[h1]Game of Mods[/h1] Game of Mods is a creator platform. You build mods—what we call chapters—and they become someone else's contemplative journey. A mod can be a small layer dropped into an existing chapter, or a complete experience of your own. What you make is woven asynchronously into the play of others. What you build with Visual — environments, lighting, post-processing Atmospheric — weather, particles, fog, the feel of a place Sonic — soundscapes, ambient layers, character voice Narrative — story beats, dialogue, AI-driven character interactions Kinetic — movement, pacing, embodied rhythm Perspective — cinematic framing, the way the player sees Use one layer to remix an existing chapter. Combine all six to author your own. Five chapters as proof of format The base experience ships with five chapters built on the same toolkit you'll use—each an obstacle of mind drawn from contemplative traditions: desire, ill-will, sloth, restlessness, doubt. Each has its own visual language, soundscape, and characters. They aren't the destination. They show what the format is capable of. How mods reach players Mods are distributed peer-to-peer with secure transport, curated by tonal alignment rather than star ratings. Chapters that resonate with the rhythm of the experience surface naturally. On your first play-through, you won't know which chapters were authored by us and which by other makers—that distinction is revealed at the end, when the creator toolkit becomes yours. Built for Apple Silicon Game of Mods is macOS-only, designed around unified memory architecture. A local language model drives character dialogue—nothing leaves your machine. Metal rendering with VRM characters and per-chapter post-processing. Early Access We're launching in Early Access to validate the async mod pipeline with real makers. Chapter One ships at launch; the remaining four chapters and the full creator toolkit roll out across the EA period. What makers build will define this experience as much as anything we ship.