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 guide →You've crossed the threshold. You can see patterns others miss. You know the old infrastructure is breaking.
But you can't find your people. And you can't coordinate with the ones you do find.
This is infrastructure for people who've crossed.
Deep dives on the future of specific domains. Where things are heading and why. For people who need to see the map.
→ Go to GuidesConnectConversations with people who've crossed the threshold. Pattern recognition across domains. For people who think in systems.
→ Go to PodcastBuildInfrastructure for post-ego-death coordination. Games, roles, seasons. The future of work. For people ready to build.
→ Go to NetworkLatest 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 guide →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.
Go to podcast →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 essay →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.
Five days to find out if you're a Hitchhiker. Five exercises to prove you can see what we see. One cohort building coordination infrastructure for people who've crossed.
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