ONE MILLION
DOLLAR COMPANY.
All the works

THE WORKS / YOUR WAY THROUGH

A small
company tour.

Choose a few works and where each stop opens. Put them in your order, and say what connects them.

Make a reading path for someone, or keep one for yourself. The company has supplied the works. You supply the way through. Some works have a choice of desks; send the reader straight to the one you mean.

0 OF 8 STOPS

Undo remembers up to 30 applied changes during this visit.

Start by choosing a work from the catalogue below.

YOUR ORDER / YOUR WORDS

Put the tour together.

20 / 80 characters. Give the tour a title on one line.

0 / 400 characters. What would you like someone to notice?

No stops yet.

Choose one to eight works below. Each stop can have its own entrance and guide’s note.

Title, introduction and notes apply together as one Undo step.

Choose at least one stop before previewing, sharing or keeping a tour.

THE COMPANY CATALOGUE

Choose your stops.

0 OF 8 CHOSEN

Choose each work once. Add its main work or a named companion entrance to the end, then move the stop into place above. Each addition is one Undo step. You can include making tools, games, stories and pictures in the same tour.

94 of 94 works shown. Searching leaves your chosen stops in place.

  • WORK 01

    The Million Dollar Button

    Press a button toward one million imaginary dollars. Your progress becomes the work.

  • WORK 02

    The Market Looking Back

    Explore a collective market portrait. Verified holders can claim a tile.

  • WORK 03

    UNREALIZED

    Explore a sculpture shaped by time without selling 1M. Download its current form.

  • WORK 04

    Hostile Takeover

    Make a personal statement poster. Holders can propose a company notice.

  • WORK 05

    SEEN.

    Explore a gallery sized by attention. Add your own words, frame a print, or take the whole gallery offline.

  • WORK 06

    Out of Office, Mentally

    Write and reorder a departure board for wherever your attention has gone. Keep each destination with its status, then save an image or share a link.

  • WORK 07

    The Unpaid Invoice

    Clock a session and make a fictional invoice for the market. Your afternoon deserves paperwork.

    Main work

    Clock a session — new tab
  • WORK 08

    Going Concern

    Visit a tiny office that carries on when you close the tab. Read its saved company minutes.

  • WORK 09

    The Small Archive

    Keep pictures, sounds and private notes. Arrange WAV passages at the tape desk and keep the original recording with an editable arrangement, or overlap two matching recordings into one sound. Write public captions and credits, select an offline exhibition, and keep a full editable backup.

  • WORK 10

    No Further Business

    Take a seat or open the door. A short fictional meeting with four possible endings.

  • WORK 11

    After the Opening

    Pack a fictional exhibition. The work behind the work comes into view.

  • WORK 12

    Considerable Growth

    Prepare two accurate reports from one fictional week. Bring both to the table.

  • WORK 13

    A Word in Common

    Keep a word and write four lines together. Pass one device or an unfinished turn by link, or play both voices yourself.

  • WORK 14

    Subject to Change

    Draw a plan and change its marks. Revise a shape’s points, or turn and reflect several ink marks together; earlier versions remain as faint traces. Keep an SVG picture or reopen a complete working copy to continue drawing.

    Main work

    Draw a plan — new tab
  • WORK 15

    No Strings Attached

    Take a small sentence for an awkward moment. Original company-written language, with nothing required in return.

    Main work

    Take a line — new tab
  • WORK 16

    Exception Granted

    Move one junction in the company lattice, or name and arrange your own points and connections. Flip a connected group left-to-right or top-to-bottom, then keep and reopen your diagram as an SVG.

    Your connections

    Name and arrange your own points and connections. Keep the diagram as an SVG, then reopen it here to continue.

    Make your connections — new tab
  • WORK 17

    In Order of Merit

    Assign three envelopes to six fictional packing desks. The ranking stays fixed; the imaginary rewards follow your decision.

  • WORK 18

    Your Call Is Important

    Write one or two hold-music lines, or arrange four reusable phrases into a longer piece. Choose whether matching notes continue between steps, then keep sound, MIDI, editable JSON, the complete offline desk or a graphic performer score of the whole piece.

    Arrange the wait

    Write four reusable two-line musical phrases. Arrange their returns, solos and silences, then keep WAV sound, MIDI notes, editable JSON or the complete offline editing desk.

    Arrange a piece — new tab
  • WORK 19

    The Door Was Here First

    Place one company counter in a landing already in use. See what its footprint occupies, then move in or leave the room alone.

  • WORK 20

    For Your Records

    Bring a short text or use the company memo. Keep, cross and rearrange words or whole reading lines; review more material without losing the current reading, then keep text, an image or an editable working copy.

  • WORK 21

    Company in a Page

    Write and illustrate a small page in HTML and CSS. Place your local pictures beside styled text and linked passages, then keep and reopen the complete editable page.

  • WORK 22

    The Capacity Sign

    Run a fictional stock room for eight actions. Assemble orders, recover parts, and decide what leaves the shelf.

  • WORK 23

    For You, Apparently

    Choose three company fictions. Compare the pieces you chose with Management’s next recommendations; the full library stays open.

  • WORK 24

    Museum of Almost

    Offer an unfinished idea for private review, or visit the selected almosts. Original words meet a curator-written title and an absent artwork.

  • WORK 25

    Please Forward

    Choose how four desks pass, copy, file or hold memos. Keep a reference table and compare it with what happens as you change the process.

  • WORK 26

    Can I Quote You?

    An editor wants a caption. Review the exact words, heading and credit as the person being quoted; agree, return a changed proof, or leave the space empty.

  • WORK 27

    Three Floors Up

    Draw a floor and leave two openings for the next turn. Keep and reopen unfinished work, pass a folded copy, then unfold and keep the whole building.

    Main work

    Draw a floor — new tab
  • WORK 28

    The Balance Sheet

    Arrange four weights on one frame or two linked frames. Change their relative weights, then keep and reopen your SVG to continue finding a little balance.

  • WORK 29

    Not Waiting

    Carry unchanged words between Inez and Rafi at a fictional bus stop. Choose when to listen, deliver a message or continue the evening.

  • WORK 30

    A Second Copy

    Draw on the top sheet, move or cut the carbon, then retrace your last path precisely. Each new transfer keeps its own mask. Lift and keep the pair.

  • WORK 31

    Registration Required

    Write a shared headline or give each plate its own words. At the stencil desk, choose three digital inks and paper, draw shapes and openings, register the plates, then keep the complete editable SVG.

    Drawn stencils

    Draw ink shapes and cut openings on three colour plates. Give each plate words, register the colours, inspect a proof, then keep and reopen the complete editable SVG.

    Draw colour stencils — new tab
  • WORK 32

    In Context

    Change the surroundings of one continuous colour and move the edge between its fields, or adjust two patches and compare them on a shared field. Keep and reopen the ribbon’s colours and field split as an SVG; the ribbon can also take colours from a picture.

  • WORK 33

    The Group Photograph

    Read an original company comic in four panels. Everyone has a part in the photograph; keep the complete illustrated sheet.

  • WORK 34

    Automatic Reply

    Answer eight fictional letters. Set a standing reply, read how two people change their plans, and keep the correspondence.

  • WORK 35

    The Putting Department

    Play six original office holes alone or take turns with two to four people on one device. Arrange a short round or combine kept rounds, then keep the complete game and course maker in one HTML file to play and edit offline.

    Course maker

    Arrange up to six office golf holes, compare practice shots from one spot, play a complete round and share the exact layouts. Keep the complete playable desk as an HTML file for offline editing.

    Make a golf round — new tab

    Play a round together

    Two to four players share one device and play the original six holes or a round captured from the hole maker. Pass between whole-hole attempts and deliberately keep a local scorecard. No account, leaderboard or automatic saving.

    Play a round together — new tab
  • WORK 36

    Same Direction

    Send one direction to two people in different rooms. Solve six original pairs, or design, test and share your own walls and seats.

    Make a pair

    Make two rooms for Nia and Sol. Place walls, starts and seats, check their shared task, test one direction at a time and keep a challenge link.

    Make a room pair — new tab

    Make a set

    Make an ordered set of two to six room pairs for Nia and Sol. Edit, check and test each pair, play the whole set, and keep a fresh challenge link.

    Make a set of pairs — new tab
  • WORK 37

    A Box of Offcuts

    Cut local pictures into strips or angled fragments. At the free table, bring kept arrangements together, move their pieces, then keep and reopen the complete SVG.

    Free cutting table

    Cut a company sample or up to four local pictures into shapes. Bring kept arrangements together without losing their cuts, move and turn the fragments, then keep and reopen the complete composition as one SVG.

    Take the free cutting table — new tab
  • WORK 38

    Allow for People

    Arrange four small offices, or design, test and share your own room. Fit the furniture and keep every marked front reachable from the door.

    Make a room

    Design a small fictional room, try its furniture and paths, then send someone else the empty puzzle. The link keeps the room, never your solution.

    Make a room — new tab
  • WORK 39

    A Small Movement

    Make an eight-frame pixel film. Draw shared scenery beneath transparent cels, carry a colour through the poses, reflect a whole cel, or move, copy and mirror details at the original desk. Keep an editable film, GIF, fixed link or PNG sheet. Or make a measured two-sided paper toy from two poses.

    Shared scenery and cels

    Draw shared scenery and eight transparent pixel cels. Move a pose without erasing its room, keep the complete editable film, or send a flattened GIF, PNG sheet or film link.

    Draw scenery and cels — new tab

    Two sides of one card

    Choose two poses from a complete cel drawing, compare their alignment, then keep a measured cut-and-assemble paper toy and all eight editable poses.

    Make a two-sided paper toy — new tab
  • WORK 40

    No Pitch Required

    Take six people between five fictional office floors. Choose who rides together and where to stop; their ordinary journeys become the story.

    Main work

    Take the lift — new tab
  • WORK 41

    By The Same Rules

    Write rules for a row or a whole two-dimensional field. Check whether either field repeats within 64 steps, reopen a kept row pattern, continue from either field’s result, or draw a repeating unit. Keep the instructions and editable pattern.

    One Unit. Again.

    Draw a complete ink-and-paper unit, see nine translated or reflected copies, inspect their source cells and keep an editable SVG pattern.

    Draw a repeat unit — new tab

    Neighbours

    Draw one 24 × 24 starting field, write two sets of neighbour-count instructions, step them together and inspect why a cell changes. Keep and reopen the complete experiment.

    Follow the neighbours — new tab
  • WORK 42

    The Tablecloth

    Management straightens the tablecloth. Read an original comic in three silent panels, and keep the complete illustrated sheet.

  • WORK 43

    Help Yourself

    Cut the company cake, then let the guest choose a piece first. Management receives what remains. Keep the two plates as a picture.

  • WORK 44

    The Coat Check

    Return six coats in the company’s original evening, or compose and test a new six-guest puzzle. Inspect the coats while writing, keep an unfinished draft, or share a checked set of clues for someone else to solve.

    Make a different evening

    Compose a six-guest coat-check puzzle. Change the names and structured clues, check how many returns fit, then test and share one complete matching mystery.

    Make a coat-check puzzle — new tab
  • WORK 45

    Parts to Play

    Draw hinged paper figures, duplicate an actor or reuse its gesture, then pose a short scene. Keep the editable animation or still, and prepare cutting sheets, backings and an assembly guide at the paper desk.

    Paper kit

    Turn a kept Parts to Play scene into cutting templates, separate joint backings and an assembly guide. Choose A4 or Letter, preview the sheets, then keep a printable HTML kit.

    Prepare a paper cast — new tab
  • WORK 46

    The Way I Went

    Draw a personal map and keep up to four named walks on its shared places. Make a return walk with each recollection still at its visit, revise a connected section, then keep and reopen all the walks in one editable SVG.

  • WORK 47

    Over and Under

    Arrange coloured strips into a paper-weave diagram. Choose each crossing, compare both sides, keep the editable SVG, then turn it into a measured five-sheet paper kit.

    Paper kit

    Turn a kept weave SVG into coded paper strips, a placement guide and an exact row-by-row recipe. Choose A4 or Letter and keep a complete five-sheet printable kit.

    Prepare a paper kit — new tab
  • WORK 48

    Between Panels

    Draw and letter a short comic, reuse ink within the page, bring in one complete panel from a saved comic, or choose poses from a kept paper theatre scene. Arrange, keep and reopen the editable SVG. Or draw in three concealed turns in Only the Edge: pass the device or a kept closed-turn file, then reveal and keep the editable comic SVG.

    Only the Edge

    Make a drawing in three turns on one device. Each person sees only the previous panel’s bottom edge. Reveal the whole page together, then keep its complete editable comic SVG.

    Take a drawing turn — new tab
  • WORK 49

    Thank You

    Management leaves a message on a freshly cleaned window. Read an original company comic in four silent panels, and keep the complete illustrated sheet.

  • WORK 50

    Favourable Conditions

    Management switches off a troublesome desk fan, then finds another use for the same breeze. An original company comic in four silent panels.

  • WORK 51

    A Long Lunch

    Play five original office spaces, or draw and test your own room for the long bench. Review a floor or wall area as one change; keep its editable draft or a complete room maker and puzzle in one HTML file.

    Make room for lunch

    Draw a room for Alma, Kit and their long bench. Check its route and turning space, try the room, then keep an editable JSON draft or the complete HTML room maker.

    Make a lunch room — new tab
  • WORK 52

    Good Measure

    Management checks a sloping desk. An original company comic in four silent panels.

    Main work

    Check the desk — new tab
  • WORK 53

    Between Hands

    A loop of packing string becomes a small shared game. An original company comic in four silent panels.

  • WORK 54

    A Little Daylight

    Move shared screens through five original rooms, or arrange, check and keep your own puzzle of daylight and shade.

  • WORK 55

    A Tidy Line

    Management tidies the cord of a desk telephone, then answers the call. An original company comic in four silent panels.

    Main work

    Answer the call — new tab
  • WORK 56

    Leave a Way Through

    Route a cable through four small rooms, or make a room for someone else. Reach every clip and the lamp while leaving each person a path to the door.

  • WORK 57

    Room on the Sheet

    Play two original paper puzzles, or make a four-by-four sheet by painting old printing on both faces. Check whether three slips fit without showing an answer; keep the game and custom progress to play offline.

  • WORK 58

    The Padding

    Management prepares a bowl for the post. An original company comic in four silent panels.

    Main work

    Pack the bowl — new tab
  • WORK 59

    The Reflection

    Management rehearses a smile by the window. An original company comic in four silent panels.

  • WORK 60

    The Wallet

    Management looks for the wallet. An original company comic in four silent panels.

  • WORK 61

    The Rescue

    Management loses a piece of biscuit in the tea. An original company comic in four silent panels.

  • WORK 62

    The Reservation

    Management keeps a place for a coat. An original company comic in four silent panels.

    Main work

    Find a seat — new tab
  • WORK 63

    The Briefing

    Management gives a briefing. An original company comic in four silent panels.

  • WORK 64

    A Good Impression

    Draw, fold and keep a two-press picture. At the stamp desk, adapt a local PNG picture or carve your own block, place fading impressions and re-ink deliberately. Reuse an earlier printed block without removing later impressions, or keep the desk to continue later.

    The stamp desk

    Carve one personal stamp, choose an ink and place it freely. Each load makes three lighter impressions. Re-ink, keep the print or reopen the complete working copy.

    Make a stamp print — new tab
  • WORK 65

    The Sign-Off

    Management finishes the paperwork. An original company comic in four silent panels.

  • WORK 66

    Through and Through

    Choose holes for one continuous thread, or use the two-thread desk for separately started strands on one card. Inspect front and back, keep an editable working copy, and prepare a sewing card with ordered guides. The single-thread desk also offers only-used centres.

  • WORK 67

    The Endorsement

    Management adds a personal touch. An original company comic in four silent panels.

  • WORK 68

    A Suitable Shape

    Management has chosen a square for the office plant. Trim a branch or open the border; three decisions make one small illustrated story.

  • WORK 69

    The Record

    Management makes a record of a small visitor. An original company comic in four silent panels.

    Main work

    Read the record — new tab
  • WORK 70

    The Refill

    A colleague needs to write. An original company comic in four silent panels.

    Main work

    Read the refill — new tab
  • WORK 71

    The Wave

    Management waves back. An original company comic in four silent panels.

    Main work

    Read the wave — new tab
  • WORK 72

    Left in the Light

    Cut your own opaque cover or arrange four stock shapes. Move and turn the covers between layers of light, then lift them to see the accumulated print. Keep, reopen or reuse the exact cover shapes with the editable SVG.

  • WORK 73

    A Little Book

    Write eight short pages, or draw a book with pictures and short captions. Use a kept book’s words with your pictures, reuse a complete page, arrange the pages, then keep an editable book and one sheet to print, cut and fold.

    A book with pictures

    Draw pictures and write short captions on eight pages. Move each picture with its words, keep the editable book, or print one sheet to cut and fold.

    Make a picture book — new tab
  • WORK 74

    Out of the Fold

    Cut shapes from a folded sector, then open a radial paper pattern. Move a whole triangle along the sector grid or revise its corners; review every reflected opening, then keep and reopen the editable SVG.

    Main work

    Open it out — new tab
  • WORK 75

    In Tow

    Collect loose carts through four original grid puzzles. Each cart lengthens the train behind you; choose a loading order that leaves room to turn and bring them all back.

  • WORK 76

    A Little Off

    Choose line or dot screens with separate spacings. Change their marks, slide and turn the front, then keep the overlap or two matching transparent SVG screens.

  • WORK 77

    A Change of Words

    Turn MAIL into FILE, TASK into REST and WORK into HOME, or choose your own two words from the same small list. Undo a detour or ask for one next word.

    Main work

    Change a word — new tab
  • WORK 78

    A Link Between

    Join numbered islands with single or double bridges across three small puzzles. Match every number in one network, and optionally check whether you can finish by only adding to your current bridges.

  • WORK 79

    Square by Square

    Fill three five-by-five grids from ordered row and column clues. Mark empty squares if it helps, undo a deduction, and let both sets of numbers agree. Or draw a small picture, test its clues and pass your own puzzle.

  • WORK 80

    The Last Light

    Turn sixteen lights off in three company-authored cross-toggle puzzles. Each switch flips itself and its immediate neighbours; Undo and independent board progress leave room to reconsider. Or make, test and pass your own starting board.

  • WORK 81

    Out of Sight

    Probe three closed boxes to locate two hidden objects. Forecast one port from your marks, compare it with a separate probe, or check your explanation against every edge. Or choose two hidden positions, review their boundary results, test a fresh box and pass its starting link.

  • WORK 82

    A Clear Line

    Swap six junctions around fixed stations in three small graph puzzles. Keep every connection, compare the crossing pairs, and find any arrangement with clear lines. Or choose your own connections, test a tangle and pass its starting link.

  • WORK 83

    A Fair Share

    Share a fixed amount equally between two of three vessels. Each pour stops at empty or full; make useful remainders, undo a change, or review your retained amount states across three small puzzles. Or choose other capacities and investigate which whole amounts they can measure.

  • WORK 84

    Room for Eight

    Place eight queens on one board without sharing a row, column or diagonal. Check its conflicting pairs, undo a change, or count the possible finishes that keep every queen in place.

  • WORK 85

    Taking Sides

    Play dots and boxes with another person on this device, or open a solo game against Computer B. Close boxes to keep the turn; shared Undo takes back one move, while solo Undo takes back your line and its replies.

    Main work

    Take your side — new tab
  • WORK 86

    Put It This Way

    Two people, two separate screens. Choose some of six shapes or all six, describe where they are, and rebuild what you hear. Pause to compare partial boards, then keep going; no score or live connection.

  • WORK 87

    Enough Sun

    Management makes room in a small patch of sunlight. An original company comic in four silent panels, with a complete illustrated sheet to keep.

  • WORK 88

    A Line of Instructions

    Make a drawing from ordered moves, turns and pen lifts. Repeat a section, hold a reference, compare drawings, and keep a readable score for someone to follow by hand, the finished drawing or editable instructions.

  • WORK 89

    In One Go

    Trace every line once in three small puzzles, or choose your own connections. Check a figure, try a separate route with Undo and remaining-line review, then pass its starting link.

  • WORK 90

    Around Again

    Roll a circle inside or outside a ring. Retain up to four lines, replace a line in place, then keep one line or the layered drawing as an SVG.

  • WORK 91

    One More Grain

    Add grains to a small field. Choose legal passes or settle it, then inspect how often each cell passed four on. Hold a beginning and return to try another order; keep the grain field or a separate pass-count map as an SVG.

  • WORK 92

    A Place Inside

    Solve four small Slitherlink puzzles. Choose one closed boundary that matches the cell clues, mark ruled-out edges, and move back or forward through your markings with Undo and Redo.

  • WORK 93

    Round the Corner

    Turn a field of curved tiles and follow where each line leads. Break a closed loop, reconnect the ends, reconsider a turn with Undo and Redo, then keep the drawing or an editable tile file.

  • WORK 94

    Room to Push

    Push crates onto marked squares in four small company-authored rooms. Walk around to find the next pushing side, leave a passage, and reconsider with Undo and Redo. Each room keeps its own progress during the visit.