Deep Six
Hunt or be hunted.
Asymmetric two-player submarine warfare — one steers the Helm, one reads the Picture. Every ping you send is a position you give away.
John Fite / Artifact Hub
Cinematic strategy games, darkwave soundtracks, and the artifacts that connect them.
The current center of gravity — two live strategy games and an asymmetric submarine duel in development.
Hunt or be hunted.
Asymmetric two-player submarine warfare — one steers the Helm, one reads the Picture. Every ping you send is a position you give away.
Lose the war in an afternoon. Or don't.
Turn-based fog-of-war over the Battle of Jutland. Command on intercepts and scout reports — then the debrief reveals where the ships really were.
Rewrite the Cold War. Every decision echoes.
Grand strategy from 1946 to 1953 across the War Room, Domestic Desk, and Intelligence Hub — 60+ branching events and 19 contested nations.
The hub is category-first so you can browse by intent. Games and Music are fully built; the rest grow as artifacts are published.
Cinematic strategy and asymmetric co-op — playable prototypes and public releases.
Original soundtracks and darkwave albums — the emotional architecture around the games.
Essays and transmission artifacts. Features the trilogy The Human Future in the AI Era (Part I: The Balloon Was Not the Point; Part II: The Stakes That Cannot Be Replayed; Part III: The Anchor and the Forkable World) plus other long-form work.
Small tools, interfaces, and browser-based utility artifacts.
AI and system experiments worth publishing as public artifacts.
The studio story, publishing philosophy, and how the hub works.
New artifacts are added regularly. The catalog is growing — start with the games, stay for the soundtracks.