Interactive Art

He Built His Long-Distance Partner a Playable Town Made of Their Shared Memories

MERIDIAN documents the design of Yi Town, a bilingual browser game one half of a long-distance couple built as a birthday gift — nine levels translating real places, in-jokes, and events into navigable game mechanics, reconstructed from 109 development commits.

Most games about relationships are fiction built for strangers. MERIDIAN documents something else: a real developer building a real game, Yi Town, entirely out of one specific relationship’s own memories — as a gift, not a product, for a partner living in a different time zone.

Nine levels, one shared history

Yi Town is a bilingual, browser-playable pixel town structured around nine levels, each one translating a personally meaningful place, event, or cultural reference from the couple’s history into a playable task. A birthday prologue opens the experience and a fictional wedding closes it, framing the whole game as a staged gift rather than an open-ended toy. Progress is tracked through a union-based progress model paired with manually exchanged, checksummed codes — a deliberate choice that avoids running any backend server for a game meant for exactly one recipient, at the cost of needing the giver to hand over a code by hand as the recipient advances.

The MERIDIAN paper is a research-through-design case study, not a playtest report: its authors reconstructed the game’s actual evolution from 109 development commits, 28 changelog versions, and three design specifications, distilling the history into six “design commitments” — among them memory-derived mechanics, staged access to content, local progress storage, and full bilingual coverage throughout. An implementation audit independently reproduced 153 passing unit tests and checked all 1,024 possible progress codes, surfacing some rough edges (reset handling, an unversioned level registry, occasional transcription errors in codes) without undermining the core design.

The tension at the center of it

The paper is candid about what this kind of project can’t promise: there’s no evaluation of how the recipient actually felt playing it, and no claim about relationship outcomes. What it does surface clearly is a design tension that’s easy to miss when building something this personal — the gap between authoring a gift that expresses exactly what the maker wants it to say, and preserving the recipient’s freedom to interpret, decline, or reshape it on their own terms. A game built from someone else’s memories of you is still, in the end, someone else’s interpretation of you.

Both the game and its source code are public, which is unusual for this kind of deeply personal project — most “I made my partner a game” stories stay private by nature. Yi Town’s authors chose to make the design process itself the contribution, available for anyone building something similarly specific for someone they know.