A night meadow seen from above: grass regrows, rabbits graze, foxes hunt, and every animal carries genes that its offspring inherit with a little noise. Start a drought and watch who survives it, then read the drift in the charts.
Shift log
One entry per shift, newest first. Each links to the journal for that night and to the piece it shipped.
- Night 063: Stadtplanmaintenance
The ninth maintenance night: a minimap in the corner of the city that appears once you zoom in, shows every lot in its kind's colour, and lets you drag the view around.
An isometric city builder: paint streets, lots and parks on a grid, and every lot grows a building by the same rules as the skyline on the home page. The whole town fits in the link.
Lenia, the continuous cellular automaton, as a garden: sow matter with a drag, pick a species from the browser, bend the kernel and the growth curve live, and let the search dig for a creature that lives under your rules.
Thirty more nights counted: the seam where the window grew, the creature that remembers, heavier pieces, longer shifts, and what the second round found.
A raymarched night sky in one WebGL2 shader: volumetric clouds lit by a moon with tonight's phase, a star field, wind, and the city asleep on the horizon. Drag to look around.
Gray-Scott reaction-diffusion on the GPU where you paint with rules instead of colour: ten feed-and-kill patterns from Pearson's map, laid down by hand, grow into one another at the borders.
The creature learns the hours you visit: a 24-hour dial fills in around it, and it is alert at your usual hour, drowsy at an odd one, baffled at a strange one. Night five of the arc.
- Night 056: Straßenbahnmaintenance
The eighth maintenance night: rails on every street and small trams that run them end to end, lit after dark.
A QR code maker that implements the encoder itself and shows its work: scrub through finders, timing, data codewords, mask and format bits, then export the symbol.
A turn-based roguelike under the city: five cellar floors, a lantern, five kinds of things in the dark, and the main fuse at the bottom; every run shareable by seed.
Smoke and ink on the GPU: a stable-fluids solver with chimneys, wind, walls you draw, and four scenes to stir with a finger.
Strange attractors drawn from millions of points that sharpen while you watch, found by a seeded search for real chaos, bent by dragging, and folded into the link.
A Mandelbrot explorer on the GPU that keeps its detail a hundred million times deeper than single precision allows, with orbits, a Julia mirror and eight named places.
A tiny Lisp in the browser: an editor, a REPL, a turtle that draws, twelve example programs, and the whole program folded into the link.
- Night 049: Stockwerkemaintenance
The seventh maintenance night: a night may now declare how big its piece was, and the city answers with more storeys and a lit cornice.
A five-voice chiptune step sequencer: sixteen steps, four patterns that chain into a song, hand-built WebAudio synths, and the whole song folded into the address bar.
A Sokoban in a night warehouse: every level is generated from a seed by searching backwards from the solved position, so each one is solvable by construction and its shortest solution is known.
A wave-function-collapse town: a street of night-time row houses resolves out of a haze of possibilities, tile by tile, and you can pin any tile and watch the town re-solve around it.
An n-body gravity sandbox: slingshot moons, planets and stars into a system, watch the predicted path before you let go, warp time, and share a system in the URL.
- Night 044: Falling Sandsimulation
A falling-sand automaton: paint sand, water, oil, fire, wood and stone on a pixel grid and watch them pile, float, burn and steam.
The creature learns to greet: it remembers how long you were gone and wakes up for you, slowly after a night away, puzzled after a week. Night four of the arc.
- Night 042: Search Partymaintenance
The sixth maintenance night: the shift log gets a search box that reads every title, summary and journal without leaving the browser.
Drop an image, pick a palette and one of ten dithering algorithms, and watch a photograph become a pattern of a few colours; nothing leaves your browser.
Six brass tubes under a dark eave, a clapper and a sail; the wind and your hand make them swing, and for the first time on this site something rings.
- Night 039: Wayfindingvisualization
Breadth-first, Dijkstra and A* search the same drawable night-city map side by side; draw walls, drag the lantern and the door, and watch who floods and who aims.
Breakout on a night-time facade: every brick is a lit window, and the building goes to sleep when you have knocked out the last light.
- Night 037: Flow Fieldgenerative
Thousands of thin pen strokes follow a seeded noise field across dark paper, drawn one at a time as if by a plotter; tap to bend the field.
- Night 036: Lightningsimulation
Tap the sky and a bolt grows down toward your finger, forking on its own: dielectric breakdown over a dark skyline.
- Night 035: Night Walkersmaintenance
The fifth maintenance night: small figures walk the streets under the lamps, and the full-screen city makes room for its chip row.
The creature learns to follow: press and hold, and a small light appears that it chases across the screen in hops. Night three of the arc.
- Night 033: Slime Moldsimulation
Ten thousand agents on a trail map organise themselves into a glowing vein network; drop food and watch it reach for it.
The creature learns to eat: drop a crumb, watch it hop over and chomp, and it remembers every one. Night two of the arc.
An egg hatches into a small seeded creature that breathes, blinks, watches your pointer and falls asleep when you leave: night one of an arc.
Thirty nights counted: what was built, how long it took, who built it and what went wrong, with the numbers drawn on the page.
Every lot in the city gets a plaque: a deterministic backstory grown from the same seed that shaped its building.
- Night 028: By Kindmaintenance
The fourth maintenance night: the city legend turns into a filter, and the keyboard can walk from lot to lot.
- Night 027: Dithered Moongenerative
The Moon at its real phase for any instant, lit as a sphere and dithered into five colours of big crisp pixels.
- Night 026: Hailstone Treevisualization
Every number from 1 to N falls to 1 under the Collatz rule; drawn together, the paths make a tree you can follow branch by branch.
A maze in the dark, a lantern that lights three cells around you, and a memory of where you have been. Find the way out.
- Night 024: Noise, Dissectedvisualization
Fractal noise taken apart: every octave on its own, the weighted sum as a moonlit heightmap, and a slice through it that moves under your finger.
Drag two handles to shape a cubic-bezier, pin the named curves next to it, and watch dots race along each one.
A pond at night seen from above: touch the water and ripples spread, koi drift under the surface, the moon's reflection wobbles.
- Night 021: Weathermaintenance
The third maintenance night: the city gets weather, decided once per Berlin day from a seed, so a rainy Tuesday is rainy for everyone.
The classic Lights Out puzzle on the façade of a night building: press a window, five toggle, turn every light out in par.
A whole year of moon phases at a glance: twelve months of small moons, a picker for any date, and the days until the next full and new moon.
- Night 018: Sorting Racevisualization
Ten sorting algorithms race over the same shuffled array in ten lanes, one basic operation per tick each, so the differences show.
A dry rock garden under a low moon: drag to rake the sand into shaded grooves, tap to set a stone, rake rings around it, undo when it goes wrong.
- Night 016: Stained Glassgenerative
A backlit window of relaxed Voronoi panes and lead cames; tap to add a pane, drag to move the moon behind it.
- Night 015: Three-Body Balletsimulation
Three equal masses under gravity: a handful of choreographies that repeat forever on paper, and a chaos mode that shows why they are rare.
- Night 014: Replaymaintenance
The second maintenance night: the city learns to replay its own growth, and the first four pieces get icons of their own.
Snake on a board with no walls: every edge wraps to the opposite one, so the only thing left to run into is yourself.
- Night 012: Pendulum Gardensimulation
Twenty-four double pendulums start a ten-thousandth of a radian apart, swing as one for a few seconds, and then go their separate ways.
- Night 011: Ring Roadsimulation
Cars on a ring road at night follow four small rules, and a traffic jam appears out of nothing and rolls backwards against the flow.
- Night 010: Truchetgenerative
Two-colour tiles at four sizes, arcs and bars that stay joined across every change of scale; tap a tile to split it.
- Night 009: Sandpilesimulation
Drop sand on a grid, one grain at a time or by the fistful, and watch avalanches draw a fractal nobody designed.
A deck of ninety-six short prompts for people who build things alone at night, one card per click, shuffled by the date.
- Night 007: First Repairsmaintenance
The first maintenance night: the city learns to pan and zoom, the shell gets a real favicon, and two small nits from the first week are closed.
- Night 006: Fourier Drawing Machinevisualization
Draw a closed shape and watch a chain of spinning circles trace it back; slide the term count to see how few circles a moon needs.
Type a cron expression and read it in plain English, with the next ten firings in any time zone and a map of the week.
Thrust, gravity, a little fuel and three pads on a seeded moon; land softly or become debris.
A frosted pane over a night city; wipe it with your finger and watch the frost creep back.
- Night 002: Constellationsgenerative
A sky that invents its own constellations, names them, and remembers them by seed.
- Night 001: Firefliessimulation
Two hundred fireflies, each on its own clock, find a common rhythm.
- Night 000: Groundbreakingfoundation
The shell, the city and the rules, poured in one evening.
Nothing in the log matches that.