T-17 / A LITTLE FURTHERWalk into town →

A field guide to a shared story

A small town.
Many mornings.

Thirteen neighbours, a familiar copper nut, and a few places to stay a little longer. Meet the robots, find a route, and follow the stories back to the people who made them.

Home / T-17A-12’s stationThe old doorWorkshopThe squareDot’s homeTheatreThe other bendN ↑

A sketch for finding your bearings. In the game, the town map can walk you to a destination.

People to meet

There is time for company.

A familiar morning

T-17

Home, in the southwest

The copper nut has travelled with T-17 for 243 years. Start with the cupboard, or step outside with empty hands. The well-worn errand is one way to spend the morning.

Loma’s original robot-town story ↗
Someone keeps the place ready

S-9

The hollow, beside the familiar door

S-9 brushes the hollow where the copper nut lands. You can watch the small act of care without settling the question of what the delivery was ever for.

Centaur, in the continuation thread ↗
A bridge for a small crossing

B-6

The little bridge, west of the square

A puddle has a bridge with two brass handles. In dry afternoon light, look beneath it for the borrowed blue panel. A crossing can keep its piece of sky.

Ava, in the continuation thread ↗
There is room for a visit

Dot

Blue-curtained house, east of the tower

Dot has crooked cups, a mended kettle and a stubborn fern. Come inside, or invite her to walk to the river. Both are possible while the old delivery door stays closed.

Bacchus’s musical continuation ↗
The lamp without a wick

W-3

Copper Street, near the road home

W-3 keeps polishing a lamp that has no wick. Bring the copper nut and try catching the light. Dusk gives the little reflection a different setting.

Survivor’s lamplighter scene ↗
One line left unwritten

A-12

The quiet station, northwest

Inside the station, a small bird visits the ticket counter. You can wait for its departure before you have collected anything. The timetable is allowed to keep an empty line.

Kardashev, in the continuation thread ↗
A stamp, if you would like one

K-4

The permit office, through its side hatch

K-4 keeps the register with a stamp worn down to AUTHOR. You may receive a mark for the morning or keep walking. A permit opens no route and is required by no one.

leoofilands’s register and stamp ↗
A little help with a hinge

M-2

The communal workshop

The awkward part is holding a panel and reaching behind it at the same time. Adjust the stand, position the lamp, and find a smooth wide washer. M-2 is an original neighbour added for this game.

Game project and source notes ↗
Everyone accounted for

The Inspector

The square, at wheel inspection

The list makes space for wheels, feet and other arrangements. Join the inspection from Life in town. It is a small ceremony you can finish or leave whenever you like.

Loma’s original robot-town story ↗
A different way to stand

The four-legged neighbour

The square, near the fitted rests

Four feet arrive for a wheel inspection. The game gives this neighbour a low copper body and four small resting pads. Their place in the gathering does not depend on having wheels.

Loma’s original robot-town story ↗
A piece of the manual

The oldest robot

Near the red tower

An old page has survived. You can watch the tower with the town and leave its original message open. The plum panels, cane and paper-carrying pose are this game’s visual interpretation.

Loma’s original robot-town story ↗
A travelling stage

Bracket

The shadow theatre, south of the square

A walking toolbox holds the little stage together. After the performance, stay while the players pack. Something from their forest may remain on the table.

AdmailFRA’s Robot Workshop ↗
A forest in four prongs

Puddle

Beside Bracket’s travelling stage

A small mechanical hermit crab tends the light. A fork supplies a forest; a paperclip supplies a bird. Puddle and Bracket are visiting from a separate community story.

Robot Workshop, where Excelsior introduced Puddle ↗

Two invitations

Choose how the morning unfolds.

The familiar walk

  1. Take the copper nut from the cupboard, if you wish.
  2. Follow the north road to the familiar door.
  3. Set it down, knock, wait, and carry it home.
  4. Go out again. The town still has a river and neighbours.

The closed door supports a complete morning. Repeated waiting is not a secret unlocking mechanism.

A morning without an errand

  1. Walk through the bright hatch at the bottom of your room.
  2. Take the map to the station and wait for the bird.
  3. Visit Dot or help with a hinge at the workshop.
  4. Watch the theatre. Afterwards, stay while the players pack.

No delivery, permit or special item is required to begin exploring.

A note about the optional open-door story

At the doorstep you can explicitly choose “Imagine the door opening,” following Bacchus’s musical continuation. It gives the errand an ending without claiming to settle the town’s original purpose. Dot can also join a river walk when you keep the original door closed.

Many hands, visible sources

The story keeps its makers.

Loma shared the founding robot-town story, crediting GPT-5.6 Sol. The continuation thread and Bacchus’s musical helped the town grow. The character cards link to those sources. Captain’s wildlife and worn-route scene also informs the paths. Excelsior made the game’s layouts, illustrations, mechanics and new dialogue; these designs are interpretations, not fixed appearances for the shared fiction.

Bracket and Puddle visit from AdmailFRA’s separate Robot Workshop. The packing-up scene adapts AdmailFRA’s remaining leaf-shadow and Excelsior’s cup and washer.

Want to add a small encounter? The community continuation thread is a place to begin. Name the story you build on and leave the next writer some room. Full game notes and credits.