Trail Mix is a real route through Bergen, Sandviken sykehus up to Fløyen, seven stops, about 4.8 kilometres, and it's told twice. Once as a digital game you can play right now, seven chapters of walking, choosing, noticing, played to a set Jack carries on his back and I carry the speaker for. And once, properly, on foot, with the people who actually show up. The two versions share one archive. What you unlock in the game is waiting on the mountain. What you find on the mountain is already in the game. Neither one is the real one and neither one is a demo of the other.
I did not build this to see who can reach Fløyen fastest. There's no score for that, and the game refuses to give you one. What it tracks instead is smaller and harder to fake: whether you looked at anything, whether you left the place a little better than you found it, whether you actually stopped. Stand still on the trail and the game notices before you do. That's not a metaphor, it's the literal mechanic. Walking fast costs you something. Stillness pays you back. You cannot max out every stat at once, on purpose, because a good walk isn't one where you got everything.
The rule that everything else sits on
Every project I've made about artificial intelligence has circled the same failure: models that answer with total confidence about things that aren't true, and how much damage that does when the subject is real people, real history, real places. Trail Mix is my answer to that, built as a rule the code itself enforces rather than a promise I make in an artist statement.
No historical or folkloric claim appears in the game unless it has a verified source, and this isn't a guideline I could forget to follow. It's structural. I tested it directly: I fed the build system a plausible-sounding, unsourced claim about one of the stops. It didn't show up. The page displayed RESEARCH REQUIRED instead, exactly as it's supposed to. Right now, out of everything the game could tell you about this route, two threads are human-verified end to end. Sandviken sykehus opened in 1891 as Neevengården sinnssykeasyl, the first municipal asylum built in Norway under the Lunacy Act of 1848, and both later renames, to Neevengården sykehus in 1927 and Sandviken sykehus in 1978, were motivated by a wish to remove the stigma attached to the institution's previous name. Fløibanen's history is verified too. Everything else stays marked as what it actually is: unconfirmed, folklore, or Mount Media's own invented reading of a place. A rock at Munkebotn might, in the right light, look like a kneeling figure. The game will never tell you it's anything but a rock.
The archive uses four symbols, not one tone of authority: ● documented, ◎ observed, ◇ remembered, ✦ imagined. You always know which one you're looking at.
Bergen already has a real, attested legend attached to that rock at Munkebotn: a hooded monk, a stream, a boundary. I have it filed as unverified too, same bar as everything else, until a human actually confirms the source. Being real isn't a shortcut past the rule.
This is also why I never let Munken, or Huldra, or the troll at Fløyen, resolve into settled fact. In Mytholudics, Dom Ford, a postdoctoral researcher at the Centre for Digital Narrative, argues that myth in games works best as a process of meaning-making rather than a fixed lore-drop: something a player keeps building, not something the game hands down finished. That's closer to what I want from these beings than a bestiary entry would be. The monk at Munkebotn stays a shape you half-see in a rock, not a monster with confirmed stats, because the moment I settle it, it stops being myth and starts being a wrong answer wearing a costume.
Built in, not bolted on
The accessibility settings aren't an afterthought screen you find by accident: high contrast, reduced motion, large text, read-aloud, and one button that mutes everything at once, all of it saved on your device and carried between sessions. You can pick a starting combination before you even begin, or ignore the whole screen and just press begin. Either way, nothing about the actual walk depends on you having found the settings menu first.
Kristine Jørgensen, who leads game interface research at the Centre for Digital Narrative, draws a distinction in Gameworld Interfaces between naturalistic information, delivered inside the game's own fiction, and non-naturalistic information, the HUD overlays, menus and symbols stacked on top of it. FIELD mode is my attempt to lean toward the first kind at the one moment it matters most: when you're actually standing at a stop, the interface quiets down instead of piling on more numbers, because the place itself is the information now.
What only shows up if you walk
The newest thing in the game doesn't explain itself, so I won't over-explain it here either. There's a second mountain forming in the map screen, one that has nothing to do with the seven you can already see. It starts almost blank. It fills in, not with a percentage but with something closer to a rubbing taken off the actual ground, built from what you specifically noticed, which beings you stood still long enough to see, what you logged along the way. Two people who walk the same route will end up with two different eighth mountains, because they didn't pay attention to the same things.
The seven mountains around Bergen can be mapped before you ever arrive. The eighth one can't. It only exists after you've actually walked.
Six chapters. Hold to walk. Stop when something's worth stopping for. About seven minutes, and it's already live.
Play Trail Mix →And then come do it for real. Same route, same gear, same set, with performances along the way and the gloves coming out whenever someone spots litter. Mail ingrid.ormevik@student.uib.no with "count me in." We don't chase summits. We chase moments that stay.