Alien Teachings · interactive model

Tallinn Soul Spheres

LIVE HOLOGRAM
2026 · Open contact · 150 kHz
Tallinn · Town Hall Square
2026 · Old Town map
Move and watch the green grid turn into a blue hologram.WASD / arrows · Q/E turn your gaze · click the map to move there
N
WASD to move · Q/E to look
Drag the map · scroll to zoom
MOVE
LOOK
Building the Old Town hologram…
Collective frequency
kHz · souls

Five servers. One present moment.

Server masking here means selecting layers of reality: the game displays only the selected server. In the model, all layers exist here and now, but at different frequencies.

Choose a timeline in 2026: 1 — positive coexistence between humans and aliens, starting mean 200 kHz; 2 — neutral open contact, 150 kHz and the largest human population; 3 — WW3 scenario, 50 kHz.

Choose a year: 1800 opens a separate past server with a starting mean of 70 kHz; 2200 opens a future server with a starting mean of 220 kHz. These era servers are separate from the present-day timelines. Each era has its own city map. The more sparsely built city of 1800 is an era-inspired illustration, not an exact historical reconstruction; the future map is a creative scenario.

Switching preserves your changes: when you move to another server, the previous server’s souls and frequencies are retained. “Reset this server” restarts only the selected layer. The starting frequency is established as the actual arithmetic mean of its souls; adding souls or changing their frequencies also changes the mean.

The Sun is the Oversoul: exactly one thin silver thread connects it to the centre of each soul sphere on the active server. A golden thought packet travels from the Sun to the soul; a blue packet returns to the Sun. These connections remain when you change your field of view; the “Sun” button shows the whole network. The Sun’s position and size are schematic. The Oversoul is the shared connection point and is not included in the city’s average soul frequency.

Brown ground is the planet’s permanent base layer, shown at 50% opacity. The dark green Matrix grid (brightness reduced by 50%, opacity 30%) shows the streets and buildings of the entire city. The blue hologram shows space within a soul’s sphere and field of view or perception. Yellow building surfaces are within a bird’s field of view and sphere; the bird’s view remains visible where it overlaps blue perception.

Try it: select a human and move. The blue city appears in front of your gaze and fades behind you. The green grid and brown ground help you keep track of your location. The “Map” button shows the whole Old Town; returns you to the selected soul.

  1. Soul sphere: a 150 cm tall human has a sphere diameter of 30 m, or a radius of 15 m. A tree’s sphere diameter is 100 m, or a radius of 50 m. Birds and plants have their own sphere sizes.
  2. All souls: besides humans, dogs and aliens, the city contains birds, trees and plants. Each soul has its own ID, colour, frequency, aura and soul sphere.
  3. Trees and plants remain stationary and perceive their surroundings in all directions. They keep the blue hologram within their spheres visible even when humans look elsewhere.
  4. Birds move through the air. Their spheres follow their flight altitude. Birds fly at approximately 48–72 m, with sphere radii of 50–60 m. Roof and wall surfaces seen by a bird are rendered yellow. The street below may lie outside its sphere. Bird symbols are enlarged to make them recognisable.
  5. Aura / biofield: the smaller glowing field around the body. The large outer sphere represents the soul’s reach; its inner sector shows the direction of vision or perception.
  6. Fading: the blue and yellow hologram fades over the selected time wherever no soul is observing or perceiving it. The green base map and brown ground remain. “Selected soul” shows one soul’s contribution; “All souls” shows their combined effect.
  7. Collective frequency: the frequencies of all humans, dogs, aliens, birds, trees and plants are added together and divided by the number of souls. Each soul counts once, regardless of size. The planet’s brown ground is a separate base layer and does not add a participant to the mean.

More life: each server starts with 329 stationary trees. The add buttons place new souls randomly across the map; the camera moves to the newly added soul. The game limit is 1000 souls. A separate 10,000-object load test uses actively simulated souls and then restores your previous game. FPS is a measured frame rate, not a promise.

Computer: WASD or arrow keys move the selected mobile being; Q/E turn its gaze. Click the map to choose a destination; “Look” makes a click change the viewing direction. Drag the map and use the scroll wheel to zoom. Trees and plants remain stationary.

Phone: the left touch control moves and the right turns your gaze. Use two fingers to zoom and rotate. “Server and souls” opens the settings.

A game visualising a metaphysical idea from Alien Teachings. The kHz values and the soul sphere sizes of different species are simulation conventions, not scientific measurements of biofields. Streets, building footprints and original tree locations are based on OpenStreetMap. Heights, roof shapes and natural features are simplified; occlusion by buildings is not calculated separately.