Week 35 — Year of Short Stories 2026

2026 is another year of short stories. In this weekly series, I track my short story writing, from idea and draft to submission.

This is the week of Aug 31 – Sept 6.

Stats

  • Stories Finished: 3
  • Submissions Currently Out: 11
  • Submissions Total: 35
  • Rejections: 26
  • Acceptances: 0

Submissions and Responses

I received two form rejections this week, for Red Eye and Taco Cat. One of these was from Clarkesworld, which I submitted to because I knew I could be confident that I’d get a response within a week and be able to send to another publication with a relatively near-term deadline. I honestly don’t understand how Clarkesworld can pay pro rates and still respond to the onslaught of submissions so quickly, but I do appreciate it.

I ended up sending two new submissions for Red Eye and another for Taco Cat. If nothing else, I am keeping my stories circulating.

Goals

My goals from last week:

  1. Keep up with critiques
  2. Hit writing/editing quotas every day.

Critiques have been going well. My horror story, The Magpie, is set to go out to the Critters in two weeks, and I hope to have it ready for submission in early October.

Writing quotas have not been going particularly well. I mentioned that I would be working on editing T.I.M. and writing Arbor Grove. What I really ended up doing was stepping back and thinking about process.

Considering a Writing Reset

Life is busy, and I struggle to write during the week. Even when I have time, I rarely have the energy. Part of this is my own fault. Like many people in the modern world, I have terrible sleep habits. I’m usually progressively more sleep deprived as the week goes on. That leaves me in a half-zombie state where I don’t feel up to creative work like writing, so I end up doomscrolling or watching garbage on streaming services. That leads to staying up too late again…and so on. A vicious cycle. That’s certainly something I need to address for my quality of life.

I’ve also been facing some roadblocks with my current batch of stories. T.I.M. is a story that has been through an unusual amount of revision for me, and has a completed draft. Unfortunately, I decided this week that it needs to go back into the trunk for now. There is some spark missing from it, and I think that doing justice to the main character will require some research to really get into the POV. I plan to do that, but it means the story won’t be ready anytime soon. The other story I’ve been working on, Arbor Grove, is a loose collection of ideas and scenes that I haven’t quite found my way into yet.

The whole Year of Short Stories thing has been great for my submission rate and overall productivity, but it has also made me more myopic. I’ve been focusing on getting the current  work done and out the door, and probably not thinking as much as I should about what the current work should be, or how I should be doing it.

So, I’m going to take this next week to think about process. How can I get more writing done with less stress, and what should I be working on as we enter the final third of the year?

Next Week

Goals:

  • Keep up with critiques
  • Think about process

Publishers, Authors, and AI Detection

I follow the writing gossip across the internet, or at least on Substack, WordPress, and Bluesky. All of these platforms have the classic downsides of social media discussions: they are full of drama and heated opinions, everyone thinks a little too highly of themselves, and topics tend to blow up and fade quickly. However, AI is taking up a lot of space in the conversation, and it doesn’t seem likely to die down anytime soon.

There is always the risk of groupthink, but I see an overwhelmingly negative attitude toward AI-generated writing, especially in fiction. This is across pretty much every axis: amateur and pro authors, editors, agents, publishers, and readers. It mirrors the steadily declining sentiment toward LLMs in the general population, but is notably more extreme and vociferous. A lot of people do not want AI-written fiction. Almost every publication where I’m submitting short fiction has a “no AI” clause in their submission guidelines and contracts.

Fiction is big business in some ways, but most people at ground level are still in it for the love of human stories. Even for more cynical publishers, the prevailing opinions make accepting AI-generated work a huge reputational risk. We have already seen scandals and backlash and seven-figure deals exploded, and there will no doubt be more.

AI is affecting even those authors who aren’t using it. Not only does it clog the slush piles at publications everywhere. Publishers are incentivized (intrinsically or extrinsically) to identify and reject AI-generated work—to give their limited slots to real people, and to avoid the bad reputation. And authors now have a brand new worry: what if my totally human work is flagged incorrectly as AI?

The Detection Problem

The current state of business is that most AI detection is done by editorial eyeballing and tech-powered AI detectors, and both of these methods are fallible. Just about everyone agrees that detector tools give too many false positives and false negatives to be conclusive. Some people still maintain that well-trained humans can recognize AI, but this has not generally been borne out by rigorous experiments, and different models have different foibles.

As usual, the EU is the first mover on regulation and has recently mandated more stringent labeling of AI generated output.

Anthropic announced that it will support this by including a form of watermarking on the content generated by its popular Claude models. Other major providers are likely to follow suit.

While many people have speculated that these watermarks would be as simple (and useless) as hidden characters, they are actually more interesting and harder to circumvent. The models weight their word choices in such a way that the raw text itself can be used for detection. Since this is statistical weighting, it is unclear is how effective it will be for small pieces of text or heavily mixed human and AI output.

It has also been pointed out that this kind of watermark is useful to AI companies regardless of regulation. It can help them identify AI text in the now heavily polluted internet content that they scrape to feed their models, avoiding the Habsburg AI loop.

Regardless of the efficacy of these kinds of watermarks, most LLM models do not currently have them. Users who want to avoid detection can simply move to unmarked models. This all implies that we can’t rely on any kind of known detection to sort out what is or isn’t AI.

So some authors and companies are exploring the opposite approach: proving the human providence of text.

Proof of Humanity

Bona Books recently published the excellent article, The Machines are Coming for your Masthead – Small Press Publishing in the Age of AI.

As a small indie publisher, they developed their system for dealing with AI submissions when confronted with the possibility that they had already accepted AI generated work for publication, despite a clear no AI policy. Their solution hinges partly on human relationships: talking to the author who submitted the work in an effort to ascertain whether the person really had a deep understanding of what they had submitted. This seems like a good way to weed out those looking for a quick buck (if such a thing is even possible in indie publishing). But it’s effort-intensive and tough to scale. It also becomes complicated for work where the author treats AI more as a collaborator or editor.

There are upsides and downsides to an approach like this. The positive aspect is that it encourages truly close collaboration between publisher and author. However, there is also a deeply unfortunate distrust inherent in the process. The publisher has to assume some possibility that the author has misled them, and the author has to accept a level of distrust and scrutiny that may be uncomfortable, especially in a notoriously introverted profession.

Author Vera Kurian has recently proposed a different method of verification: cryptographically verified provenance for a work of art. She doesn’t necessarily suggest this is the be-all end-all solution. Her articles on the subject are more of an eloquent and irritable throwing hands up, saying “if nobody else is going to solve this, I’ll try something.”

Kurian’s homemade tool is designed to be used at every step of the writing process, tracking changes in documents and storing cryptographic signatures to match archived copies. It builds on some ideas popularized by cryptocurrency, and it is (perhaps ironically) a vibe-coded solution to an AI problem, but it’s the kind of idea that makes some sense to the part of me who has been building software for half my life.

However, as an author, it’s a depressing solution. It puts the onus entirely on the writer to prove they are not a bad actor, and it’s fairly inconvenient. I use two phone apps and at least three programs on PC for different aspects of my writing. Heck, I use pen and paper sometimes. Trying to build an authoritative record of all this sounds like a bad time, and a significant distraction from the already hard work of trying to write something people want to read.

It also relies on faking the paper trail being onerous, not impossible. This is the sort of thing that works when it’s not popular. Unfortunately, if it were a tool that everyone adopted, there would then be an incentive to circumvent it, and clever automation could probably do so.

Even More Tools

Kurian is far from the only one considering solutions an author can use to protect their reputation. Writing tools with history features—like Scrivener and Google Docs—often come up in these conversations. To me, these are in the same class as Kurian’s solution, offering weaker, more easily fakeable proof but more ease of use (especially since many authors already use them daily).

There are newer contenders in the space as well.

Encribe is a word processor and “live streaming” writing platform in early development, whose strategy is to train AI to recognize natural human writing patterns in order to verify the authenticity of work by “proving” that it was written by a human. Unfortunately, in my limited interactions with the tool it has been pretty hit or miss on recognizing my input accurately.

Ellipsus is a word processor for writers, in much the same vein as Scrivener, and they recently announced a “plus” option that includes a feature called Emboss, packaging writing stats and snapshots specifically to use as a proof of authorship tool.

At this point, I think all of these tools have a potential fakeability problem. They aren’t popular enough to impact the people trying to sneak AI writing into publications. As soon as any of them  reach that threshold, there will be an incentive for adversarial attacks, and this is exactly how software security arms races start.

However, it’s a big “if” to suggest that any of these tools can even reach that level of popularity. That would require a lot of authors shelling out subscriptions to a particular company, and a lot of publishers signaling that this kind of proof of provenance is something they want. The people making these tools see an opportunity in their market. Time will tell how big it is.

Silver Linings

If there’s anything we can take from the current state of play, it’s that a lot of readers, writers, and publishers want AI-generated content out of their fiction. But a lot of AI-generated submissions are being sent in anyway. Some are being caught. Some are certainly getting through. And if there haven’t been false accusations against authors yet, there certainly will be.

There are no clean or easy solutions today, and I don’t see any on the horizon either. It’s always possible that some tech breakthrough will make AI detection reliable, but I wouldn’t count on it. It’s far more likely that we’ll continue collectively muddling through, at least for the next few years.

However, I think there are some silver linings. In an age when novels and stories have to compete with all sorts of other media, where art has to battle with monetized, algorithmic “content,” and people regularly claim that literature is dead, it’s clear that there are still a ton of people who really care about human stories. As long as that’s the case, it seems inevitable that we’ll find ways to continue sharing our art.

That said, it’d still be nice to have the chance to get paid for it too.

Week 33 & 34 — Year of Short Stories 2026

2026 is another year of short stories. In this weekly series, I track my short story writing, from idea and draft to submission.

These are the weeks of Aug 16 – Aug 30.

Stats

  • Stories Finished: 3
  • Submissions Currently Out: 10
  • Submissions Total: 32
  • Rejections: 24
  • Acceptances: 0

Submissions and Responses

Two stories came back this week with form rejections: Dr. Clipboard and Red Eye. The Red Eye response was a whopping 180 days, but this is just the price you pay when submitting a story over 6000 words.

With Dr. Clipboard free of its “no simultaneous submissions” shackles, I submitted it to two less monogamous publications. Red Eye is not so lucky; most publications that take longer stories (and actually pay) like to be exclusive.

Goals

My goals from last week:

  1. Keep up with critiques
  2. Hit writing/editing quotas every day.

This was a change of pace from more specific “get X done” goals that I’ve been doing, to pure numbers. Ironically, I didn’t quite keep up with my quotas, but I did get the draft of Estate Sale edited to my satisfaction, and submitted to the Critters critique queue. I also gave it a new name: The Magpie. I’m still not sure this is the final title, but it’s the working one for now.

Next Week

I’m going to keep the same goals for next week, but my intent is to work on cleaning up T.I.M. for critique and write some new words on Arbor Grove.

Year Walk — Games for People Who Prefer to Read

In the old days, man tried to catch a glimpse of the future in the strangest of ways.

they locked themselves in dark rooms

not partaking of food and drink

At the stroke of midnight

they ventured out into the night

through the dark woods

when strange creatures roamed

To see if they would be healthy

To see if they would be happy

To see if they would live

To see if they would be loved

After playing and thoroughly enjoying Device 6, I went into the back catalog for the game’s developer, Simogo. It’s a strange history, including a simple puzzle game (SPL-T), a rhythm game (Beat Sneak Bandit), a physics game (Kosmo Spin), and a strange side-scrolling driving game where you move the ground instead of the car (Bumpy Road). It’s clear that Simogo was innovating in a variety of ways, and not willing to stick to one genre.

However, Device 6 hit my brain just right because of the combination of interesting mobile-tailored interactions and interwoven story, and the old Simogo games fitting that mold seem to be Year Walk—released before—and The Sailor’s Dream—released after. I decided to try Year Walk first.

Cabin in the Woods

The game opens with the strange and cryptic description of Year Walking (an actual form of ancient Swedish divination: årsgång). However, you start by walking the woods during daylight, in deep winter.

Navigation is confusing at first. Scroll left and right with a finger. Swipe up or down where arrows appear at the edges of the screen to zoom into or out of the landscape. The world is a multi-layered paper cutout, and zooming takes you from one layer to another, while walking left and right show off the depth as the layers parallax.

Faint film grain adds a cinematic quality. The music is quiet, sometimes almost non-existent. As you move, boots crunch in the snow.

Eventually, by learning the controls and exploring, you find your way to a windmill. The miller’s daughter is there. You clearly love her, but does she love you? Either way, she’s betrothed to another. So you leave, returning to your cabin, vowing to year walk to see whether you will be with her in the future.

Moderate Dread, Mild Irritation

Year Walk is an atmospheric horror game with almost no dialogue. You walk the woods at night, coming across phantasmagorical visions and obscure creatures from Swedish myth. There is a little blood and a few jump scares.

For the bulk of the game, the story must be inferred from vague hints. This is a puzzle game, and the puzzles are challenging and obtuse. No real hints are given in the iOS version, although apparently the Steam version and Simogo’s game collection for console has a hint system. However,  there are a couple puzzles here that rely on mobile functionality which had to be reworked for other platforms.

I wouldn’t consider myself a puzzle master, but I do alright. For Year Walk, I had to use a guide to finish. The puzzles require some significant leaps of logic and aren’t nearly as clearly demarcated as in Device 6. One puzzle I missed completely because the interface made it unclear that the scene could be interacted with.

The Companion

The game points you subtly to the Year Walk “companion app,” and gives you a number. This is a completely separate, free app in the store, which describes some of the mythology that the game was based on. It’s written from the perspective of a researcher, and using the code grants you access to his secret personal journal.

This was where the game became more interesting to me—after it was ostensibly over. The journal, hidden inside this separate app, has the same ARG feel that Device 6 dipped its toes into.

Journal entries and blurry photographs document the life of a scholar researching the practice of year walking, trying to find old records or elderly people who may be familiar with the nearly forgotten folk ritual. His research leads him to a small town where the last recorded year walk may have occurred. It is somehow intertwined with a strange murder, for which the walker was convicted and executed.

The scholar’s own writing becomes more erratic and unhinged as he continues to unravel new threads. He finds a wooden box in the woods, locked by a mechanism with strange symbols. And here is likely where most players suddenly remember that this box appeared near the start of Year Walk, a puzzle that was never solved over the course of the game.

The scholar decides he can stop the murder that occurred decades previous. He can use the box to send a message through time. If only he can open it.

If you can decipher the code from his journal, you can restart the game, find the box, and open it to discover the message the scholar sent. This reveals a different, but no less bloody ending to the story.

A Sign of Things to Come

I found Year Walk to be slightly less polished and more frustrating than Device 6, but this final sequence went a long way toward improving my opinion of it. I can see the creative impulses and connective tissue between these two games. Year Walk…walked…so Device 6 could run.

I can’t say I would recommend Year Walk unequivocally. If you enjoy strange horror, challenging puzzles with no hand-holding, obscure Swedish folklore, or experimental games, it might be worth a few bucks and a look in.

How to Play

Year Walk is $6 on iOS and Android. It’s also available in a modified format on Steam for PC, and oddly enough, in yet another differently modified form for the Wii U. It is included along with many other games in the recently released Simogo Legacy Collection.

Week 32 — Year of Short Stories 2026

2026 is another year of short stories. In this weekly series, I track my short story writing, from idea and draft to submission.

This is the week of Aug 10 – Aug 16.

Stats

  • Stories Finished: 3
  • Submissions Currently Out: 9
  • Submissions Total: 29
  • Rejections: 22
  • Acceptances: 0

Submissions and Responses

One form rejection this week, for Taco Cat. I still have one other submission out for this story, but I may look for more places to send it.

Goals

My goals from last week:

  1. Keep up with critiques
  2. Finish Estate Sale revisions and submit for critique

I am back in the swing of doing a critique per week, so that’s an easy box to check.

I worked on Estate Sale, but it’s still not ready yet. I’m thinking about better titles, with Magpie being the current frontrunner. Ideally, I’d prefer something with a little more malice for a horror story.

Learn, Learn Again

I often find that many of my difficulties in life are self-inflicted. Few things are more irritating than thinking I’ve learned a lesson, only to realize some time later that I failed to internalize it and slid back into old behaviors.

I started this year with daily quotas for words written and revision per day, and my intent was to try to actually hit those numbers each day instead of cramming all of my writing time into the weekends. The quotas are small: 100 words and ten minutes, so they’re not hard to meet and it’s possible to catch up from missed days.

Now it’s August, and I find that I’ve slipped into old habits. I only write on the weekends, I have been revising with little new work, and my word count is weeks behind. I instinctively reach for the usual excuses: end of summer busyness and the imminent return of school, work, and my indie game project. Plus, it’s so hard to come home from work, cook dinner, do chores, and then find energy for writing, right? Never mind the folks in significantly harder circumstances who somehow find the time to bang out fine literature.

So, with that ritual self-flagellation out of the way, I’m going to try to relearn my lesson this week, and meet my quotas every day.

The Times, They Are A-Changin’

I’ll also mention that I think it’s a very interesting time to be a writer, and I mean that both literally and as the faux Chinese curse.

I’ve been reading quite a bit lately about the direct and indirect effects of AI on writing and publishing. Fiction, like everything involving written words, is in the midst of major disruptions, and these come on the heels of the e-book and self-publishing revolutions that have already caused major upheavals and consolidation of power in the industry. There are  more ways to publish work than there ever have been, though it’s still not easy (and maybe getting harder) to be paid to do so.

Scandals around allegedly AI-written books are making it into the general news cycle, but I suspect short fiction is feeling the impact far more, if only because of sheer accessibility of submissions and comparatively lower effort. I’ll have a post or two on these topics in the near future.

Next Week

Goals:

  1. Keep up with critiques
  2. Hit writing/editing quotas every day.

Week 31 — Year of Short Stories 2026

2026 is another year of short stories. In this weekly series, I track my short story writing, from idea and draft to submission.

This is the week of Aug 2 – Aug 9.

Stats

  • Stories Finished: 3
  • Submissions Currently Out: 10
  • Submissions Total: 29
  • Rejections: 21
  • Acceptances: 0

Submissions and Responses

No new submissions or responses this week.

Goals

My goals from last week:

  1. Keep up with critiques
  2. Revise Estate Sale
  3. If time and energy allow – review T.I.M.

After last week’s reset, I’ve been blasting through critiques to get ahead of the game. Now I just need a story to put in the queue.

On that front, I worked on revisions for both T.I.M. and Estate Sale. This was the first time I’ve read through T.I.M. since the major rewrite, and since it has been a few weeks, I felt like I could give it an honest look. It was better than I thought it might be. The main problem is that it’s now 6000 words, and I’d like to really trim that down. It also has a weak ending that will need to be improved.

Estate Sale feels closer to done, but I’m going to try a new revision technique with it.

Externalizing The Inner Critic

The idea I’m going to try is pretty simple. Now that I have the story in a pretty good place, I’m looking at it, pretending I’m a critiquer, and trying to anticipate where the critiques might complain about the story.

The reason I’m doing this is because I have had a couple cases recently where I managed to convince myself that a niggling problem with a story is not a big deal, only to have critiques come back and call out exactly that problem.

Now, sometimes fellow writers will critique a story, and it’s clear that they want to make it the kind of story they like, rather than the best version of the story you want to tell. I try to avoid this when I’m critiquing. So it’s still important to not water down the story in hopes of making it “something lots of readers will like.”

I suppose I’m just trying a new tactic to try to separate my critical brain from my writing brain for editing.

Next Week

Goals:

  1. Keep up with critiques
  2. Finish Estate Sale revisions and submit for critique

Week 30 — Year of Short Stories 2026

2026 is another year of short stories. In this weekly series, I track my short story writing, from idea and draft to submission.

This is the week of Jul 27 – Aug 2.

Stats

  • Stories Finished: 3
  • Submissions Currently Out: 10
  • Submissions Total: 29
  • Rejections: 21
  • Acceptances: 0

Submissions and Responses

The only response I received this week was a single form rejection—the very first for my new story, Beneath the House at Caen. I’m never looking for a rejection, but I do appreciate a publication with a quick turnaround on submissions. Now Caen feels “broken-in.”

I scoured the listings and sent out three more submissions this week, bringing my total in flight up to a healthy ten. Trying to find publications for Red Eye and Taco Cat once again drove home the challenge of selling a 6700-word story vs. selling a 1000-word story. Even though 1000 words is too short for a few publications, there are still far more listings than for the long story. Not only that, but the places that do take longer stories trend toward the bigger, older publications, and they often reply very slowly and don’t like simultaneous submissions, making the process even more arduous.

Remember kids, you have to write what feels right to you, but size does matter when it comes time to actually sell that story.

Goals

My goals carried over from the previous week:

  1. Submit stories
  2. Catch up on critiques
  3. Clean up and trim T.I.M.
  4. Other revisions: Estate Sale?

With the additional story submission this week, I’m in pretty good shape. Now I’m just keeping my eyes open for opportunities to submit Red Eye and waiting for responses.

I also reviewed my Critters admin panel and found that I was far enough behind to warrant a ratio reset. I’ll be working on a couple critiques this week to get myself back in the critique gods’ good graces.

I’m still not quite ready to come back to T.I.M., so I worked on revising Estate Sale this week. Having let it sit for a while and come back, I found it fairly readable. I don’t think this one will need too much more work, at least until I get some reader feedback.

Next week, the goals get a little shuffle.

Next Week

Goals:

  1. Keep up with critiques
  2. Revise Estate Sale
  3. If time and energy allow – review T.I.M.

Device 6 — Games for People Who Prefer to Read

Device 6 is a 2013 iOS release from Simogo, ostensibly a puzzle game, although “game” is a bit of a misnomer here. It could be called a visual novel or piece of interactive fiction. It is mainly text, enhanced by sound, music, images and formatting.

Mobile Game (Derogatory)

If you own a smart phone in 2026, there’s a good chance you’ve been exposed to the horrors of modern mobile games. The most popular games are boldly billed as “free to play,” but are typically riddled with ads or paid loot boxes, with micro-transaction systems and dark patterns designed with scientific precision to promote addiction and spending.

Companies like Zynga, King and Tencent spent more than a decade systematically enshittifying these ecosystems, and Apple and Google have largely turned a blind eye to it while taking a 30% cut of the revenues enabled by these practices.

Device 6 hails from a simpler time. Five years after the release of the original iPhone, ubiquitous touchscreens were still exciting technology. Most of us remembered the pain of texting on a 10-digit keypad. Mobile games were slowly expanding beyond Snake and Breakout clones.

The Nintendo Wii had introduced motion controls to the public at large, and Microsoft’s Kinect brought computer vision. Now we all had multi-functional supercomputers in our pockets, and touch interfaces that could morph to any shape. In certain circles, there was a feeling that mobile was the new frontier for experimental game design.

Device 6 feels a little like an artifact from an alternate universe, one where mobile games didn’t drown in an ocean of slop; one where the user is made to feel something more than the desire to play one more indistinguishable level or tap their credit card.

If I sound bitter, it’s only because I think we were cheated out of a more interesting, vibrant future. Device 6 is a game that manages to feel fresh and innovative despite being 13 years old.

Text as Physical Space

Device 6 starts with a face scan. (Fake, of course. phones didn’t have face recognition back then.) A scan line buzzes across the screen once, twice, and then you’re in, given a generic-sounding user name.

The intro credits sequence that follows provides cinematic weight. It’s James Bond by way of Archer, stylized 2D animation of a delivery truck moving toward its destination backed by a light bebop soundtrack.

Then:

The black-and-white picture of a radio within the arrow is layered with film grain and parallaxed as you scroll, giving it a sense of depth, like a a storybook with cutout windows that peer into the another world. The sound of the radio accompanies the picture, but it becomes muffled as you scroll, because the text takes you out of the room, into a hallway.

The text gives you only a phone-sized page or two of description, bristling with side-thoughts in italics and more windows into the world before bringing you to a stairway where the text itself

steps

  down,

    taking you

      through

        the house, the shape and formatting of the text bringing you into a physical space.

Then it tips onto its side, inviting you to rotate your device to read the long, narrow lines that take you down a hallway, expanding to fill the screen again only when you reach another room.

Device 6 presents as a multimedia House of Leaves: a trapped, semi-amnesiac character moving through a mysterious, empty island mansion as the text and pictures move across and around the page.

Reaching Through the Window

Device 6 is split into six chapters, each with a handful of puzzles that need to be solved to progress. These puzzles use text, audio, and visual components scattered across the chapter. Some of those storybook windows are interactive: locks, computer terminals, keypads and other machinery that can be pushed, poked, or manipulated.

Early chapters have fewer, more self-contained interactions and puzzles. Later ones tend to build on each other, requiring a cascade of solving one puzzle to solve another to solve another. Backtracking is at first helpful, and eventually mandatory, to find the necessary clues. This is where the format shines, because the layout of the story makes scouring the text feel like searching a physical space.

I found paper and pencil to be helpful in the last two chapters, but veteran puzzlers with good memory could probably make do without.

A Layered Labyrinth

There is layer of meta-narrative in Device 6 that is easy to ignore at first. The story and the puzzles are designed to immerse you in the viewpoint of Anna, the protagonist. You quickly forget about the face scan at the beginning.

In between chapters, the game asks a few survey questions, then awards points to the player. Never mind the strangeness of some of those questions. Never mind that nice round 100 points you seem to get no matter what answers you choose.

Each chapter features a diagram somewhere alongside the text; schematics for a series of numbered devices that work in tandem and directly affect the human brain.

Even the seemingly random elements that flash across the screen during the credits sequence have meaning, much more apparent upon finishing the story and going back for a second viewing.

These extra layers aren’t required to follow Anna’s story or solve the puzzles, but they provide connective tissue and help to interpret the otherwise ambiguous ending. They add a pinch of ARG flavor by making the reader feel like a character in the story.

Where to Play

Device 6 is $3.99 and should take about 1-3 hours depending on how quickly you solve the puzzles.

It is available on iOS, Nintendo Switch and Switch 2, and Windows. Do yourself a favor and play it on a device you can rotate and manipulate with your hands to get the full experience.

Week 29 — Year of Short Stories 2026

2026 is another year of short stories. In this weekly series, I track my short story writing, from idea and draft to submission.

This is the week of Jul 20 – 26.

Stats

  • Stories Finished: 3
  • Submissions Currently Out: 8
  • Submissions Total: 26
  • Rejections: 22
  • Acceptances: 0

Submissions and Responses

I was fighting a cold this week, so I wasn’t able to log much writing time. However, it did turn out to be a fairly productive week for submissions.

I received one form rejection for The Incident at Pleasant Hills. Since my active submissions list has been dwindling, I sent out six new submissions, including three for my freshly completed horror story, Beneath the House at Caen. That bumps my submissions number back up to roughly where it should be for my goal of 50 submissions by the end of the year.

Most of these were to publications that accept simultaneous submissions, so I will likely spend more time combing through Duotrope to send out more in the upcoming week.

Next Week

I’ll just reiterate my goals from last week:

  1. Submit stories
  2. Catch up on critiques
  3. Clean up and trim T.I.M.
  4. Other revisions: Estate Sale?

Reblog: Anthropic Settlement — Writer Beware

Writer Beware has long been a great resource for writers, calling out outright scams, questionable services, and bad publishers. Lately, they’ve been following the ongoing saga of the class-action lawsuit against Anthropic, and the proposed settlement.

For those who aren’t aware, the settlement revolves around Anthropic’s use of illegally downloaded works of fiction in training it’s LLM models. So while AI and copyright are involved, this is strictly about the means of acquisition and not around the training itself.

The number of books involved is staggering. Only holders of registered copyrights were allowed to participate in the settlement, but this still amounts to roughly 400,000 books. The maximum possible penalties would be $150,000 per case of infringement. In actuality, the settlement will be closer to $3,000 each, which might seem pretty weak in comparison, but still amounts to 1.5 billion dollars, by far the largest copyright-related settlement in history.

As of this week, the settlement has been approved by the judge, which means it’s very likely to go forward and the numbers are unlikely to change in a significant way.

There are also still a handful of authors who opted out of the settlement and have already filed lawsuits separately, presumably in hopes of getting an amount closer to that $150k maximum.  So the finalization of the settlement doesn’t mean Anthropic’s woes are over for this particular case. And beyond that, there are dozens of other lawsuits against the big LLM companies still pending.

Check out these recent posts at Writer Beware for more details:

Anthropic Settlement: Final Settlement Approved

Anthropic Settlement: The Opt Outs Strike Back