Invite-only beta · Waitlist open

Telesia

Progress, intelligently directed.

One second screen that holds the whole campaign: a Quest Log that routes instead of accumulating, Hours to the Summit before you commit an evening, and a record of every game you actually finished.

From telesis — progress that is intelligently planned and directed, rather than progress that merely accumulates. A backlog is a pile. A quest has a route.

Illustration of a clamshell handheld: the game runs on the upper screen under an hours-to-beat overlay, while the lower screen shows a Quest Log with three entries and a row of trophies tinted by rarity.An illustration of the dual-screen client, drawn from the design tokens. It is not a screenshot: this client does not exist yet, and every title, hour count and trophy in it is a placeholder.Upper screen · the gameHours to the Summit48½hQuest LogHoursThe long RPGTraversal84hThe short roguelikeAnticipation12hThe one you finishedMastered41hTrophies
An illustration of the dual-screen client, drawn from the design tokens. It is not a screenshot: this client does not exist yet, and every title, hour count and trophy in it is a placeholder.

Join the invite-only beta

Beta one opens in small waves. Leave an address and we write once, when there is a seat — nothing else, and never to anybody else.

You are already running four tools to play one game: a spreadsheet for the backlog, a site for how long it takes, a wiki open on your phone, and a trophy tracker nobody opens until December. Telesia is the one surface that holds all four, from the moment a game catches your eye to the tribute you leave when it is done.

Your address is used to tell you when Telesia opens, and for nothing else — no newsletter, no other MADFAM product, no sale. It is kept for at most twelve months and deleted sooner on request, at [email protected].

The lifecycle of a quest

Five phases, and every screen in Telesia belongs to exactly one of them. This is not marketing structure: it is the state machine the product is built on, exported from the domain package these cards read.

  1. Anticipation

    A game enters the Quest Log the moment it earns your attention, long before there is a save file to point at.

    "Initiate a Quest" is the creation action, and it works on a game you have not bought. Wanting to play something is the first real state, and the tool that ignores it makes you keep a second list somewhere else.

  2. Preparation

    Editions of the same game collapse into one record, and Hours to the Summit sets the expectation before you commit an evening.

    The remaster, the definitive edition and the original are one row carrying one completion percentage, not four rows each claiming a different one. A title nobody has measured reads as unknown — never as zero.

  3. Traversal

    The second screen carries the Grimoire while the first carries the game, and progress is recorded while it happens rather than reconstructed afterwards.

    Syncing is thermal-aware: the offering suspends as the device approaches 70 °C and resumes only below 65 °C, because a background upload should never be the reason a handheld throttles mid-run.

  4. Reflection

    What the run cost in hours and what it returned, written down while it is still true, so the Chronicle at year's end reports rather than reconstructs.

    "Rest at the Bonfire" is a real state. Most of a completionist's library is neither being played nor dropped, and a tool with only two words for it forces a lie into every row.

  5. Tribute

    A mastered game becomes an entry on your Monument, a link you can hand to someone, and a home for the fan work it produced.

    The link reads out loud: telesia.quest/mastered/<game>. A tribute is curated with the artist credited rather than scraped.

Three things this is for

Each one starts with what is wrong today, then what Telesia does about it, then what you are left holding.

Decide what to play next

The problem
Four tools, none of which agree. One game occupies four rows across three of them, each row claiming a different completion percentage, and choosing the next title costs more attention than the first hour of playing it.
What Telesia does
Editions merge into one record. Hours to the Summit puts a realistic cost next to each title — the main story, the story with its extras, and the full sweep — each from our licensed source's own definition of it, and an unmeasured game says so instead of guessing. A figure nobody has measured renders as a dash, never as an estimate that would cost you a weekend.
What you keep
A next-game decision you can make in the time it takes to turn the handheld on.

Record the run while it happens

The problem
Progress reconstructed in December is progress you cannot trust. Hours get estimated, unlock dates get invented, and the year-end recap becomes a story rather than a record.
What Telesia does
The Grimoire lives on the lower screen with targets enlarged for peripheral operation, while an award proxy records unlocks as they happen and queues them offline. A rejected offering says it was rejected.
What you keep
A Chronicle that reports what you did, because it was written down while you were doing it.

Own what you finished

The problem
The backlog only grows, and the one number that should feel like an achievement lives inside a platform profile tab you do not control and cannot hand to anyone.
What Telesia does
Trophies and mastered runs collect into a Monument at your own subdomain, with per-record links — /mastered/<game> and /trophy/<award> — built to be read aloud.
What you keep
An archive at <handle>.telesia.quest with your name on the door, not a tab inside somebody else's product.

What beta one is, and what it is not

This is the scope of the first invited wave. None of it is running today — the paragraph below this box is the state of the deployment as it actually stands. Listing scope as though it were shipped is the failure this box exists to prevent.

In scope for beta one

  • Sign-in, through JanuaThe MADFAM identity service, as an OIDC client. Telesia never issues an identity of its own. Built and tested; waiting on its client registration.
  • A Quest Log on the five-phase lifecycleSearch a game, initiate a quest, move it through the states, and read it back. One vertical slice that a real person can use, end to end.
  • Steam library importPer player, and only after you link your own Steam account. Telesia does not enumerate or crawl libraries of players who have not linked; a profile being readable in public is not a reason to read it.
  • Hours to the SummitMain story, story with extras, and full completion, from IGDB's own three figures. A game IGDB has not measured renders as a dash per missing label — a missing figure reads as missing, never as zero.
  • Shareable recordsThe /mastered and /trophy links, which resolve today and tell you honestly that there is no record behind them yet.

Not in beta one

  • Console library syncThere is no library API we can call. PlayStation and Xbox are partner programmes we have not been granted, and Nintendo publishes none at all. The code has enum values for them so a future grant needs no migration — an enum value is not an integration.
  • Submitting achievementsThe award proxy reads unlocks; it never writes one. An achievement you did not earn will never be posted on your behalf, in beta one or after it.
  • Monuments and the ChronicleYour own subdomain is blocked on a platform ruling about whether we may declare a wildcard host at all; the yearly recap comes after beta one. The host rules and the handle validation are built. The pages are not designed.
  • The handheld clientThe dual-screen client is the product thesis and it does not exist. Whether it is one client or two is a hardware spike, not a decision that has been made.
  • Any paid tierNo price has been set, no plan exists, and nothing on this page is a purchase. The waitlist is the only thing here that does anything.

Honesty

Where this actually stands

Telesia is a first deploy with no product behind it yet. The hosts route, this page serves, the waitlist keeps your email, and that is the entire list of things that work. No account exists, no quest data is stored anywhere, and no game, achievement or storefront integration holds a credential.

The dashboard sign-in is built and tested, and it is waiting on one thing: its client registration with Janua, the MADFAM identity service. Until that exists there is nothing to sign in to, which is why this page has no login link and why the only button on it puts you on a list.

Beta one is invite-only and the waitlist is the only way in. If any other page we publish reads as more finished than this paragraph, that page is the one that is wrong.

This page is published in English and in Spanish; the product interface itself is English-only for now. That is why the in-world vocabulary — Quest Log, Monument, Grimoire — stays in English on both versions: translating it here would promise a Spanish interface that does not exist yet.

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