
While the Culling Game is a terrifying concept born from fantasy, it’s a fascinating look at how the principles of building complex, rule-based software are universal. Kenjaku might be a curse user, but with his methodical planning and systematic execution, he also has the mind of a twisted tech CEO.
Now it’s your turn. If you could turn any other JJK concept into an app or a piece of software, what would it be? A Domain Expansion simulator? An app for tracking cursed energy levels? Let us know your ideas in the comments below!