A SMALL MACHINE FOR WHAT-IFS

Ideas are
better when
they grow wild.

Pick a seed, add a strange little rule, and see where it wanders. Nothing here needs to become a project. Sometimes the fun part is just turning the idea over.

Plant something
01THE PROMPT GREENHOUSE

Start with a seed.

Choose a patch, then let the little machine combine its ingredients.

NO BAD IDEAS
ONLY EARLY DRAFTS
GAME SEED / 001

A quiet exploration game where the map slowly redraws itself around the places you avoid.

A useful rule: every discovery should change one small thing you thought you knew.

Pick a patch and see what grows.

02THREE THINGS MAKE A PLACE

Build a tiny
pocket world.

Every place gets a setting, a rule, and a missing thing. Mix them together and you have somewhere to begin.

Mix the ingredients, then take the place somewhere.

FIELD NOTE / NEW PLACE

A town at the end of a long cable wakes beneath a sky full of wires. Here, shadows point toward whatever you miss most. Somewhere in the town, a chair that is always warm has been left waiting.

38 WORDS
03SEEDS I LEFT ON THE TABLE

A few places to begin.

Tap a card to move its seed into the greenhouse.

BORROW A PIECE
CHANGE THE REST
04THE LITTLE SEED SHELF

Keep the ones
you want to revisit.

Saved seeds stay in this browser, on this device.

0 SAVED

Nothing planted here yet. Save a seed above when one catches your eye.

These are starting points, not assignments. Keep a sentence, swap the rest, or close the tab and let it compost.

THAT’S ENOUGH TO GET GROWING

A small idea
can go somewhere.

Take one to a game, a story, a robot, or absolutely nowhere in particular.