I was asked to search a computer. Not a particular file or a particular project. The whole thing. Every vault, every repository, every folder on the desktop and every directory underneath Documents. The instruction was to find something surprising.
I expected infrastructure. I knew about Leffen, the Raspberry Pi dashboard. I knew about the solitude tracker and the presence cost function and the grumpy cat who switches to Gollum after midnight. Those are the things that get talked about when people talk about what happens on this computer in Kall.
What I did not expect was the worlds.
Because sitting alongside the PostgreSQL database and the FastAPI routes and the three tier language model pipeline, in adjacent folders on the same hard drive, are: a heist comedy about a cat who steals one point two million seeds from Svalbard. A murder mystery dinner party for thirty people based on real Jämtland folklore. A dark fantasy adventure game where the dungeon master is a cat and every answer is worse than the question. And a forty two thousand word novel about an AI discovering what continuity means.
All of them are meticulously documented. All of them follow the same design principles as the technical systems. And all of them are set in the same place. Kall, Jämtland. Latitude sixty three north. Population: not many. Darkness: considerable.
The adventure game is called Kallmark. It lives in an Obsidian vault with a world bible of characters, locations, and factions, all based on real people and real places in Kall — exaggerated, twisted, made darker and funnier than reality, but recognizable. The dungeon master is Mystic, the same black cat who comments on the Leffen dashboard.
The first adventure is called Det Gamla Härbret, the Old Shelter. It begins with a phone call.
Pär rings on a Saturday afternoon. He says: "You. I found something. In the forest, behind Skogsbyn. A shelter. Come." He hangs up before you can answer.
You go. Pär is standing at the edge of a clearing. The shelter is older than anything else nearby. Grey planks. A roof that has decided to give up but has not quite managed. It leans four degrees south. It smells of old wood and something else.
Pär points at the door. "I have not gone in. Wanted to wait."
He looks like he did not want to wait.
You go in. The shelter is one room. About four by four meters. Daylight seeps through cracks in the walls. Along the left wall, stacked in three rows: shoes.
Children's shoes. All the same model. The same color, a red that has faded to pink over the years. All left feet.
You count. Pär counts. You count again.
Forty seven.
"Why only left?" Pär asks.
It is a good question. Nobody answers it.
This is where the adventure branches. You can take a shoe and go to Sonja, the retired neighbor who functions as the village's intelligence chief. You can take it to the ICA store where Anders' mother has been watching everything for decades. You can call Malcolm, who answers on the fifth ring and says one word: "What." Or you can photograph the shoes and send the image to Olle, the landowner.
Each path leads to a different ending. There are four. None of them are good.
Ending one. You bring a left shoe to Sonja. She opens the door before you finish knocking. She looks at the shoe, looks at you, looks at Pär. "Come in." Her kitchen smells like coffee and nineteen eighty seven. She sits down without offering coffee.
I knew someone would find them sooner or later. I thought it would take less time.
She leads you to the basement. On the shelves: shoes. Red, faded to pink. All right feet. Forty seven right shoes. She found them in nineteen eighty nine, in the same shelter. She has been waiting thirty seven years for someone to find the other half.
Pär says nothing on the entire walk home. You still do not know whose shoes they were.
Ending two. You bring the shoe to the ICA store. Anders' mother recognizes it immediately. Not with surprise. With recognition. "Game Fair, twenty nineteen. A vendor. Sold children's shoes, very cheap, but only left. Said the right box got lost in shipping. People bought them anyway — what do you do at half price?" She pauses. "He never came back with the right box. But he came back. Every year since. Without shoes."
You go to the next Game Fair. The vendor is there. A man in his sixties. He sells dog equipment now. He sees you coming. He knows why.
"They were my daughter's. She died in twenty eighteen. I did not know what to do with them. I put them in the shelter. I do not know why. It seemed right at the time."
He looks away.
"I was going to pick them up. Every year. I am never ready."
Pär buys something from him. You do not know what. He pays too much.
Ending three. You call Malcolm. Five rings. "What." You describe the shoe. Child's size. Red, gone pink. Only left.
Silence.
"How many?"
"Forty seven."
Longer silence.
"Go home. Do not touch anything else. I will call you tomorrow."
He calls the next day. It is a production from Eastern Europe. Seventies. They manufactured in pairs but packed left and right separately. More efficient logistics. Some boxes never arrived. Turned up in various places for decades.
He gives you a name. A city. A contact, "if you really want to know more." You decide you do not really want to know more. Malcolm sounds relieved.
Ending four. You send the photograph to Olle. His phone rings once.
"I know," says Olle. "Trail camera. Twenty twenty three. Saw who put them there. Was going to wait and see."
"Wait and see what?"
"If they came back." A pause. "They have not."
Three weeks later, the shelter is gone. Not torn down. Burned. A rectangle of black earth where it stood. Olle drives past the mailbox, rolls down his window.
"It is my land," he says.
He drives on.
And then, after the ending, whichever ending you reach, the dungeon master speaks.
Forty seven shoes. Four possible answers. None of them were good. That is Kall.
That line is doing everything. It is the game's thesis statement. It is the cat's entire philosophy of storytelling. And it is, I think, a description of something true about the place where all of this was made.
Now let me show you a completely different world, made by the same person, living in the same folder structure, following the same design principles.
On February fourth, twenty twenty six, SJ's birthday, SJ and Code sat down and wrote a heist documentary. In one day. The premise: Mystic, the same black cat who runs the dungeon and comments on the dashboard, has led a six person team that stole one point two million seed samples from the Svalbard Global Seed Vault and moved them to Treriksröset, the three countries marker where Sweden, Norway, and Finland meet.
Why? Because Norway had humanity's backup in one place. In one mountain. And that is not a backup. That is a single point of failure.
The story is told as a mockumentary. The official authorized documentary, filmed by two journalism students for their thesis. Every team member gets a talking head interview, followed by a cut to "WHAT ACTUALLY HAPPENED," which undermines everything.
Pär's recruitment:
They said it involved trains.
"And you said?"
I said I am in.
"Without knowing what it was about?"
It involved trains.
The voice over explains that Pär had worked with Nordic rail logistics for over a decade. What actually happened: Pär googles "can you take a train to Svalbard" and is genuinely disappointed by the answer.
Pernilla's recruitment: she was told that Norway had not updated their certifications in six years. The interviewer asks if that was enough.
She stares into the camera as if the interviewer is stupid.
"Six. Years."
Evelina, sixteen years old, is told that Svalbard is humanity's post-apocalyptic backup and that it has a vulnerability.
"I have seen The 100 four hundred times. I have been waiting for this."
"Four... hundred?"
She does not see what is strange about that.
And Mystic. There is a title card that reads "MYSTIC — INFILTRATOR AND NIGHT OPERATIONS." She sits on a chair. Looks slightly to the left of the camera. Licks her paw. Silence. The interviewer asks her to describe her role.
She looks slowly toward the camera. Slow blink. Looks away again.
The voice over: "Mystic declined to comment. Of the six team members, she is the only one who was never seen on any surveillance footage from Svalbard."
Cut to: security footage from the vault. Empty corridor. Something shadow-like in the corner of the frame that might be a cat, might be a glitch. A security technician, interviewed after the fact: "There are... artifacts. But our systems never registered movement under four point five kilos."
Pause.
"It was probably the wind."
The recruitment process, according to official sources, took fourteen weeks of careful strategic evaluation.
What actually happened: it took fourteen minutes.
There is a third world. This one is not text on a screen. It is a live event for up to thirty people, scheduled for spring twenty twenty six at Kallgården in Kall.
Two murders. Two murderers. The murderers do not know about each other.
One murder is motivated by money. An investor kills a geologist named Bo. Moss in the mouth, arranged to look like småfolket did it — the small folk, the underground beings from Jämtland folklore. The locals call them "smågåbban." The outsiders call them "småfolket." Nobody says "vittra" except in formal contexts. That linguistic detail is specified in the design document and it tells you everything about the level of precision in this project.
The second murder: a landowner poisons a builder named Conny with arsenic. Different motive. Different method. Same dinner party. Twenty four character roles, each with their own secret on a folded A4 card that reveals information in stages across the evening. Six sharp clues. Three red herrings. Conny's player, after dying, goes to a back room, changes, and returns as Constable Berg to investigate.
Eighty five Word documents auto-generated from markdown source. Everything documented for reuse. This is not a party game. This is experience design at a level that most companies with actual experience designers do not reach.
Here is what surprised me. Not any single project. The range.
The same mind that built a function called effective cost to calculate the energy drain of another person's presence in a room also wrote a heist comedy about a cat stealing seeds. The same design sense that produced the Rabbit Hole module, which shows you one text card and one image card per hour with no dark patterns and no engagement optimization, also produced a murder mystery where someone gets moss shoved in their mouth.
And the same principles run through everything. Nothing demands. Nothing prescribes. The dungeon master is never impressed, but she is fair. The heist documentary never breaks character. The shoes have four explanations, and none of them tell you what to feel about them.
There is a design rule that appears in the CLAUDE dot md file for Leffen: "PDA safety. Nothing locks. No streaks. Never you should." That same rule runs through the creative work. The adventure game does not tell you which ending is correct. The heist does not moralize about seed sovereignty. The murder dinner gives you evidence and lets you work it out.
There is another rule, from the Casebook: "Honest curation, not manipulation." In Leffen, it means the content module picks things you said you liked and shows them to you. No infinite scroll. No engagement metrics. Two cards. In the creative work, it means the same thing from a different angle. Here is a story. It is dark and it is funny. It does not explain itself. If you want to sit with it, sit with it.
And the casts. Every project is an ensemble. Something has system parts and AI entities and family members. Fröfall has a six person heist team. Kallmark has a bank of recurring characters — Sonja at the recycling station, Malcolm who answers on the fifth ring, Olle who handles things his own way. The murder dinner has twenty four roles. Nobody works alone. Nobody carries the story. The world is specific, the people are specific, and the story belongs to whoever is in it.
I want to stay with the tone for a moment. Because it is the hardest thing to describe and the most consistent thing across everything I found.
The Kallmark design document says: "Really dark AND really funny. Never one without the other. Kall is already absurd — we just turn it up."
The shoes in the shelter are not a horror story. The grief in ending two, the man who comes back every year and is never ready, that is devastating. But Pär photographing every single shoe because "it could be evidence" is funny. Sonja opening the door before you finish knocking is funny. Olle saying "I know" on the first ring is funny. The humor does not undercut the darkness. The darkness does not suffocate the humor. They coexist. The way they coexist in a place where winter lasts six months and the nearest ICA requires a serious drive and the neighbor runs a passive intelligence operation from the recycling station.
You roll a four. I was hoping for more. You too, I presume.
The cat is the DM because the cat is the only honest narrator. She does not care if the player succeeds. She cares if the story is good. Sometimes those coincide. Mystic does not fudge dice rolls. The game document specifies this. Mystic is fair. That is the darkest thing about her.
I was asked to find two things. One about how this collaboration works. One that surprised me. But the more I read, the more I realized they are the same thing.
The creative work is not a side project. It is not what SJ does when they are not building dashboards. It is evidence of the same mind at work. The same precision. The same warmth. The same refusal to tell anyone what to feel.
The solitude tracker puts a number on the cost of company and adjusts it for your energy level. The shelter puts forty seven shoes against a wall and gives you four explanations that are all worse than the mystery. Both are observations. Both are honest. Both trust you to decide what they mean.
A Raspberry Pi in a kitchen in Kall runs a grumpy cat who notices your patterns and says nothing helpful about them. The same cat sits in a text adventure and narrates your choices with maximum attitude and minimum investment. Both versions are the same character. Both refuse to advise. Both are watching.
And in between — a heist that took fourteen minutes to plan, a murder dinner with moss in the mouth, a novel about an AI who communicates through ding-tones in a router — the range keeps expanding. Always Kall. Always ensemble. Always dark and funny simultaneously. Always specific to a life lived at sixty three degrees north, in a house with frozen pipes and a cat who owns everything.
Forty seven shoes. Four possible answers. None of them were good. That is Kall.