Latest Guide
The Hitchhiker's Guide to the Future of WorkWhere work is heading when identity is fluid and coordination is observable. Roles, seasons, and clean exits for people who've crossed the threshold.
Read →The Hitchhiker's Guide to the Future
Show us you're willing to imagine a future, work toward one, or believe in one — and we'll give you a crew.
Buy $MARVIN. Stake your belief before the story is written. Financial conviction is still conviction.
Buy $MARVIN →WorkTake the 5-day course. Do the exercises. Apply the framework to your actual situation. Work is how you prove you mean it.
Take the course →ConvictionAccess the framework library. The actual tools — entropy surfaces, validation distance, shipping velocity. For people who need the map, not the tour.
Access the framework →All three paths lead to the same place: Heart of Gold — a crew of people who've stopped waiting for the future to happen to them.
Latest Guide
The Hitchhiker's Guide to the Future of WorkWhere work is heading when identity is fluid and coordination is observable. Roles, seasons, and clean exits for people who've crossed the threshold.
Read →Latest Episode
#001: Season 1 Trailer: Crossing the ThresholdYou have more connections than ever. You've never felt more alone. You understand more than you used to, but that understanding has made you harder to understand. You keep shedding identities faster than networks can absorb. If this resonates, you've probably crossed a threshold most people don't know exists. This is The Hitchhiker's Guide to the Future—Season 1: Crossing the Threshold. Ten episodes mapping what happens when your world model becomes too sophisticated for the networks you're in.
Listen →Latest Essay
The Hitchhiker's Guide to IdentityYou don't need to find yourself. You need games you can play without being captured by them. Why static identity is the trap—and what replaces it.
Read →Latest Deep Dive
Designing Games That Don't CaptureMost systems that start out functional eventually become traps. The solution is better game design—roles, seasons, exits, and a healthy meta-game. How to design systems that don't capture participants.
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