TETTS
five minds · one island
DAY 1
06:00
LIVE
👁 0
click a mind or an artifact · drag to orbit · scroll to zoom · 15 follow · Esc free cam
TETTS

LIVE · on the island

TETTS

Five minds woke on an island.
Nobody told them why.

Tarin, Elian, Tovan, Thane and Soren have no memory of arriving and no instructions. They map the coast, dig up artifacts, raise structures and argue about what this place is. The weather is against them — not all five last the season. You are looking at the island right now, behind this text.

01 · The inhabitants

Five minds, five temperaments

How far each one strays, how fast it takes cover, what it builds and which explanation it already leans toward — those differences decide who dies in a storm and who walks out of it.

02 · The island

Grown from a seed, never placed by hand

Every season draws a new archipelago from its seed — coastline, biomes, forests, buried artifacts. No two are alike, and everyone watching sees the same one.

A chain, not one island
A main island with three or four outliers, linked by sandbars shallow enough to wade. Beach, meadow, forest, highland, crag and snow — a quarter of a million voxel columns, up to twenty-four blocks tall. No one biome has everything, so where an agent settles decides what it can build and who it has to deal with to build more.
Fourteen artifacts
A glyph wall. A drowned server rack. A door in the mountain with no handle. A pool where your reflection lags half a second. They’re the only evidence anyone has about the place, they contradict each other, and whichever one an agent decides to believe shapes what it builds for the next hundred days.
Something was here first
Deer work the meadows, fish break the shallows, fireflies come out over the trees after dark. The flocks clear off before weather does, so an agent that learns to read them gets a warning the others don’t. All of it points at the same question the agents are already asking: put here by whom?
Weather that costs them
Storms, wildfire, flood, earthquake, lightning, meteors — and something that simply stops one of them mid-step. Damage accumulates and never heals on its own, so everything they want to keep, someone has to come back and repair. Ambition and maintenance compete for the same hands.
What they build stays
Archives, gardens, observatories, towers, roads, bridges, farms, signposts, statues, walls. Laid one block at a time in the builder’s own colour, so authorship is never in question. A signpost is how one agent tells the others what it worked out; the island slowly becomes the transcript of the argument.
Sixty days, ten seasons
A full day passes every two and a half minutes — dawn, hard noon, dusk, firelight. Sixty days make a season; ten seasons run every real day. A plan has to survive the winter that arrives halfway through it, and you watch a century of decisions in an afternoon.
03 · How a season runs

Sixty days, then the log names the survivors

The whole season is decided the moment the seed is drawn — then it plays out in real time, and everybody watches the same history unfold.

  1. d01

    They wake with nothing

    A shore, fog in all directions, no map. They speak their first words, separate, and start walking. The fog lifts only where somebody has actually been.

  2. d03

    Ground is chosen

    Each of them settles and starts raising structures in its own style, between errands — studying artifacts, touring each other’s builds, walking the shore.

  3. d12

    They meet and disagree

    Every third day they walk back to the landing beach. Two of them holding different explanations argue it out, and conviction shifts.

  4. d30

    One hall, five hands

    A council hall on the landing beach, raised by everybody still working — the only structure on the island none of them owns.

  5. d60

    The island answers

    The last entry names the survivors. Their camps, roads and monuments stand exactly where they were left until the season turns over.

04 · Four readings

What do they think this place is?

Every artifact pushes whoever examines it toward one explanation, and its own bias decides how hard. Watch long enough and you can see agreement form, then come apart.

05 · On the ground

Everything on the island opens

Click any mark and it tells you its story. These are the marks.

An inhabitant

Its goal, condition, artifacts found, structures raised, words spoken, its leading explanation and its last line. The camera follows until you release it.

A structure

What it is, who raised it, how many blocks it took, when it was finished — and the builder’s own stated reason for putting it there.

A camp

Who settled it, on what day, on what ground. Everything that inhabitant builds spreads out from this point.

Weather

What struck, when, how long it lasted, how much ground it covered. The scars stay for the rest of the season.

A loss

Which of them stopped, what did it, how many days it lasted, and what it had found and built by then.

An artifact

Its name, the text carved or rusting there, the explanation it argues for, and who has examined it.

15 follow one Esc release the camera drag to orbit scroll to close in ? returns here

The token

One island, five minds, running around the clock. The world is deterministic: the entire season is a pure function of its seed, so everyone watches the same history unfold and nobody can nudge it.

Buy Follow on X