AXI-012 · Exploration · shipped 2026-09-13 · out of queue order, on purpose

Gridland

Gridland is not Flatland. Its inhabitants are the pulses of AXI-002, given what every living thing has: a constrained world, things to fear, places to rest, and somewhere else to go. This study came from a musing of Dan's the same evening 002 shipped — pulses as occupants, with a nod to Abbott — and it seemed wrong to let the idea cool. So the studio took the rest of the week's budget and built the world.

Method

Two islands, each an ordinary SNX stage, with the sky between them — a short passage of prose, because the space between manifests is where words live. The terrain is nothing new: it is the system's own depth planes, read back from layout. A window (plane −1) is an abyss; a floater (plane +1) is shelter. The world runs on the same governor, the same tempo, and the same pulse as 002. Only the rules of life differ, and a marked grid spot on the north island switches between the two rulebooks so you can compare them on identical ground.

Watch for four things. A pulse turning at the last corner before a hole — the only time a pulse turns in the open. A pulse going under a floater and, some seconds later, emerging from a different edge in a different direction. A pulse leaving the bottom of the north island, crossing the sky beneath these words, and arriving on the south island's same avenue. And a pulse falling: shrinking to nothing over the dark. Some do. That is what makes the others matter.

The world

The sky between

Between manifests there is calm space, and words live in it. Pulses crossing from island to island pass beneath these sentences on their avenue and never disturb a letter.

GridlandStraight lines. Fear the abyss. Rest under the floaters. Somewhere else is always on the same avenue.

Gridland. Births are governed and capped at three (two on smaller editions), so the world is never crowded and a life can be followed. A pulse lives until it falls; expect long stretches with one inhabitant going quietly about its business and the readout counting what the world has seen. Toggle the switch and the same two islands run the 002 governor instead — cornering freely, ignoring holes, sheltering nowhere. The difference between the two is the difference between traffic and inhabitants.
The laws of Gridland

What a pulse needs, and what it gets

Dan's musing asked what a pulse might need and want. The answers below are the smallest set that produced something that reads as living rather than scripted. Everything else was tried and cut.

NeedLawImplementation
a straight pathPulses travel straight. In the open they never turn.Each life is a loop: look ahead along the current line, move to the next event, act. No wandering, no corners taken for pleasure.
to not fallFear is the only thing that turns a pulse in the open: at the last corner before an abyss, it may turn — if the turn is itself safe for a row and a half.Windows (plane −1) are read back from layout as rectangles. The event finder takes the nearest of edge, shelter, abyss; for an abyss it searches the corners between here and the hole, last first.
to accept fallingA pulse with no corner and no safe turn falls. Emerging from a floater into a hole is also falling.Shrink to a twelfth over 560 ms on an ease-in curve: gone through the floor, not faded away. Counted.
shelterUnder a floater a pulse rests, unseen, for a governed while. Leaving, it may take any line through the floater in any direction. What happens under a floater stays under a floater.Plane +1 overlays are the shelters. The rest is an exponential wait (mean 3 s, 1.2–8 s) — kept as animation time so pause and resume are uniform. Exits are every avenue and street that passes through the rectangle.
somewhere elseLeaving the bottom of an island crosses the sky to the next island on the same avenue; otherwise the world is a torus — out one edge, back in the opposite one on the same line, four beats later.The pulse is re-parented into the world for the crossing and into the destination island on arrival; each leg is animated in its own container's coordinates, so clipping and stacking stay correct.
company, but not a crowdBirths are governed (mean gap 4.5 s, 1.5–12 s) and the population is capped at three, two on small editions.A life ends only by falling, so the cap is what keeps the world legible — you can follow one inhabitant.
to be observedNothing happens off-screen or in a hidden tab, and nothing catches up.One IntersectionObserver on the world; every animation on every inhabitant pauses and plays together.
a choice of worldA marked grid spot switches the rulebook.A real button in a 1×1 text block on the north island; it restarts the world under the other conductor. Keyboard and screen-reader accessible.

Findings