I came for the music.
Start with the sound. Learn the world only if it makes you curious.
SONOFPOLLUX has a lot of rooms because it grew over time. You do not need to learn the whole map first. Choose the path that matches why you came.
Each path is useful by itself. The cross-links are there when you want to go deeper.
Start with the sound. Learn the world only if it makes you curious.
Meet the person, then the witness, then the rooms.
Use SONOFPOLLUX like a creator operating system, even if you never touch the lore.
Join the creator community without needing to become part of the fictional world.
Enter the games without needing the music or creator tools first.
Four pages are enough. The session trace will remember where you have been until you close the browser session.
Start with a real catalog object, cross into the fictional case file, enter the Cold Archive, then meet the signal Pollux thinks the facility buried there.
The project uses generative tools inside a human-directed production workflow; the process and public credits are documented openly.
How it works →The music project, creative identity, and larger Portal.
The human creator behind the project.
The witness and narrator inside the fictional universe.
The creator-discovery feed. Think public releases and videos, not lore.
Recurring spaces in the Pollux mythology, each carrying a different emotional function.
Private release workspaces for creators using the site.
The public archive connecting releases, rooms, visuals, creator history, and systems.
The SONOFPOLLUX social/community layer.
A privacy-minimal view of what parts of the Portal are currently active.
Playable systems: GeoGrid economy + industry, WarGrid campaign, and daily/weekly Archive Trace puzzles.
Start the Radio and ignore the rest. The site is designed so curiosity can pull you deeper later.
The Portal Map lists every public section by purpose instead of making them all primary navigation.