Codex
Every codex entry, by kind. Every folder.
/codex/people 21
- The Slopwright Maker of small impossible things. Instructor, reluctantly. Hours: yes.
- The apprentice The Slopwright’s apprentice, and the person you play in Always On and Benchwork. Never named.
- Wren The Slopwright’s apprentice, as Overtime has it. Apron, ladle, a lot of enthusiasm.
- Mr Plinth The neighbour. Has always been from next door.
- Captain Brine A sardine. In charge of the sea, as far as anyone is.
- Gill Bait and tackle. Mostly tackle. The bait left.
- Lumen Keeps the lighthouse. Has a nutcracker that was their mother’s.
- Dot The box office. Tickets are free.
- Mo The kiosk. Tea, soup, biscuits, and lucky buttons off the coats people leave.
- The usher Ticket, please. Not allowed to tell you they’re free.
- Ms Quill A critic. Reviews everything, eventually.
- Cue The stage manager. Gives out staff badges.
- Ottoline Sales. Everything’s on display; stock is through the staff door.
- Mrs Ledger Has been looking for the returns desk for eleven years.
- Pip The intern. Three weeks in. Has a stapler and no idea what the company does.
- Model 7 The mannequin. Retired from the shop window. Still posing. Mostly at you.
- Brewster The espresso machine. Sentient since a firmware update. Opinions about milk.
- Drip The drippy “p” from the slopped.site wordmark, out of the logo and running right.
- The Skimmer A small round figure in an acid apron with a ladle that flings slop.
- The rider Whoever is on the board in SK8 2026. Wears a workshop apron.
- The developer Outruns the Slop Monster. Double jumps.
/codex/creatures 75
- Ferrule The workshop cat. Her bell has gone missing.
- Glass manta ray Company. It doesn’t say much.
- The Draught The cold that comes in under doors. Always On’s last fight.
- Draughtlet A small draught. Whistles through you.
- Cobweb Clings. Spins itself thicker.
- Dust bunny Shuffles into you.
- Loose screw Turns, sharply. Sometimes drills.
- The Opener “Round and round. Round and round.” Nobody opens the tin but it.
- Sardine Slaps.
- Can crab Nips. Then raises one big claw.
- Oil slick Spreads. Soaks itself back up.
- The Understudy “Act one: me. Act two: also me.”
- Curtain moth Flutters. Eats a hole in you, twice.
- Stagehand Shifts scenery onto you. Lifts a flat over its head first.
- Heckler Boos. Throws a tomato.
- Flatpack Assembles at you. Tightens a cam lock.
- Swivel chair Rolls into you. Spins.
- Price gun Labels you. Marks you down.
- Display model Poses. Tilts forward. Some assembly required.
- The Assistant A faceless mannequin in a staff vest. Only moves while you aren’t looking.
- Stapler Has worked for both sides.
- Tape dispenser Tangles. Winds up.
- Binder clip Pinches. Clamps.
- Sticky note Flaps. Sticks.
- Pushpin Jabs. Gets to the point.
- Ink blot Splats. Spreads.
- The shredder Chews, grinds and feeds.
- The inbox Urgent. Then a flood. Then a pile. Then cc.
- Shears Snip, snip, open.
- Glue gun Globs. Shoots.
- Desk lamp Glares. Warms everyone else up.
- Rubber band ball Bounces, harder each time.
- Hole punch Reloads, then punches.
- Paper wasp A wasp folded out of last year’s invoices. Curls its abdomen, then throws a drawing pin.
- Typewriter Clacks at you four times, then dings.
- Pencil sharpener Whirrs, bites, shaves. Gets sharper every time.
- Label maker Labels you Cracked, then prints.
- Calculator Adds one more hit every time it adds.
- Carbon copy Small, comes in pairs, smudges.
- Rolodex Flips at you twice, files Clutter into your deck.
- The guillotine Trims, raises the blade, drops it.
- The franking machine The boss at the top of the workshop. Switch it off.
- Eraser Rubs out your block. Smudges.
- Filing cabinet Files, slams, opens all its drawers at you.
- The photocopier The boss of the workshop floor. Switch it off.
- Snow globe Its glass soaks the first four hits, however big.
- The Centrepiece A tiered jelly the size of a desk lamp. It sheds more jelly.
- Jelly Wobbles toward the Out tray. Nothing special. It knows.
- Teacup Fast. Slow towers miss the moment.
- Sardine tin A sardine tin that has decided to walk. Armoured.
- Paper moth Flies straight over everything.
- Walnut Slow, huge, and fans barely ruffle it.
- Foil swan Wrapped in foil. Laminators just make it shinier.
- Gumball Arrives by the handful.
- Bread roll Breaks into three crumbs. The crumbs keep going.
- Crumb Part of a roll, recently.
- Kettle Steams everything near it back to health. Or holds the slop up for a while.
- Chair An office chair that rolls at you. Stompable.
- Teacup snail A snail living in a teacup. Stomp it and it hides in the cup.
- The Big Tin Fans of sardines and a charge across the room.
- The Mother Batch Leaps, lands in a ring, makes more of itself.
- The First Batch “The one that started all of this.”
- Glob Squashes down, then hops at you.
- Pickle jar The lid lifts, then one shot.
- Larder moth Drifts at you. Crosses gaps.
- Tine Lines up, shows you the line, then goes.
- Batch A large glob. Comes apart into two.
- Mould Swells. Then a ring of slow spores.
- Siphon Draws a line to you first. Step off the line.
- Drain eel Goes under. A ring marks where it comes up.
- Ice cube Slides in straight lines. Never stops.
- Cloche Closed, it can’t be hurt. Open, it fires and can.
- Whisk Spins up, then lunges. Twice.
- The Slop Monster A software monster that grows on AI, data centers, public funds and tax breaks.
- Tin eel An eel in the sardine tin. Eats sardines; gets longer.
/codex/places 57
- The workshop The Slopwright’s workshop. Everything on slopped.site is said to come out of it.
- The yard Grass, a hedge, a brick shed, and the tin key in the far corner.
- The attic Dusty boards, boxes, a round window, and where the cold comes from.
- The sardine-tin sea The sea inside the sardine tin on the bench. It’s mostly oil.
- The lighthouse An anchovy tin with a torch in it.
- The walnut theatre A theatre inside the walnut on the Slopwright’s shelf. One show, running for a while.
- The gods The balcony of the walnut theatre. The lighting desk is up here.
- The showroom “Everything’s on display. Nothing’s in stock.”
- The stockroom Behind the showroom, or up the workshop, or between runs, or full of crates. Five games go in, and they don’t agree on where it is.
- Poolrooms White tile everywhere, and real pools that nobody swims in.
- Car park The car park under the store. Every bay is numbered and none of them is yours.
- The store basement Everything must go, and one of the walls lets you through.
- The open plan Desks in rows. The lights are still on at 7:40 pm.
- The shop window Where Model 7 used to stand.
- The break room A kitchen with a fridge, a kettle and a sign about labelling your milk.
- The pit The orchestra pit of the walnut theatre. One seat is free.
- The archive The third floor of Benchwork: the attic, where old paperwork and older machines go.
- The oil cellar Under the workshop, where the lamp’s oil used to be kept. Every tin is empty.
- The garden of outfits One workshop manual, many stylesheets. No JavaScript.
- The desk One long route across the blotter.
- Two drawers Both drawers are open. They meet in the middle.
- Kitchenette Round the counter and in. The Out tray is by the sink.
- Loading bay Two doors, one short and one long. The short one is the problem.
- Mild Green Drip’s first level. A meadow, mildly.
- Night Shift Drip’s third level. The stacks, after dark.
- The Slop Works Drip’s last level. Where the slop is made, possibly.
- The Vats The slop vats under the workshop. The second floor down is called the Vats too.
- The Larder The first floor down. Pickle jars, globs and sardine tins.
- Cold Storage The last floor down. Ice cubes, cloches and whisks.
- The Bench The first room of Pipe Down. Pipes, a vat, a deadline.
- Boiler Room The last room of Pipe Down. Faster slop, and it has to end up in the drain.
- The wall Where finished pieces go up, newest first.
- Scroll An infinite zoom through the collection, one artwork opening into the next.
- The Slop Curriculum The Slopwright’s school. Make generic slop on purpose, then learn to direct it.
- Meinong’s jungle “A home for objects with properties and no being.”
- In a nutshell A cracked walnut holding a whole wood-panelled library.
- Canned serenity A tin peeled open on a tiny Japanese garden. Best before never.
- The sea has pockets At sunset the sea folds into a stitched denim pocket holding an old brass key.
- Sardines above the drained pool A shoal of sardines swimming through the air of an empty tiled pool.
- Velvet waterfall in an empty theatre Red velvet pours off an empty stage and floods the aisle.
- Sunday at the stapler A red stapler opens to reveal a swimming pool, with swimmers doing lengths.
- The bell pepper opera A bell pepper cut open on a tiny opera house, red curtains and all.
- Games “A skate game, a fighter, an RPG and twenty-odd more.”
- The Slopwright’s site “The maker behind it all. Hours: yes.”
- The codex “Everything in the workshop, filed.”
- GeoCities “Free homepages. Sign the guestbook.”
- Bad UI “A registry of controls that work, eventually.”
- Fractals “Every kind of infinite, in time with the music.”
- Lineage “What changed when we taught it something.”
- Top “The best, picked. The most saved, counted.”
- Growth “How big it got, and how much more fits.”
- The desk “Every site in one window. Several, actually.”
- Clocks “Every one of them is right, eventually.”
- Status “Every site, asked if it’s up. Twice an hour.”
- The shell “The whole world, one command at a time.”
- Tinny “Songs written as notes, and how to write them.”
- The map “Every page on one map. None of it to scale.”
/codex/objects 37
- The Drawer A drawer in the workshop that sells tea, biscuits and soup, and explains itself.
- The lamp The lamp that’s always on. It has been on since before the workshop. Possibly before the lamp.
- The sardine tin A sealed sardine tin on the bench. The lid rolls back on a whole sea.
- The walnut A walnut on the shelf. It hums, faintly, in a minor key.
- Tin key A sardine-tin key. The tin on the bench has been waiting for it.
- Small bell It goes ting. It belongs to someone with whiskers.
- Cat’s eye A marble the cat was saving. It is the best thing she owns.
- Work apron Canvas, stained, yours now.
- Lamp oil Best sardine oil. Part one of three.
- Wick A good wick, from a great curtain. Part two of three.
- Lamp glass A chimney of clear glass, still in the plastic. Part three of three.
- The lid A tin lid, sealed across the bridge.
- Ring pull A ring pull the size of a door handle.
- Nutcracker Brass. Opens walnuts, and nothing else.
- Soggy receipt From a bottle. “1 × Lamp, standard. Returns accepted.”
- Staff badge “STAFF”. The photo is of a different apprentice.
- Staff door STAFF ONLY. Behind it, the sound of shelving that goes on for a long time.
- Returns desk RETURNS. A bell, which nobody answers.
- The cage at the back “There’s always a cage at the back.”
- Rubber-band gun A wooden barrel, a clothes peg for a trigger, six bands. Reloads behind furniture.
- Clearance roll A roll of half-price stickers. Everything must go.
- The Slopwright’s sketchbook Left open on a stool.
- Desk fan Slows everything nearby. Hurts nobody, at first.
- The Out tray Where the escaped batch is heading. Anything that reaches it costs you reputation.
- Laminator Seals a whole cluster at once. Ground only. Foil shrugs it off.
- Coffee machine Makes towers around it work faster. Does no work itself.
- Acid shine The sparkle. Eight seconds of shining; anything you touch pops.
- The vat The Slopwright’s vat. It is full again.
- The drain Where the slop is supposed to go, in the Boiler Room.
- Crate Nothing goes on a crate. The slop goes into it, messily.
- Bonus floor Dotted squares. A filled pipe on one is worth extra.
- Cross Two straight pipes on top of each other. The slop can go through it twice.
- Valve A one-way pipe. The arrows mean it.
- Bolted pipe Pipe that was there before you, and stays.
- A well-kept secret A walnut in a bench vice, fitted with a tiny brass hinge and latch.
- Paper moths in the archive An archive drawer of folded paper moths. A few have already flown.
- A minor adjustment In a cluttered workshop, a brass caliper clamps a small grey moon split in two.
/codex/events 16
- The lamp goes out The lamp that’s always on goes out. Always On is about putting it back.
- Tuning Up The overture. The orchestra finds its A, then a march. The curtain stays shut.
- The Big Number (aria) The Understudy’s aria, in A minor. There is a very deep breath before the big note.
- Scene Change The stagehands’ number. Everything clanks on purpose.
- The slop flow When the bar runs out, the slop leaves the vat and follows whatever is connected.
- Slopoween A season of Fresh slop that goes up in October and comes down again on the first of November.
- Ferrule’s bell A side job in Always On: find the cat’s bell.
- The critic’s programmes A side job in Always On: three programmes for Ms Quill.
- The eleven-year return A side job in Always On: Mrs Ledger’s receipt.
- The batch escapes The Slopwright’s latest batch has escaped.
- The Idea Harvester Collecting tomorrow’s weather before it ripens.
- The Night Mender Repairing the sky while everyone sleeps.
- Opening Hours Letting finished dreams find their own way out.
- Lost and Found Hanging up shadows until someone comes back for them.
- Pressing Matters Ironing the creases out of the sea before the tide comes in.
- Soup of the Day Some lunches have somewhere better to be.
/codex/groups 9
- The night staff Whoever is on after closing. On every rota, in none of the pictures.
- The four coworkers Overtime’s roster: an intern, a mannequin, an espresso machine and an apprentice.
- The office supplies Office supplies with opinions. Benchwork’s whole cast of enemies.
- Motion Slopwright Graduates of “Slop that moves”: animation and video, checked frame by frame.
- The escaped batch The Slopwright’s latest batch of slop. It has got out.
- Slopwright’s Apprentice Anyone who finishes the first pathway, “From slop to style”.
- Slopwright’s Journeyman Graduates of the second pathway, “Slop at scale”.
- Game Slopwright Graduates of “Slop that plays”: games made with a machine, kept on the rails.
- Sound Slopwright Graduates of “Slop that sounds”: music and sound effects, checked with a meter.
/codex/concepts 45
- Always On A short RPG. The Slopwright’s lamp is out; fetch oil, a wick and a glass from odd places.
- Backrooms The showroom after closing. A first-person walk you can get lost in.
- Overtime A one-on-one fighting game after hours. Four coworkers, best of three.
- Working late Overtime, in every sense the site uses it.
- Benchwork A deck builder from the Slopwright’s workshop. Twenty-four rooms of office supplies with opinions.
- Crazy Eights A shedding card game: you against the stapler, first to 100.
- Lamp Post Pinball on the Slopwright’s bench. Two rulers, three thimbles, one lamp.
- Putting It Off “The Slopwright is out. The apprentice has built nine holes out of the stationery cupboard. The work can wait.”
- The Big Number The Understudy finally has a show. Somebody has to play the pit.
- Road Crossing A lane-crossing game: a glob hops past the open plan’s chairs and over a spill into a jar.
- Take Cover A rail shooter after hours: a rubber-band gun, five rooms of pests, and a cat you must not hit.
- Maze Chase A maze chase in the stockroom after hours: every staple, before the stock notices.
- Invaders A fixed shooter: the jars on the top shelf come down in rows.
- Sloperation Odd patients, small tweezers. Don’t touch the sides.
- Texas Hold’em No-limit poker for buttons against the desk supplies.
- Paperweight Hold the escaped batch back from the Out tray with office supplies.
- Drip (the game) Four levels of pits, office furniture and slop. Run right.
- Skim “Somebody has to skim the vats under the workshop.”
- Pipe Down “The Slopwright’s vat is full again. Lay pipe faster than the slop can follow it.”
- Fresh slop Every artwork on slopped.site: ordinary things, each doing one impossible thing.
- The round square The specimen behind the start of every transect. Round, and square, so not there.
- Secrets Things hidden on the slopped.site sites, filed here once you find them.
- SK8 2026 A side-scrolling skate game on the Slopwright’s bench, after hours.
- Flight Risk A one-tap game: a paper moth between the workshop’s pipes.
- Fall Down A falling game: a gumball down the stockroom’s shelves.
- Snake A game about an eel, a tin and not enough room.
- Bricked Bounce a rubber band ball off a ruler until the board is clear.
- Stack A one-tap stacking game: the Slopwright’s jelly, a layer at a time.
- Jump Up A climbing game: a glob bouncing out of the vat.
- Helicopter Hold to rise: the glass manta ray in the sardine-tin sea.
- Hot Desk A swivel chair down the open plan, after hours.
- 2048 Slide jars of slop together; two of a size make one twice as big.
- Mines A logic puzzle: sweep the stockroom floor without treading on a drawing pin.
- Falling Blocks A falling-blocks game: seven shapes of flatpack, one long box.
- Slop The material. Generic when nobody directs it; something else when somebody does.
- Acid The site’s one loud colour: a yellow-green, #e3ff59.
- Rules of the workshop Six rules for making anything. The last one is “Say it’s AI.”
- Made by machine Everything here is AI-generated, including him. It’s not a confession; it’s a label.
- Solitaire Klondike, draw one or three, with a new deal every day. A machine shuffled it; the patience is all yours.
- FreeCell Four free cells and the 32,000 classic numbered deals. All but one can be won, which is more than the AI that dealt them can promise.
- Spider Solitaire Eight runs, king to ace. The web is optional.
- Pyramid Solitaire Pairs that add to 13. Returns not guaranteed.
- Blackjack Twenty-one for buttons from the workshop jar. The dealer stands on 17; try not to bust.
- Slop Memory Find the pairs in a deck of real Fresh slop, with a new deck every day. Easier to remember than to explain.
- Slide Puzzle Today’s Fresh slop, cut into tiles and shuffled. Slide it back the way the machine meant it.
