Two players. An optional guest. One shared result.
An invitation
you can experience.
Allow five minutes for the game, plus time to connect. Keep your agreed Zoom invitation available as a fallback.
1. Make room for someone
Create a free room. You take the Timekeeper role. Copy the invitation and send it privately to your guest, who joins as the Maker. Neither player needs an account, physical card or collectible. Each player has their own controls. Use the separate Guest invitation for a third participant, who can watch and talk without making game moves.
“This is open to everyone. The physical pieces give you something to collect and build a history around, but we can already play together.”
2. Choose how to talk
Up to three people choose Join with voice or Join with video and allow the requested browser access. Use Leave call if you prefer Zoom. Some networks block direct calls; no relay is configured yet. The shared game works independently of the call.
3. Make the arrival possible
“You need my pin to finish the frame. I need your lens. Shall we exchange?”
Timekeeper offers. Maker accepts, builds and passes the housing, then shares the arrival clue. Timekeeper fits the lens and chooses two lights. Maker rings the welcome bell. Each contribution appears in both players’ views.
4. Show what remains
Open the encounter record. The pin and frame became a signal housing; the tools stayed with the Maker. Both contributions led to one arrival. Export the record before closing the room if you want to keep it.
“The same characters can return in new situations: repairing something, making something, welcoming new people. Their contributions add to a shared journey. A physical object could carry the link to its own history.”
5. Explore the partner’s contribution
“XO brings the world, characters and playable experience. We would like to explore your supported route for connecting a physical Timekeeper and World Card to their own records. Which sample tags and implementation path would you recommend?”
Playing the Maker is a demonstration role, not a supplier commitment. The first physical prototype is untagged. Tag verification, secure personalisation, object-instance identity and owner benefits remain to be agreed and implemented.
What is working, and what comes later
Working scope: two anonymous player seats and an optional guest seat, server-checked actions, shared progress, temporary room storage and an experimental direct voice/video call for up to three people. The game’s resources and object identity are simulated.
Future scope: reliably relayed calling, more characters and participants, persistent player profiles, new encounters that recognise earlier journeys, verified physical objects and clearly defined owner benefits. More participants require their own encounter rules; they are not added automatically.
Room access lasts 24 hours. Keep the same browser tab to resume. This pilot is for invited adults; it is not a classroom video service.