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Selo is a real-time simulation of a fractured society, unfolding within a surreal, game engine–driven world populated by autonomous AI-driven characters (NPCs). The project draws inspiration from Byung-Chul Han’s comparison of contemporary life to the medieval period, a time when mysticism and superstition eclipsed reason. Han argues that we are returning to such a condition, defined by confusion, anxiety, and the collapse of a shared reality, in which belief increasingly outweighs truth. This conceptual framework is paired with visual and structural references to the social landscapes depicted in the work of Pieter Bruegel the Elder, whose paintings portray society as a dense field of simultaneous actions, behaviors, and moral tensions rather than a single unified narrative. In Selo, this regression takes shape as a real time simulation, in which characters search for connection with one another, forming alliances and pursuing one another in an effort to establish political or religious groups that might stabilize their existence. This pursuit is persistently undermined by their differing understandings of the world. Each character is shaped by a distinct yet dynamic personality and belief system, and when they meet, they attempt to convince others of their own version of truth in order to gain followers and reinforce their ideas. These encounters rarely lead to consensus. Instead, persuasion often turns into friction, misunderstanding, and tension. An omnipresent, abstract deity exerts constant pressure on the lives of the characters, influencing their decisions and intensifying uncertainty. Through rituals, protests, prayers, and idle gestures that evolve into collective acts, feedback loops emerge that continuously reshape social formations. Alliances and groups form and dissolve, negotiations remain temporary, and unity proves difficult to sustain, as cooperation can quickly give way to opposition.