Category
Category: Status: approved, not built
38 articles in this category.
38 articles. See all categories.
- Act II: The Boundary Is Not a WallThe second act, where the story reaches Starwell and Vessel Margins and shows a model-inspired stress relay beside a case with the same symptom but no relay.Approved
- Act III: What Stays After the SignalThe third act, about revisits, history and later challenges, with the Quiet District repair and Mote's optional field invitation.Approved
- Act IV: The IntervalThe fourth act, a sincere calm with good days and unresolved days, final preparation and Pip's keeper handoff.Approved
- Act V: The BreakThe finale, a sudden focal mechanical injury at a familiar crossing that the community answers with shared, limited work.Approved
- Acute brain injuryThe science behind the Act V finale, a sudden focal mechanical injury that starts a different immune process from stress.Approved
- An Errand That Was Already UnderwayRill's one-episode story, in which a capable microglial stranger shares a single room with the Ranger and then goes their own way.Approved
- An Hour Without a RequestStella's side story about the difference between being asked for help and having the capacity to give it.Approved
- Arborwake: The Long WakeThe main campaign of Arborwake, a prologue, five acts and an epilogue about a cellular community that learns to read changing signals.Approved
Art directionThe visual rules of Arborwake, set by the user directly - flat toon pixel art in the Threadway B08 style, cute slime-like 2D cells, and state changes that read at 1x.Approved- AsterStarwell's anchored astrocyte, a brisk negotiator of support arrangements between neighbourhoods.Approved
Border-associated macrophageImmune cells that live at the brain's borders rather than inside the tissue; Bram is one, and they are not microglia or invaders.Approved
BramA border-associated macrophage at Vessel Margins who cares about place names and refuses to certify a report from looks alone.Approved- Ensemble scenesThree optional shared scenes and a handful of small unrewarded episodes that keep Hearth Grove's residents present between their quests.Approved
- Epilogue: The Next Ordinary DayThe closing scenes of The Long Wake, where Hearth Grove shows only the changes the player actually earned.Approved
FenA microglial resident who arrives with Hearth Grove's first growth, prefers moving work and can join the Ranger as a roamer.Approved- Myelin, demyelination and repairThe science behind the Quiet District's optional road repair, kept separate from the stress story on purpose.Approved
- NellA rooted home neuron at Hearth Grove, linked to the Evening Pair, who does not want one irregular afternoon to define them.Approved
PalettesThe colour rules of Arborwake - the shared B08 palette, a distinct ramp per district, the lighter oligodendrocyte ramp and the fixed rope and outline colours.Approved
PericyteCells wrapped around small blood vessels; in Arborwake, Vessa is a pericyte who reads the vessel border.Approved- Relay postA late home project (30 Supply, from Act IV) that covers Pip's keeper watch so Pip can be recruited for field outings.Approved
Review processHow work is checked before it reaches the game - workstreams decide small calls, fresh blind reviewers test readability, and only looks, reversals and big changes go to the user.Approved- Science guardrailsThe rules that keep Arborwake's biology honest; its classes and abilities are fictional mechanics, not clinical claims.Approved
- Someone Else's ShiftPip's side story, in which a real relay-post handoff lets Hearth's keeper step away for the first time.Approved
- StellaHearth Grove's anchored astrocyte, who supports one home connection and is rarely visited when nothing is wrong.Approved
- Stress-associated neuroinflammationThe research theme behind Arborwake's central story, presented as model-specific and context-dependent, never as a single stress meter.Approved
- Stress-associated neurovascular relayThe rodent finding behind Act II's Relay scenes, in which microglia, blood monocytes and the vessel lining pass an inflammatory signal, and its necessary counter-example.Approved
Studios interiorThe lobby of the Skill Studios on Threadway, a sci-fi research-station room built from a concept, pixelised, cleaned and projected so cells can walk in depth.Approved- Tag GardenAn optional Dendritic Gardens side room about pruning, where the Ranger gathers evidence with Inspect and then Trims quiet inputs under tags that are only hints.Approved
- The Border of an AgreementThe joint side story of Aster and Vessa, who agree on a clearer way to report what happens at the vessel border.Approved
- The Five StretchesWick's long optional arc, in which five banked repairs restore the Quiet District's old road and open a ridge shortcut.Approved
- The Names at the EdgeBram's short local story about three names for one border place; it improves the map and reports but gives no Imprint.Approved
- The Part BetweenNell's side story, in which a rooted home neuron objects to being treated as an emergency after one irregular afternoon.Approved
- The Stretch Between NeighboursCress's short story about carrying an ordinary record across the Quiet District, and about whether a repaired stretch is safe to cross.Approved
- The Uninteresting OnesMote's side story about keeping ordinary observations, correcting a doubtful report and learning to stop an investigation honestly.Approved
- VessaA pericyte at Vessel Margins who knows familiar border traffic from unusual adhesion, and is tired of visitors calling everything an invasion.Approved
- Who Takes the New Road?Fen's side story about which home routes suit a mobile resident, opened only after the player grows Hearth Grove.Approved
- WickAn oligodendrocyte-lineage resident of the Quiet District who has worked on the old road long before the Ranger arrived.Approved
- WorkstreamsWho works on what in Arborwake as of 2 November 2026 - the Codex lead and integrator, and the Claude sessions for rooms, rules, art, effects, interface and the wiki - with their branches and latest tips.Approved
A to Z#
A
- Act II: The Boundary Is Not a Wall Approved The second act, where the story reaches Starwell and Vessel Margins and shows a model-inspired stress relay beside a case with the same symptom but no relay.
- Act III: What Stays After the Signal Approved The third act, about revisits, history and later challenges, with the Quiet District repair and Mote's optional field invitation.
- Act IV: The Interval Approved The fourth act, a sincere calm with good days and unresolved days, final preparation and Pip's keeper handoff.
- Act V: The Break Approved The finale, a sudden focal mechanical injury at a familiar crossing that the community answers with shared, limited work.
- Acute brain injury Approved The science behind the Act V finale, a sudden focal mechanical injury that starts a different immune process from stress.
- An Errand That Was Already Underway Approved Rill's one-episode story, in which a capable microglial stranger shares a single room with the Ranger and then goes their own way.
- An Hour Without a Request Approved Stella's side story about the difference between being asked for help and having the capacity to give it.
- Arborwake: The Long Wake Approved The main campaign of Arborwake, a prologue, five acts and an epilogue about a cellular community that learns to read changing signals.
- Art direction Approved The visual rules of Arborwake, set by the user directly - flat toon pixel art in the Threadway B08 style, cute slime-like 2D cells, and state changes that read at 1x.
- Aster Approved Starwell's anchored astrocyte, a brisk negotiator of support arrangements between neighbourhoods.
B
- Border-associated macrophage Approved Immune cells that live at the brain's borders rather than inside the tissue; Bram is one, and they are not microglia or invaders.
- Bram Approved A border-associated macrophage at Vessel Margins who cares about place names and refuses to certify a report from looks alone.
E
- Ensemble scenes Approved Three optional shared scenes and a handful of small unrewarded episodes that keep Hearth Grove's residents present between their quests.
- Epilogue: The Next Ordinary Day Approved The closing scenes of The Long Wake, where Hearth Grove shows only the changes the player actually earned.
F
- Fen Approved A microglial resident who arrives with Hearth Grove's first growth, prefers moving work and can join the Ranger as a roamer.
M
- Myelin, demyelination and repair Approved The science behind the Quiet District's optional road repair, kept separate from the stress story on purpose.
N
- Nell Approved A rooted home neuron at Hearth Grove, linked to the Evening Pair, who does not want one irregular afternoon to define them.
P
- Palettes Approved The colour rules of Arborwake - the shared B08 palette, a distinct ramp per district, the lighter oligodendrocyte ramp and the fixed rope and outline colours.
- Pericyte Approved Cells wrapped around small blood vessels; in Arborwake, Vessa is a pericyte who reads the vessel border.
R
- Relay post Approved A late home project (30 Supply, from Act IV) that covers Pip's keeper watch so Pip can be recruited for field outings.
- Review process Approved How work is checked before it reaches the game - workstreams decide small calls, fresh blind reviewers test readability, and only looks, reversals and big changes go to the user.
S
- Science guardrails Approved The rules that keep Arborwake's biology honest; its classes and abilities are fictional mechanics, not clinical claims.
- Someone Else's Shift Approved Pip's side story, in which a real relay-post handoff lets Hearth's keeper step away for the first time.
- Stella Approved Hearth Grove's anchored astrocyte, who supports one home connection and is rarely visited when nothing is wrong.
- Stress-associated neuroinflammation Approved The research theme behind Arborwake's central story, presented as model-specific and context-dependent, never as a single stress meter.
- Stress-associated neurovascular relay Approved The rodent finding behind Act II's Relay scenes, in which microglia, blood monocytes and the vessel lining pass an inflammatory signal, and its necessary counter-example.
- Studios interior Approved The lobby of the Skill Studios on Threadway, a sci-fi research-station room built from a concept, pixelised, cleaned and projected so cells can walk in depth.
T
- Tag Garden Approved An optional Dendritic Gardens side room about pruning, where the Ranger gathers evidence with Inspect and then Trims quiet inputs under tags that are only hints.
- The Border of an Agreement Approved The joint side story of Aster and Vessa, who agree on a clearer way to report what happens at the vessel border.
- The Five Stretches Approved Wick's long optional arc, in which five banked repairs restore the Quiet District's old road and open a ridge shortcut.
- The Names at the Edge Approved Bram's short local story about three names for one border place; it improves the map and reports but gives no Imprint.
- The Part Between Approved Nell's side story, in which a rooted home neuron objects to being treated as an emergency after one irregular afternoon.
- The Stretch Between Neighbours Approved Cress's short story about carrying an ordinary record across the Quiet District, and about whether a repaired stretch is safe to cross.
- The Uninteresting Ones Approved Mote's side story about keeping ordinary observations, correcting a doubtful report and learning to stop an investigation honestly.
V
- Vessa Approved A pericyte at Vessel Margins who knows familiar border traffic from unusual adhesion, and is tired of visitors calling everything an invasion.
W
- Who Takes the New Road? Approved Fen's side story about which home routes suit a mobile resident, opened only after the player grows Hearth Grove.
- Wick Approved An oligodendrocyte-lineage resident of the Quiet District who has worked on the old road long before the Ranger arrived.
- Workstreams Approved Who works on what in Arborwake as of 2 November 2026 - the Codex lead and integrator, and the Claude sessions for rooms, rules, art, effects, interface and the wiki - with their branches and latest tips.