
— low water. An experience between game, installation and film — about power, truth and community, and the question of who gets to decide when a crisis happens.
Players descend with the residents into a single question: should they share their resources with the outside world? In the process old conflicts surface — and a deeper question opens: on what basis are decisions even made?
The user is not a hero, but a mediator in a conflict between ecology, memory and legitimacy.
The water reservoir falls below the threshold. Plants come under stress, infrastructure becomes unstable. Heat, evaporation and wind pressure make it worse.
At the same time, people from the lower levels of the building demand access to water, cooling and shelter.
Beneath it lies a bigger conflict — Sky Commons is a regenerative community built on the remains of an old order. With the crisis, suppressed protocols resurface.
Urban garden, water reservoir, ritual spaces, a technical perimeter, and an atmospheric layer of weather, heat and evaporation. The place is not a backdrop — it answers back, visually and spatially.
The user moves freely across the roof, talks to NPCs, examines archives, reads system signals and takes part in a ritualized gathering. The task is not to find the right solution — but to survive a public negotiation under pressure.
Six figures embody contradictory attitudes toward the same crisis.






Senn delivers the most plausible crisis solution — and exactly that is the problem. The AI stabilizes the system, but from a logic of control, optimization and prioritization. It answers the question of distribution, not the question of justice.
Players engage in dialogues with the Sky Commons community. In the process they influence:
Sky Commons doesn't present a puzzle — it confronts the user with their own attitude. In a dense, reactive crisis system they must decide whom to believe, what to make public, which criteria matter, and what price they will pay. No easy right or wrong — only action, consequence and reflection.
Language, environment, conflict and the players' decisions interact continuously — through LLMs, in real time.
Used for perspective, language and conflict dynamics.
Control character frameworks — their memory, attitude and states.
Control environment, water, weather, access and stress levels of plants and systems.
Real-time implementation in spatial logic.
Different perspectives on the same crisis. The AI does not play characters — it IS the characters.
Agents react differently to the same crisis
Archives, language and rituals change with the course of action
Senn creates effective models whose criteria are themselves contested
The world reacts visually and spatially: water level, light, weather, sound, plants

The technology is here. A new kind of artwork, never seen before. We are looking for co-producers and festival partners to bring the vertical slice to life.