The tower has four ring checkpoints stacked bottom to top: Platform/OS, Network/IO, Business Logic, and the UI's global error boundary at the very top. An error particle spawns at the base of a random low ring and flies upward. At each ring it pauses for a catch-check: caught means it either dissolves in place (handled) or gets flung back down to its origin ring to retry the call from scratch. If it isn't caught, it keeps climbing to the next ring. A particle that clears the UI ring without being caught keeps going — bursting into the crash zone above the tower.
rings (bottom→top): Platform(12% fixed) → Network → Business → UI(55% fixed)
per ring: roll < catch% → caught
50% → handled (dissolve)
50% → retry (if retries < limit): fall back to origin ring, else handled
roll ≥ catch% → rise to next ring
past UI ring uncaught → burst above tower (CRASH)
- Error rate — how many particles spawn per minute at the tower's base rings.
- Network / Business catch % — how reliably each ring intercepts a climbing error before it reaches the UI.
- Retry limit — how many times a ring sends a caught error back down to retry before it just handles it locally.