
WORLDBUILDER
Score a place, not a sound.
Twenty-six Places, from castles and taverns to spaceports and nebulae, each an ensemble of six instruments that plays in your song’s key and tempo.
Available now

Instrument 02 · Instrument · AU / VST3 · macOS
Playable instruments inside empty places.
Pick a space, play a fragile piano melody, and hear it become part of the architecture. Twenty instruments, ten empty buildings, and the quiet hum of lights that never switch off.
A liminal space is still. LIMINAL’s places are steady hums and room tone, rare and distant events, and above all their acoustics: the flutter between hospital walls, the concrete of a parking garage, the bright tiles of an indoor pool.
Every instrument you play takes on the room it is in. Move it to another wing of the mall and it comes back over the PA; in the hotel you hear it through the wall from the next room.
Most instruments play our own recordings; the rest are modelled in real time.





Each place reshapes every instrument, has its own room and its own rare sounds, and three Characters that change its light and mood.
A long, cold corridor: mains hum, a ballast buzz and flutter between parallel walls.
A vast atrium, an escalator still running, a fountain far off. Or the PA in another wing.
Lockers, a wall clock ticking once a second, boxy corridors.
Concrete, ventilation fans, slap-back off the pillars, a car door on another level.
Almost silent. Still water, bright tiles and a long, shimmering tail.
Carpet, an ice machine down the hall, music through the wall from the next room.
A tiled platform, the rails still humming, a long echo down the tunnel.
Refrigerators cycling on and off under the fluorescent hum.
The fluorescent hum is the room. Carpet, ceiling tiles, partitions that never end.
A small room with a cathedral’s tail, a hum that drifts, and sudden total silence.
Six slots, each able to play any of them, with its own effects and room.
Each room has its own decay, reflections, damping and width, so the same melody sounds cold in the hospital, cavernous in the mall and close in the hotel.
Three per place, from Sterile Silence to Something Wrong. Each changes the events, the mood and the picture’s colour grade.
Presence, Scale, Activity and Unreal: bring the instruments forward, stretch the room, invite rare events, or let the place come apart in its own way.
Hear the instruments from elsewhere in the building: over the PA in another wing, or through the wall from the next room.
Morph between two settings, or let the place drift slowly on its own.
Photographic scenes fill the window. Their lights flicker with the hum and swell with the notes, with controls on thin strips like an old camcorder.
In development. Specifications may change before release.

Score a place, not a sound.
Twenty-six Places, from castles and taverns to spaceports and nebulae, each an ensemble of six instruments that plays in your song’s key and tempo.
Available now

A dark realm under a red moon.
Forty places across a painted dark-fantasy map, from the Dungeon’s corridors to the Final Boss Lair. An instrument for every place, and an effect that puts any track there.
Coming 2027

A sunlit realm of sky castles and crystal palaces.
The bright twin of DUNGEON CRAWLER: 31 places across a painted, sunlit map. Uplifting, shimmering and majestic, as an instrument and as an effect.
Coming 2027