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Phatti MacHine

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https://phatti-machine.itch.io/foreverneon-operation-alpha

If you’ve been following FOREVER:NEON, testing pieces of SubstrateNet, or waiting to see where this increasingly unreasonable project goes next, here’s the current state of things.


The short version is that development is very active, but production updates will be deliberately limited until September 1.

That is not because work has stopped.

Quite the opposite.

Over the past several days we have completed one of the largest concentrated development pushes the project has had so far. Book 1’s browser ARG, Living Archive, missions, campaign systems, mobile interfaces, faction presentation, identity/progression systems, media infrastructure, and production cleanup have all moved substantially forward.

The reason you may not see constant live updates between now and September is much less dramatic:

I have insisted on building this project almost entirely on free-tier services until the project begins generating enough funding or sales to support its own production expenses.

That means GitHub Actions, hosting services, storage, testing infrastructure, AI development tools, commerce services, and the other little invisible machines that make modern software possible are being treated as part of an economy-line production model.

FOREVER:NEON is not being financed by a publisher, studio, venture-capital firm, or someone’s uncle with suspiciously good seats at Falcons games.

At this stage, the rule is simple:

The production should eventually pay for the production.

Until that happens, I am deliberately avoiding turning development into a monthly pile of subscriptions and usage charges.

Book 1 itself remains free to read, and its ARG systems are being built around that same philosophy of low-friction access. No registration is required simply to read the book, while accounts remain optional for the broader Dashboard and ARG functionality.

Why September 1 Matters

Our current GitHub Actions allowance will not replenish until approximately September 1.

Automated browser testing and CI are extremely useful, but during a development sprint they can also consume paid capacity remarkably quickly. Install a browser, run a hundred tests, upload some artifacts, repeat. Civilization truly peaked when we invented computers that charge us money to verify that other computers are behaving.

So until September 1, our policy is:

Routine automated production runs are paused.

If something is discovered that is genuinely preventing beta testing from continuing, I will spend the money and fix it.

A broken mission, corrupted progression, inaccessible reader, authentication failure, or another real production blocker is worth addressing immediately.

Cosmetic issues, planned upgrades, deeper cleanup, visual improvements, and non-critical enhancements will instead be prepared in draft branches and consolidated for the next major integration cycle.

That allows us to keep working without wasting limited infrastructure money on dozens of incremental validation runs.

What Has Been Happening Behind the Curtain

A tremendous amount of Book 1 infrastructure has been rebuilt or upgraded recently.

The focus has increasingly shifted away from making the ARG look like a collection of ordinary web pages and toward making it feel like a physical recovered world.

The guiding rule is now:

80% believable recovered equipment or documentation.
20% impossible behavior.

If a mission interface supposedly represents a strange machine from 1988, it should look like a machine somebody could have dragged onto a workbench in 1988.

If something is supposed to be a recovered personnel file, cassette, memo, surveillance photograph, technical manual, or newspaper clipping, it should look like a physical object that existed inside the story.

Not a modern website wearing a beige paper texture and hoping nobody notices.

That principle is now being applied across the production.

Recent work includes rebuilt or heavily revised mission interfaces, the Identity Ledger, faction-aware Archive presentation, mobile corrections, VICKY repairs, SIGILTRY hardware controls, Three-Seventeen presentation work, HAM receiver improvements, Living Archive media auditing, and a new Book 1 campaign dispatch architecture.

Book 1: The Current Foundation

Book 1 is increasingly becoming the foundation for the systems the rest of the series will inherit.

The current browser production includes a combination of:

  • the novel reader
  • Dashboard
  • mission systems
  • Living Archive
  • Signal Archive
  • Incoming Signals
  • faction activity
  • recovered documents
  • personnel records
  • OcculTek material
  • Bestiary material
  • World Control records
  • WXPO material
  • code redemption
  • persistent identity/progression
  • faction-specific presentation
  • mobile interfaces
  • training missions

The purpose of the current beta is to discover where the experience breaks, confuses people, fails on different devices, or simply makes sense only to the person who built it.

The Living Archive Is Becoming Faction-Aware

One of the more important developments is the evolution of the Living Archive.

The four main viewpoints now have distinct presentation models.

Observer records resemble released institutional or government material.

Resistance records feel more like recovered field evidence, witness material, damaged dossiers, and operational files.

Vril records emphasize classification, capabilities, personnel utility, control, routing, and institutional interpretation.

Double Agent material increasingly functions as contested filing, where multiple sources or interpretations can be compared.

The next major content pass will push this much further.

The intended model is roughly:

80% shared underlying evidence
20% different interpretation

The event may be the same.

The faction’s understanding of what happened may not be.

One group may know something another does not. One may misinterpret evidence. Another may omit it. One may consider a person a witness while another considers the same person an asset.

Later, a small number of these discrepancies may contain information that actually matters to URP progression.

Missions Are Becoming Machines

Based on early feedback several Book 1 missions have gone through major visual and interaction redesign.

SIGILTRY is the clearest example.

What used to behave more like a collection of puzzle controls is being transformed into a believable late-1980s field instrument, complete with physical selectors, rotary controls, indicator hardware, recessed bays, specimen fixtures, and other elements that make the mission feel like recovered equipment instead of a webpage.

Three-Seventeen, the Kidd HAM receiver, Mrs. Pruitt’s Darkroom, VICKY, Ghost Carrier, Machine Lexicon, Hidden Carrier and other interfaces are going through similar treatment at different levels.

As the books move forward through time, the technology should evolve with the decades.

Book 1 belongs to late-1980s analog equipment, paper records, CRTs, radios, magnetic tape, institutional terminals, newsroom hardware, early networking, photocopies, surveillance images, and physical evidence.


The system evolves with the story.

Operation ALPHA and the Media Cleanup

One major upcoming pass is a full audit of every piece of media a tester can encounter.

Operation ALPHA / DEAD AIR is one of the obvious examples, some current recovered-document and cassette-related imagery still needs to be replaced or upgraded.

A cassette should look like a cassette someone actually handled.

A recovered document should look printed, typed, stamped, folded, copied, filed, scribbled on, stained, taped together, or otherwise physically used.

Technical evidence should look like technical evidence.

Personnel photography should look like personnel photography.

Nothing should look like an image that exists only because a browser needed something to fill a rectangle.

The media audit will cover photographs, tapes, notebooks, dossiers, maps, schematics, technical sheets, propaganda, forms, surveillance stills, newspaper material, equipment photos, broadcast material and other recovered artifacts.

The Living Archive alone contains a substantial amount of written material that still needs stronger image support. A recent audit found dozens of Book 1 records where the writing exists but dedicated image/thumbnail presentation remains incomplete.

Mobile Is No Longer an Afterthought

Another major priority has been phones.

Earlier versions of several interfaces were effectively desktop equipment squeezed onto a smaller screen and politely asked not to misbehave.

That is changing.

Recent iPhone and Android testing exposed where desktop-derived layouts were becoming crowded, awkward, or functionally compromised.

The newer approach treats the phone layout as its own operational view.


WXPO, VICKY and the Less Finished Corners

Some areas remain visibly less mature than the current gold-standard interfaces.

WXPO / Stormy’s Desk is still intended to become more convincingly like a late-1980s newsroom production station, including a stronger message and production workflow.

VICKY has already received significant repair work, particularly around mobile compatibility and interactive controls but will continue to be rewired as part of the full production audit.

Other missions still need difficulty, presentation, or media improvements.

Those are improvements, not reasons to take beta testing offline.

The September Cleanup Push

Between now and September 1, much of the work will involve preparation rather than frequent live deployment.

That includes:


full URP-facing production audits

out-of-universe text cleanup

obsolete-route identification

media inventory

faction record classification

Archive cleanup

mobile review

mission UX review

accessibility inspection

store and merch preparation

documentation

DragonCon material

code changes that can safely remain in draft for.

Around September 1, those prepared changes will go through a concentrated integration cycle.

The plan is to rebase relevant work against current production, run targeted verification first, run full browser testing after the targeted tests are clean, fix actual regressions, merge in dependency order, deploy, and then perform another desktop/iPhone/Android production audit.


DragonCon

DragonCon is an important near-term milestone.

The goal is not to have every idea for all six books finished by then. That would be insane even by this project’s standards.The novels are finished story-wise in any case.

The goal is to have the parts people can actually encounter stable, convincing and worth encountering.

DragonCon is also useful because Forever:NEON benefits from people encountering it outside the controlled environment of development.

Real people do things no test suite predicts.


Store, Merch and Funding

The commercial side of the project is being built carefully rather than allowed to dictate the story.

Current work includes the e-store, books, merchandise, donation links, ARG-related physical items, possible faction merchandise, signed editions, codes and other physical/digital products.

Fourthwall has been the preferred merch direction, while PayPal and Ko-fi have also been incorporated as low-profile support options.

The important point is that funding changes the production ceiling.

At present, I am deliberately using free-tier or very low-cost services wherever practical.

If book sales, merch, donations or other revenue begin covering infrastructure costs, that money can go directly back into:

  • hosting
  • automated testing
  • storage
  • media production
  • physical ARG material
  • development tools
  • prototypes
  • convention materials
  • expanded services
  • future client builds

I would much rather have the project earn the ability to become more expensive than begin expensive and hope somebody eventually pays for it.

What Comes After Book 1

Forever:NEON is a six-book series, with the ARG evolving alongside the chronology rather than merely repeating the same mechanics six times.

The rough era progression is,

Book 1: 1987–1989
Book 2: 1990–1999
Book 3: 2000–2009
Book 4: 2010–2019
Book 5: 2020–2024
Book 6: 2025 onward

Each period changes what technology, media, communications and social systems are available to the story.


Book 1 is analog-heavy.

Book 2 moves into the 1990s.

Book 3 enters the early networked era.

Books 4 and 5 encounter increasingly modern information ecosystems.

By Book 6, the line between the fictional network and the technology used to access should become considerably thinner.

The ARG is part of the story, not an advertising campaign stapled onto the side of the books.

Book 2-6

Book 2-6 design work has already begun..

More puzzle density, more systems interaction, more faction consequences, more contradictory evidence and stronger use of the era are all part of the direction.

The series should teach you how to understand its systems in Book 1 and then gradually become less charitable about what it expects from you.


Persistent Identity and Progression

The Identity Ledger is another foundation intended to matter beyond a single mission.

The system is designed around pseudonymous identity and continuity rather than invasive tracking.

Current design work keeps it isolated from puzzle answers, fingerprinting, location tracking and unwanted reward behavior during TRAINING.

The long-term purpose is to allow somebody’s history with SubstrateNet to accumulate meaning over time.


That will become increasingly important as faction perspectives diverge.

Future Platforms

The browser remains the core platform.

That keeps participation accessible and makes Book 1 available without asking somebody to install a 90-gigabyte launcher to read a book.  Although the Book 1 ebook will be available as a PDF or similar download for free and 2-6 for a projected $4.20 each.  Hardcopy versions are also in the works via KINDLE.

A desktop client has also been considered for later development, including a Windows-first Steam direction, with prior planning targeting a release candidate in the fall and private polish before the broader December ARG launch.

Longer-term expansion can go further than that.

The architecture is being built so that the early books function as one continuous responsive web/PWA experience, while later stages can support more specialized native or immersive implementations where they genuinely improve the fiction rather than existing because “VR” looks good on a pitch deck.

What I Need From Beta Testers

I am not looking exclusively for people who are already good at ARGs.

In fact, somebody unfamiliar with ARG conventions can expose problems experienced players unconsciously work around.

Useful beta feedback includes:


where you became confused

where you expected something to be clickable

where instructions felt too obvious or too obscure

whether a mission worked on your device

whether something looked fake

whether something looked modern when it should not

where navigation failed

where you got lost

where you accidentally found something you probably should not have

whether the faction material actually changed your interpretation

whether a puzzle felt satisfying when solved

whether you needed outside explanation to understand something that should have stood on its own

Breaking things is useful at this stage

One of the central beta goals is still brutally simple.  Can a new tester enter the system, reach the book, progress far enough to hit the early ARG gates and use the terminal without somebody standing beside them explaining what the hell the designer meant?

The Road to December

The current rough production rhythm is as follows.

August: audit, cleanup, media inventory, mission preparation, faction content work, store preparation, DragonCon readiness.

September: major integration and QA push after CI capacity resets.

October: continued beta testing, deeper Book 1 polish, client/desktop experimentation where viable, additional commerce and physical-material preparation.

November: private stabilization and final live-system preparation.

December: transition from Book 1 TRAINING behavior toward the intended live ARG environment.


One Last Thing

There will be fewer visible updates between now and September 1.

Do not mistake that for inactivity.

It means I am refusing to pay repeatedly to run infrastructure that can wait two weeks.

If beta testing breaks, I will fix it.

If the issue is cosmetic, organizational, preparatory or part of a larger upgrade, it will join the September integration queue.

That distinction allows us to keep building while preserving the basic economic rule behind the project.

Until FOREVER:NEON starts funding itself, production stays lean.


In the meantime, testers are helping shape the part that matters most.

Thank you,

– Phatti

I’m looking for testers for FOREVER:NEON, a project built around a slightly unusual premise:

What if the ARG wasn’t marketing for the novel, but part of the novel’s narrative architecture?

And there’s no paywall in front of the experiment:

Book 1 is FREE. The ARG is FREE to play.

You do not need to buy anything to read the first book, explore the world, or test the missions.

FOREVER:NEON is a six-book sci-fi/cosmic-horror/comedy series with a parallel interactive world running through a fictional network called SubstrateNet.

The novels tell the central story.

The interactive layer lets readers investigate it.

A webpage is not simply there to advertise a chapter.

A transmission might contradict something a narrator said.

An archive document might reveal that an apparently minor detail in the book was important.

Two factions may receive different pieces of the same event.

A puzzle may require cooperation between players who normally have opposing objectives.

Something discovered online may change how a later chapter is interpreted.

Eventually the project is designed to include persistent player identity, faction alignment, progression, unlockable archives, live communications, physical clues, and events that occur outside the manuscript.

I’m trying to make the boundary between reading the story and investigating the story increasingly difficult to identify.

Before activating those systems for the live ARG, I built a separate TRAINING network where the mechanics can be tested without altering permanent player progression.

There are currently 18 playable browser missions.

They include:

  • spectrogram analysis
  • genuine PNG steganography
  • substitution and visual ciphers
  • numbers-station simulations
  • custom symbolic alphabets
  • metadata investigation
  • browser-generated radio/audio signals
  • split-key puzzles
  • book-cipher mechanics
  • multi-stage investigations

Recent examples:

THE COMEDY EDUCATION

Six browser-generated audio transmissions. Hidden information can be recovered by examining the files in an actual spectrogram viewer.

MRS. PRUITT’S DARKROOM

Six photographic prints containing real LSB-encoded pixel data. They are not pictures pretending to contain steganography. The generated PNG files actually carry the hidden payload.

THE FIRMAMENT QUESTION

A multi-stage investigation involving a simulated numbers station, two separate clue streams, a cipher stage, and a transmission written using FOREVER’s custom Angle Script alphabet.

The TRAINING designation is important.

The eventual live versions will be separated from these test missions so I can experiment with clues, accessibility, interfaces, difficulty and puzzle logic without polluting the permanent ARG state.

What I need from testers is less “Did you like it?” and more:

  • What did you THINK you were supposed to do?
  • Where did that understanding fail?
  • Which clues felt earned?
  • Which clues felt arbitrary?
  • Could you solve it without prior lore knowledge?
  • Did anything fail on mobile/tablet?
  • Did the fictional presentation help immersion or obscure necessary instructions?
  • At what exact point did difficulty become frustration?
  • Did solving one mission make you curious about the larger world?

You can come at it as a reader, puzzle solver, ARG player, browser-game tester, or some unhealthy combination of all four.

Book 1: FREE ARG play: FREE Browser-based. No download required.

Training Operations:

https://substratenet.com/pages/training-operations.html

The larger experiment is whether a novel, game, ARG, fictional internet and real-world investigation can function as one story instead of five separate products connected by links.

That’s the part I’m trying to get right.

sorry, done.  Thank you

(2 edits)

The Book Is Only the Beginning

https://phatti-machine.itch.io/foreverneon-operation-alpha started as a novel.

It has become something significantly less reasonable.

It is now a browser-based science-fiction ARG built around a six-book series, with hidden transmissions, faction systems, puzzles, strange websites, corrupted manuscripts, radio signals, persistent reader accounts, and an expanding network of things that are probably better left unplugged.

Right now, I need playtesters.

THE SIGNAL SO FAR

The first book, FOREVER:NEON — THE AWAKENING, takes place between 1987 and 1989.

It begins with pirate radio, strange transmissions, disappearing pieces of reality, questionable government explanations, and the gradual discovery that the world may be operating on considerably worse software than advertised.

Reading the book is only one layer.

The browser experience surrounding it includes:

hidden signals and transmissions

ARG puzzles and ciphers

persistent reader/URP accounts

faction-aligned content

unlockable archive material

browser-based missions

alternate websites that exist inside the fictional world

secrets scattered across the story and web experience

decisions and discoveries that can affect what a reader sees later

There are currently six TRAINING missions available inside the Book One ARG system:

Operation Bravo
Ghost Carrier / Forensic HUD
Hidden Carrier
Sigiltry
Machine Lexicon
Operation Alpha

with 6 or more new ones to be added 08/09/2026 10pm est.

These are real missions using the same infrastructure being developed for the larger ARG, but the current TRAINING cycle does not award permanent competitive rewards or affect the future December LIVE campaign.

In other words: this is the ideal time to break things.

Please break things.


WHAT I NEED TESTED

I am specifically looking for people willing to test the experience like actual readers instead of polite museum visitors.

Try the puzzles.

Use the site on different devices.

Follow weird links.

Ignore obvious links.

Create an account.

Leave and come back later.

Try to figure out what the hell the machine expects from you.

If something is confusing, tell me.

If something is broken, definitely tell me.

If you discover something that feels like it should be broken but somehow works perfectly, I would also like documentation of that miracle.

Testing on desktop, Android, tablets, and iPad/iPhone is especially useful.

You do not need prior ARG experience.

Experienced ARG players are extremely useful but I also need people who have never played one before. If only puzzle maniacs can understand the interface, then I have accidentally built an entrance exam instead of a story.


THIS IS NOT JUST A WEBSITE FOR A BOOK

The eventual plan is a connected six-book experience:

BOOK 1 — THE AWAKENING
1987–1989

BOOK 2 — THE COMEDY CIVIL WAR
1990–1999

BOOK 3 — REALITY.EXE
2000–2009

BOOK 4 — SIGNAL EMPIRE
2010–2019

BOOK 5 — ANALOGUE UPRISING
2020–2024

BOOK 6 — THE COLOR OF AFTER
2025–2026+

Each era gets its own changing interface, mysteries, artifacts, signals, factions, and increasingly questionable relationship with reality.

The goal is not to bolt a couple of puzzles onto a novel.

The goal is to make the fictional universe itself become playable.

ALSO CURRENTLY ESCAPING CONTAINMENT

FOREVER:NEON has already started producing side projects.

There is ClearCAM, a satirical browser experience about advertising, consumer manipulation, and a camera that tells you slightly more truth than corporations would prefer.

There is The Diminuto Archives, dealing with an entirely different category of anomalous nonsense involving cats.

Both accessible for testing in the 

Field Publications & Public Storefronts

section of https://afterthegrid.org/

as well as both ebooks available on KINDLE/AMAZON, a simple search for either title or Phatti MacHine will find both.

And now development has begun on Lunchroom Legends: FOOD FIGHT, a browser-based collectible card game built around 151 food characters, evolution's, special cards, rarity systems, and eventually physical starter decks and booster packs.


BETA TESTERS GET RECORDED IN THE SYSTEM

Participants in the current testing cycle can earn permanent Beta Tester 2026 recognition attached to their FOREVER:NEON reader identity.

The current TRAINING missions themselves remain separated from the future LIVE ARG economy. That distinction matters because when the full campaign begins, I want everyone entering the real game on deliberately designed terms rather than carrying accidental advantages from development testing.

The testing phase is about finding weaknesses.

The LIVE phase is where I start using them against you.

WHAT KIND OF FEEDBACK HELPS?

You do not need to write an essay.

Useful reports can be as simple as:

“I had no idea what this button did.”
“Chapter navigation stopped working on Android.”
“I solved the puzzle but nothing happened.”
“This took twelve minutes to load.”
“I thought this was a clue but apparently it was just terrible CSS.”
“I found something you probably did not intend for me to find.”

That final category has already proven particularly educational.


ENTER THE GRID

Rabbit holes are all over the web including substratenet.com/katieskitties and the aforementioned https://afterthegrid.org/. You never know where some clue or hint might be hidden.

If interactive fiction, ARGs, old-school conspiracy culture, pirate radio, cosmic horror, strange technology, unreliable reality, satire, hidden websites, puzzle solving, or simply poking complicated systems until they scream sounds entertaining, this project could use you.

Play the current build.

Read as much or as little as you want.

Explore.

Report what works.

Report what fails.

Most importantly:

Do not assume something is decoration just because it looks like decoration.

Somewhere underneath the static, something is listening.

FOREVER:NEON The signal is already here.



Just a reminder I am constantly adding new material and am looking for Beta Testers to play through Book 1's ARG.  Thanks for looking.  Book 2's browser playable CCG FOOD FIGHT - Lunchroom Legends will be available for Beta Tests soon as well. 

ahahahahahahaaaaa, I love it.

(1 edit)

this is a reply to Eldwoods reply.  I can't reply in that post, dunno why.  Im new here. ok.  I don't and won't argue.  You obviously have a limited understanding of LLMs and how they work.  Maybe you are a MSM believer.  Whatever.  Hope you have a great day.  Watch out for that AI.

I use AI for inking and colors.  What artist did I steal from?

OP upload 800 posts back was a cat themed game and my project has a cat as a main character.  Thanks for posting this forum.  Check out what I have been working on for my daughter Lady KatieBeth,

 Forever:NEON//OPERATION ALPHA   

https://itch.io/games/tag-80s/tag-parody/tag-science-fiction  

No charge but all donations go to future care of my child when I switch frequencies.

Beta Testing NOW and full game premieres in December.

Thanks for looking, playing and READING.

(1 edit)

https://phatti-machine.itch.io/foreverneon-operation-alpha

It's 1987 in Birmingham, Alabama. It has been 1987 for a very long time. Nobody seems to mind. You should probably mind.

The signal has been broadcasting at 13Hz from beneath the limestone since before anyone thought to measure it. Before anyone thought at all, really. That's sort of the point.

FOREVER:NEON is a six-book speculative fiction series and fully playable alternate reality game set in a version of Birmingham, Alabama, where the year never changed, the neon never dimmed, and the thing beneath the city never stopped feeding.

Book One lands you in 1987. You'll meet people who've built lives inside a world that was built around them — a frequency-locked terrarium where the culture doesn't evolve because it was never supposed to. Some of them have started noticing. The ones who notice tend to have very interesting weeks.

The ARG is live. The sites are real. The codes are buried. Tune into WXPO Channel 6/7 for broadcasts that shouldn't exist. Submit your clearance codes through the Signal Clearance Terminal. Answer W.A.N.D.A. when she asks — she doesn't like being ignored. Find Katie's page before she takes it down. If you go looking, you'll find doors. Some of them open into the world. Some of them open into something that has been waiting, very patiently, for you to start paying attention.

What's Included:

FOREVER:NEON — Book One (full manuscript, 92,000+ words, 21 chapters)

Full access to the live ARG ecosystem at afterthegrid.org, including:

WXPO CHANNEL 6/7— Birmingham's only frequency-compliant news source. Six eras. Six embedded STAR codes. Weather you shouldn't trust.

W.A.T.C.H. Portal — Government infrastructure. Six HORSESHOE code slots. Two intake forms. A chatbot named W.A.N.D.A. who has 53 ways to tell you compliance is connection.

Signal Clearance Terminal — Faction-skinned code redemption. Pick a side. Mean it.

Katie's Kitties — A GeoCities fan page. An entry gate. Don't overthink it. Actually — overthink it.

V.E.T. — Vril Entertainment Transmissions. Corporate. Clean. Smiling. Nothing behind the smile.

Faction recruitment. Team mechanics. Embedded codes across every surface. A signal that doesn't care whether you believe in it.

Name your price (it's for a great cause). Or don't. The frequency doesn't charge admission.