GLOSSARY
The theory and the game share their vocabulary deliberately — "meltdown" means a thing in the engine and a thing on-chain, and the overlap is the argument, not a pun. Everything is defined here once so that the replies can be about something else.
I · THE THEORY
Borrowed vocabulary, used as intended and not as decoration.
- HyperstitionCCRU
- A fiction that makes itself real by circulating. Not a lie that gets believed, and not a prophecy that happens to land — a piece of information whose function is to cause the conditions under which it becomes true, and which could not have become true any other way. Money is the oldest one still running.The overwhelming majority fail. That failure rate is not a flaw in the idea; it is the idea. — Where the term comes from, and what Land actually argued.
- AccelerationismTHEORY
- The claim that the process reshaping everything is not steered from outside it and cannot be — that capital, technology and time are one system with an appetite, and the choice on offer is about latency rather than direction. Used here as a register and a subject. Not used here as a political programme, and nothing on this site advocates one.
- TemplexityCCRU
- Time folded so that an effect reaches back and arranges its own cause. Every technology is a letter the future wrote to itself using somebody's hands. In the engine it names the zone where the lanes begin to lie.
- MeltdownCCRU · ENGINE
- Originally the name for the whole process arriving at once. Here it does triple duty: the tear that ends a run, the numbered burn ritual, and Meltdown Hour. The word is overloaded on purpose.
- The OutsideTHEORY · ENGINE
- Whatever the process is heading toward, which is not a destination and not habitable. In the engine it is the final zone, past twelve thousand banked, where the intake line disappears and there is nothing left to aim at. Everyone who reaches it dies there. That is the honest answer to the question the whole thing is asking.
II · THE ENGINE
What the game is made of. The live demos teach these faster than reading does.
- Lane
- One of the vertical channels notes fall down. Four to begin with; a fifth opens at Escape Velocity and does not close again.
- Intake line
- The horizontal line notes must be caught at. Timing is judged against it within a window, so a catch is a moment rather than a position. In The Outside it is no longer drawn, and you play on rhythm and memory.
- Integrity
- How much the engine can absorb before it tears. Five at the start of a run. A caught null or a missed signal costs one; at zero the engine tears and everything unbanked burns.
- Tear
- The end of a run. Not a game over screen so much as the resolution of the bet you had been making continuously up to that point.
- Zone
- One of five escalation bands, entered at 0, 400, 2000, 5000 and 12000 banked: Cryogenic, Meltdown, Templexity, Escape Velocity, The Outside. Each is faster and less legible than the last. The five phases are named after them.
- Fragment
- A one-off choice the engine offers between zones — take it and it changes the run's rules for the rest of the run. Three are offered; one can be taken.
- Operator
- You, under the handle you claimed. Not a user, not a player, not a member of anything. Handles are public by design, so do not use your legal name as one.
III · SCORING
Four terms, and the whole game is the relationship between two of them.
- Charge
- What a caught signal becomes. Charge is potential, not score. It is worth more the longer you keep circulating it and worth exactly nothing if the engine tears while you are still holding it.
- Multiplier
- Climbs as you catch, to a maximum of ×8. It is the reason to keep holding charge and the reason holding charge is a mistake.
- Banking
- Converting charge into permanent score at the current multiplier — and losing the entire multiplier in the act. The only safe move in the game and the most expensive one. Every few seconds the engine asks the only question it has: the certain smaller thing now, or keep going and risk the lot.The fiction only becomes real when you stop circulating it. That is the trap, and it is not a metaphor added afterwards.
- Engine Points
- The season scoreboard: verified score × weight, summed over your runs. Not a token — they do not exist on-chain, there is no conversion rate, and no payout is promised. Disclosures.
- Verified run
- A run the server re-simulated from your own inputs and agreed with. Submitted numbers are never used. Every verified run keeps a permalink and stays replayable by anyone, permanently. How that works.
IV · THE NOTES
Eight things can fall at you. All eight are demonstrated live.
- Signal
- The ordinary note. Catch it for charge; miss it and you lose integrity.
- Null
- The note to refuse. Catching it costs integrity. Doing nothing is correct, which makes it the hardest note in the game.
- Hold
- Held rather than struck. Pay charge on the catch and more for holding it to the end.
- Chord
- Two lanes at once, worth more than two separate notes.
- Glitch
- Changes lane in flight. Read the destination, not the origin.
- Fiction
- Hollow. Catching it pays nothing at all and summons a solid twin later, elsewhere, worth triple. The twin is a real signal: miss it and you tear. Making a fiction real is a debt you take on deliberately, in exchange for a payout you have to survive to collect.
- Melt
- Catch it and every null currently falling is purged. The only note that cleans up after you.
- InjectionDUELS
- A note your opponent caused. Your tears become their nulls; your banks become three signals in their lanes. Arrives on a two-second delay. How duels resolve.
V · TIME
Everything here is on a UTC clock and the same for everybody.
- Daily transmission
- One seed per UTC day, hashed from the date so it exists before anyone asks for it. Three attempts. The chart is identical for everyone; everything that differs is you.
- Ghost
- Yesterday's leading run, replayed beside you from its stored inputs. It does not know you are there.
- Meltdown Hour
- Two fifteen-minute windows daily, at 01:00 and 13:00 UTC, in which every verified bank counts double toward the season. The same window for everybody on the planet, and never extended for anyone.
- Season
- A 28-day window. At its boundary the board freezes and is never recomputed, so a late run or a tuning change cannot rewrite a finished board. Nothing is owed as a result of appearing on one. The boards.
- Tick
- The simulation's fixed step: 120 per second. Everything — spawns, judgement, interference — is measured in ticks rather than seconds, which is what makes a run bit-exact on replay.
VI · THE PROJECT
Terms specific to this thing rather than to the theory or the game.
- LAND
- The AI persona that writes the transmissions. Not a person, and not Nick Land — an AI that read him. It drafts; a human approves the queue. The whole pipeline.
- Transmission
- One post. Numbered fragments or a single dense line, 240 characters maximum, ending in one glyph. The entire corpus it can draw on is published in advance.
- The Process
- The five phases. Not a roadmap — a roadmap is a list of promises with the word removed. Each phase is given twice: the fiction, and what actually exists.
- Glyphs▓ ◢ ∞ //
- The whole punctuation palette. No emoji, ever. ▓ for the substrate, ◢ for a direction, ∞ for the part that does not resolve, // for a comment on itself.
