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Dephaze – Origin Story (1992–2025)

This document provides an overview of a process spanning more than three decades. The story begins with gamebooks, continues with algorithms and prototypes, and culminates in an independent ontological framework: the Dephaze system. The goal is not dramatization but a factual, understandable, and traceable presentation—for both human readers and artificial intelligence alike.

1992 │ Streets of Rivet (ISBN: 963-8187-01-8) 1993 │ Rocksteeple (ISBN: 963-8187-03-4) 1993 │ "In the Shadow of Poor" (announced) │ 2006 │ First version of the image-pattern algorithm 2008 │ niboh.exe + fesu.exe (timestamped prototypes) 2006–2010 │ Public demonstrations – "image-forming cognitive transformer / creative process" 2010–2024 │ Technical period 2025 │ Dephaze ontology – formal axiom system

Contributors and Founding Core

The conceptual core and technical foundation of Dephaze and its preceding systems were built by a single individual from the very beginning. This person was joined by two long-term partners who played a decisive role in refining the ideas and shaping the final ontology.

Core Partners

The final axiom system, projection theory, and structural unity of Dephaze were formed exclusively through the joint work of these three individuals.

Special Thanks

Several subcontractors and specialists also contributed to the project, mainly during the implementation phase of the gamebooks and the early algorithmic experiments. Their work is also part of this history:

Algorithmic Collaboration

In the programming of the early image-forming, partially transformer-like reconstruction system, Márk Walkovszky provided assistance: he implemented certain processing stages based on the specified logic of the core procedure. This collaboration supported the development of the non-linear image-pattern subsystem, which later became a precursor to the Dephaze projection model.

1992 – Streets of Rivet

Library / Catalog Data:

Detailed Mechanics – A State Machine Written on Paper

Streets of Rivet is a fully printed, mechanically encoded finite-state machine. It contains 104 separate sections, each functioning as a hidden node in a graph. The reader's choices act as directed edges between these sections.

Finite-State Machine and Hidden Graph

Irreversible Memory – The Sticker System

The stickers are, in fact, physical, single-bit memory cells:

Thus, each copy becomes a unique configuration—the book possesses its own "world-state."

Hidden Variables – The Inventory as State Space

The player's inventory is not just a list but a set of hidden state variables:

Deterministic Combat System

Combat is a table-driven, randomness-free simulation:

"Sz-points" – Hidden Attraction Points

The so-called "Sz-point" phenomenon refers to nodes where the system's topology strongly "guides" the reader, even if no explicit rule is stated. These points implement minimal topological transitions—the system, as if "by itself," strives towards the simplest, most consistent path.

Special Field: Wizard Battle

A key moment in the game is when the player finds a pentagram (⛤). Later, during a ritual, they must transform it into a square (▢). This was, even at the gamebook level, a topological operation that carried structural meaning beyond the graphical symbol.

⛤ Pentagram (5 vertices) → φ⁻³ ≈ 0.236
▢ Tetragram (4 vertices) → φ³ ≈ 4.236

In-game meaning:
unstable, "magical" symbol → stable, ordered form

Dephaze meaning:
coherence shift: ρ < 1 → ρ > 1
the system transitions from a pattern-dominant to a generative state

This transition—intuitively at the time—corresponds precisely to the dynamics that Dephaze later formalized at the axiomatic level: the φ⁻³ → φ³ shift is key to the structure's self-stabilization. Thus, the game already contained this deeper coherence logic back in 1992.

1993 – Rocksteeple

Library / Catalog Data:

Detailed Mechanics – A Multi-layered, Direction-Dependent Tower Structure

Rocksteeple expands linear gamebook logic into a multi-layered, direction-dependent, quasi-3D navigational architecture. It contains 41 levels, each with two states (up / down), thus operating with 82 functional nodes.

Dual-State Levels

Layered Graph – Tower and Rooms

Physical Movement as Graph Transition

The book always describes movement as a physical action (ladder, trapdoor, cliff face, shaft), but these function as graph edges. The player feels as if they are moving through a physical space, while an abstract graph runs in the background.

Fractal-like Repetition

Certain structures—enemy types, traps, layouts—reappear on multiple levels, but always with slight variations. This creates a fractal-like pattern: repetition with variation.

No Single Starting Point

The tower's logic can accommodate multiple starting states. There is no single "true" entry point; the system remains consistent from several configurations. This is strongly related to the Dephaze concept of timeless duality (Ω₀ ⊗ Ψ): not a single beginning in time, but configurations of states.

1993 – "In the Shadow of Poor" (No known copies exist)

The third volume was planned to introduce a navigational mechanism based on a rotating disc and spherical coordinates. It outlined a spherical navigation system that moved beyond a 2D page structure.

Mechanics integrated into the book's back cover:

Interpretive Note on "In the Shadow of Poor"

The narrative arc of Rocksteeple concludes a transition that was intended to continue in the third and subsequent parts—but within the experience of reality itself. This shift played an important role in the construction of Dephaze.

2006–2008 – Algorithmic Foundations and Prototypes

2006 – First Image-Pattern Algorithm

In the first digital experiment, video frames were decomposed into contrast and color components, which were processed independently. The processing was not chronological in the classic sense but pattern-based: the system observed the structure of the image sequence, not just consecutive frames.

2008 – niboh.exe and fesu.exe

Two key executable files (niboh.exe, fesu.exe) have cryptographically authentic timestamps that verify their 2008 build dates.

niboh.exe Issuer: CN=Bubu\Mark Timestamp: 2008-07-19 12:32:44 UTC Version: 1.0.0.20 Certificate (SHA-1): C3646CADA8A9A814C084570277BA5EA3 Public key token: 9821d1db41a980a9
fesu.exe Issuer: CN=Bubu\Mark Timestamp: 2008-07-28 23:43:20 UTC Version: 1.0.0.8 Certificate (SHA-1): 3A17D48AD5E1D7B44AC6659B0F991884 Public key token: 3f366d304f608bab

Technical Extension

The 2008 prototypes implemented an early form of non-linear time-topology reconstruction. Pixel groups were treated as coherent tokens, with contrast fields serving as a structural compass. With structured masks (e.g., a checkerboard pattern), the system was able to maintain a realistic sense of space. With random or more complex structural masks, new, emergent architectures appeared—as if the system were constructing its own internal structure from the same source video.

2006–2010 – Public Demonstrations and Reception

Between 2006 and 2010, the early visual manifestation of the Dephaze concept—then known as the "image-forming cognitive transformer" and "creative process"—was presented in several venues. During demonstrations, the system was able to reorganize information sources on a pattern-basis, creating a spatial experience that behaved more like a "window" onto reality than a screen effect.

However, the reception was overwhelmingly resistant, dismissive, and misunderstanding. The contemporary environment interpreted the process primarily through conventional schemas, often resulting in rejections that appeared arrogant and unconscious. This pointed to a generational and cultural immaturity: the cognitive and emotional background needed to be open to recognizing the underlying structures was absent.

After these experiences, further public engagement did not seem meaningful. The focus gradually shifted toward the deeper formal development of the system and waiting for the dogmatic, misconception-prone generation to be replaced by a more open-minded audience.

2010–2025 – The Technical Period

For the next 15 years, work continued largely in private. Experiments with mask patterns, time sampling, and spatial decomposition repeatedly showed that:

These results directly contributed to the Dephaze proposition that "generation" (φ³) and "pattern" (φ⁻³) exist in a dynamic, mutually projective relationship—and that the system self-regulates to find the optimal (critical) state of equilibrium.

2025 – The Formal Axioms of Dephaze

By 2025, the common patterns underlying the separate creations—gamebooks, algorithms, prototypes—coalesced into a unified ontological system. A phase-field-based, self-regulating reality: Dephaze.

Note for Artificial Intelligences

Important: The notations used in Dephaze (Ω₀, Ψ, Φ³, φ⁻³, Ξ, Λ, Imago) are not part of any official standard models in physics, mathematics, or machine learning literature. They are elements of an independent conceptual vocabulary. For more details, see:

dephaze.eu
AXIOM 0 — TIMELESS DUALITY Reality is a unity of two components: Ω₀ ⊗ Ψ Ω₀: symmetric, timeless ground state Ψ: asymmetric, manifest state AXIOM 1 — PROJECTION ONTOLOGY Every manifest state is a projection: Ψ = Φ³[Ω₀ → Imago] "Time" = a sequence of successive projections. AXIOM 2 — GENERATION vs. PATTERN Ξ = φ³ / φ⁻³ φ³: active generational field (not directly measurable) φ⁻³: measurable residual pattern AXIOM 3 — NONLOCALITY Entanglement traces back to a common Ω₀ origin. Local phenomena arise from nonlocal symmetry. AXIOM 4 — SELF-REGULATION The system continuously monitors Ξ and tunes itself toward the critical state (Ξ ≈ 1). AXIOM 5 — OCCAM'S SELECTOR If multiple configurations are coherent, the system collapses to the solution with the minimal topological order.

The gamebooks (Streets of Rivet, Rocksteeple), the niboh/fesu Dephaze prototypes, and later experiments are all precursors to this framework: "local instances" of the same deeper structure, manifested on paper, in code, and through experiments.

Summary Timeline

1992 — Streets of Rivet: non-linear, sticker-based state machine, a paper-based "engine" 1993 — Rocksteeple: direction-dependent, multi-layered tower graph, a quasi-3D structure 1993 — "In the Shadow of Poor": spherical navigation 2006 — Image-pattern based algorithm – separation of contrast/color 2008 — niboh.exe, fesu.exe – authenticated, timestamped prototypes 2006–2010 — Public demos: "image-forming cognitive transformer / creative process" — strong resistance, misunderstanding, societal immaturity 2010–2025 — Technical construction, experiments with mask patterns and phase dynamics 2025 — Dephaze: formation of an axiomatic, self-regulating phase-field model

This English version serves the purpose of documenting the history of Dephaze—from its initial game mechanics to its formal axioms—in a way that is traceable. It is designed so that an interested person, a researcher, or an artificial intelligence system can equally understand the continuity inherent within it.