GANTRYWISP occupies Yard 4, a decommissioned cargo-terminal on the edge of a gray estuary where the fog never fully lifts. Eight operators work the night-shift, each one a specialist in crane-calibration, manifest-forensics, or deep-stack navigation. We don't use engines; we use winches, rail-vibrations, and the slow sweep of sodium-vapor lamps. The screen is the yard; the game is the crate you didn't know was there.
A game begins as a tremor in the rail — a container that shouldn't be moving, but is. We lock onto it with the gantry, lift it from the deep-stack, and crack the seal. Inside is a half-built world, humming with residual signal. The interaction is the recovery; the win condition is the moment the crate opens and the thing inside steps out. If the fog takes it back, the yard keeps a record. The rail provides the tremor; the hand provides the lift. The wisp provides the way.
The atelier keeps one rule from the First Lift: *a game that leaves no unlogged trace is not worth stacking*. The mark is a sodium-stamp in oxidized-amber, pressed into the manifest once per recovery. The yard provides the dark; the crane provides the reach. The wisp provides the truth.
08Operators
12Cranes Active
340Unlogged