Evolving objects
- A riverwalk QR can wake a temporary object for 48 hours
- Objects can rotate messages, clues, or weather-aware states
- Neighborhood stewards can revoke or pause them when physical space changes
Demo scan page · combo 4
Over one weekend, Cedar Rapids starts behaving like programmable public space. Relay arches, riverwalk drops, bridge warnings, witness seals, and hidden cabinets can all coexist: some fight over territory, some coordinate trust, and some wake only when the city solves them together.
Design target for a Cedar Rapids weekend. No geo-tracking, movement analytics, social heatmaps, or hidden engagement scoring. Cooperation should beat exploitation.
Evolving objects
Relay control + communication
Trust chains + cooperative unlocks
Compromise without surveillance
Use game theory so the strongest move is helping the city wake up together, not hiding information or farming a private score.
What the scanner sees now
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Boundary
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Boundary
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How compromise works here
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How it stays local
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Additional ideas worth trying
Anonymous participation in shared urban memory.
This demo assumes no geo-tracking, no movement analytics, no social heatmaps, and no hidden engagement scoring. The resolver only needs the current signed object state: whether a relay is compromised, whether a trust chain is valid, whether a threshold has been met, whether a steward revoked the clue, and which public bulletins are live.
The city game should feel like anonymous participation in shared urban memory, not optimized behavioral telemetry. Sybil resistance should come from local friction like physical codes, one-time tokens, device-local ceilings, and business-issued vouches, not from building player dossiers. Public stewards can still publish closures, flood warnings, or cleanup holds when real space takes priority.
The best city game is a full coordination sandbox: relay contests, trust chains, compromise play, scarcity, and cooperative unlocks all change what physical objects reveal without creating a player dossier.