How to play and what this is
WASD/arrows move · click walk (click a target in reach to reach it) ·
E extend a process to the nearest thing in reach · X let go ·
F pull (reposition build) · Space helper (assist build) · P pause ·
R restart.
Engulf myelin debris, settle restless neighbours, and lead OPCs (small spiky cells) to
bare segments: reach one and walk, it follows; let go near the segment. Restless
neighbours leave haze, where OPCs mature slowly; a settled neighbour nearby speeds them
up. A new oligodendrocyte wraps nearby segments for a short window, but cannot finish a
wrap beside uncleared debris. Bare segments block many pulses and slow the rest.
Pericytes on the vessel narrow near injury signals: a narrowed vessel leaves a squeeze
gap but starves the segments downstream. Relax a pericyte to restore flow. Strained bare
segments can misfire: watch the flicker. A segment that wears out is lost, and that
fails the room.
When the far neuron is short of signals, your senses suffer: warnings arrive later,
distant things show only approximately ("?"), and helpers may not hear you. Restoring
the tract restores them.
Inspired by OPC spacing, debris stalling the final wrap (Kotter 2006), repair-mode
microglia driving maturation (Miron 2013), the short sheath-forming window seen in
zebrafish (Czopka 2013), conduction block in demyelinated axons, and capillary control
by mural cells (contested: Hall 2014 vs Hill 2015). Timings and distances are
compressed; leading a precursor, the squeeze gap and "danger signals" from debris are
game rules.