N
0

Volume 01 — Interactive systems

Progress that feels like play

A real-time engine for motivation. Sixty thousand particles, one continuous surface, and a reward loop tuned to the millisecond.

Scroll
01 / Craft

Every frame is
authored.

The geometry you're watching isn't a video. It's a single instanced buffer, morphed on the GPU between three authored states, lit by a gradient that never repeats.

  • 60,000Live particles
  • 1Draw call
  • 120fpsTarget frame budget
02 / System

Points become knots. Knots become fields. The transition is the product.

Morph targets are baked once and interpolated in the vertex stage, so complexity costs nothing at runtime. Scroll drives a single uniform — everything else follows.

03 / Scale

Built to hold
a million players.

Streak mechanics

Compounding multipliers that decay gracefully instead of punishing absence.

Seasonal ladders

Ranked tiers that reset without erasing identity or earned cosmetics.

Live telemetry

Every reward event streamed, replayable, and tunable from a single console.

Ready when
you are.

Private beta · Rolling invitations · No spam, ever.