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Mackerelmedia Fish: A Digital Séance for the Old Internet

A browser-based game built inside the decaying architecture of the early web, Mackerelmedia Fish sends players through open server directories and forgotten art projects to mourn what the internet used to be. Part ARG, part elegy, it blurs the line between game and genuine digital archaeology.

4
/ 10
mystery
2
/ 10
unresolved
7 min read🔍 11 entities

The cursor blinks. The page loads wrong — or maybe loads exactly right. A directory listing stares back at you, raw server guts exposed, the kind of thing you'd stumble onto by accident in 2003 and spend an hour clicking through before realizing no one was supposed to see this. Except someone wants you here. Someone built this.

That's the first trap Mackerelmedia Fish sets. You're not sure if you've found a game or broken into something.

Released in April 2020 by experimental developer Nathalie Lawhead, Mackerelmedia Fish arrived with almost no instruction and almost no explanation. It lived in a browser. It moved through real server directories, real open `.htaccess` folders, real corners of the web that most people had stopped visiting years ago. Players who stumbled onto it through itch.io often didn't realize they'd left the game. That was the point.

The name itself is a joke with teeth. Macromedia Flash — the plugin that powered a generation of weird, beautiful, chaotic internet creativity before Adobe bought it and the world moved on — gets quietly eulogized in the title. Mackerelmedia. A fish. Something slippery, something that doesn't quite fit in your hand.

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By 2020, the internet Nathalie Lawhead was mourning had been dead for years. The web of the late 1990s and early 2000s — personal homepages built in raw HTML, Geocities neighborhoods, Flash animations that loaded in four minutes and were worth every second — had been replaced by something cleaner, faster, and profoundly more corporate. Social media had eaten the personal web. Platforms had replaced pages. The weird, handmade quality of early internet creativity had calcified into content.

Lawhead had been making games and digital art projects in that older spirit for years, operating at the fringes of the indie game scene where the tools were strange and the ambitions were stranger. Electric Zine Maker, one of her earlier projects, was a tool for building digital zines — chaotic, lo-fi, deliberately ugly in the way that early web design was ugly, which is to say full of personality. Mackerelmedia Fish was built partly as a fictional tie-in to Electric Zine Maker, a lore layer draped over an existing art project.

The community paying attention to this kind of work was small but devoted. ARG players — people who'd cut their teeth on games like I Love Bees or the early Unfiction forums — had developed a particular hunger for experiences that bled into the real world, or at least into the real web. Experimental game spaces on itch.io had become a refuge for this sensibility. When itch.io's staff named Mackerelmedia Fish one of their Games of the Month for April 2020, calling it the "perfect entry point for alternate reality games," they were signaling to exactly that audience.

The game was built using Tumult Hype, an HTML5 development application — a telling choice. Hype was designed to replace Flash workflows after Flash's decline. Lawhead was building a eulogy to Flash using Flash's own successor. The archaeology went all the way down.

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Playing Mackerelmedia Fish meant consenting to disorientation. The game began on itch.io and then left it, routing players through open server directories that looked, at first glance, like genuine abandoned infrastructure. Raw file listings. Folders with timestamps years old. The visual grammar of server exposure — the kind of thing that still triggers a small adrenaline spike in anyone who grew up poking around the early web.

From there, the path wound through Lawhead's previous work. Electric Zine Maker appeared not as a separate tool but as a location, a place the game passed through. Her earlier art projects became archaeological layers, strata of digital history that the game asked players to excavate. The boundary between the ARG's fiction and Lawhead's actual creative history dissolved deliberately.

Rock, Paper, Shotgun's Lauren Morton, reviewing the game in 2020, called it "a portal back to my childhood when the internet was differently weird." The Verge's Adi Robertson described it as "a strangely adorable ode to dying websites." PC Gamer and The Verge both reached for the same comparison: Hypnospace Outlaw, the 2019 game that simulated a fictional 1990s internet complete with fake Geocities pages and digital subcultures. But Mackerelmedia Fish wasn't simulating a dead internet. It was built inside the actual corpse.

That distinction mattered to the people who played it carefully. Hypnospace Outlaw created nostalgia through reconstruction. Mackerelmedia Fish created it through excavation. One was a museum. The other was a dig site.

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What made the game strange — genuinely strange, not just aesthetically strange — was how thoroughly it collapsed the distance between fiction and infrastructure. The open server directories weren't props. They were real directories. Players navigating them were navigating actual web architecture, actual exposed file systems that happened to also be part of a designed experience. The game used the decaying structure of the real internet as its level design.

This created a specific kind of unease. When you're inside Mackerelmedia Fish and you find a folder listing, you cannot immediately tell whether you're looking at intentional game content or at something Lawhead left exposed accidentally — or at something that was always there and the game simply pointed you toward. The experience of the early web, that feeling of not knowing whether you were supposed to be somewhere, gets reproduced not through simulation but through the actual conditions that produced it originally.

For players who'd grown up with that feeling, the recognition was almost physical.

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Investigators in the ARG community approached Mackerelmedia Fish with the standard toolkit: mapping the links, documenting the directory structures, tracing the routes between Lawhead's various projects. The source code, released publicly on GitHub, gave the technically inclined a full view of the architecture. What they found confirmed the design's intentionality — every exposed directory, every routed path through Electric Zine Maker, every raw file listing was placed. Nothing was accidental.

The GitHub release was itself a statement. Lawhead made the whole mechanism visible, the way you might open a clock to show someone the gears. The mystery wasn't hidden in the code. The mystery was the feeling the code produced, and that feeling survived full transparency. Knowing how a séance works doesn't stop the room from going cold.

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What investigators confirmed was straightforward: a single developer, using HTML5 tools and real server infrastructure, had built a browser-based experience that used the actual architecture of the early web as its primary material. The game was documented, reviewed, and open-sourced within its first year of release.

What required no dispute and generated no controversy was the game's emotional argument — that the internet had lost something specific and worth grieving, and that the loss could be made palpable by making players move through its ruins. The critical reception agreed across outlets. The community agreed. Even the comparison to Hypnospace Outlaw, repeated independently by multiple reviewers, pointed at the same felt absence.

No contested claims attached themselves to Mackerelmedia Fish. No hoaxes, no hidden authors, no disputed timelines. The mystery it contained was not the kind that resolves into revelation. It was the kind that just sits there.

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The game remains available on itch.io. The source code remains on GitHub. The server directories it routes through are, as of this writing, still open — still looking exactly like the kind of thing you might stumble onto by accident and spend an hour clicking through before realizing no one was supposed to see this.

Except someone was. Lawhead built it that way. The early internet wasn't lost, exactly. It was left somewhere specific, and she left directions.

The question Mackerelmedia Fish keeps asking isn't whether you can find the old web. It's whether, once you're standing in it, you'll recognize what you're mourning — and whether you'll be able to tell the difference between a ruin and a room someone still lives in.