STEAMHOUSE COMPLETE SYSTEM OVERVIEW
The Definitive Reference for What steamHouse Is and Does Version 2.1 | January 8, 2026
TABLE OF CONTENTS
THE CRISIS WE ADDRESS
This generation faces unprecedented challenges to their agency and wellbeing:
The Information Crisis
Algorithmic manipulation designed to bypass conscious choice
More information produced daily than existed before 1900
Misinformation spreads faster than correction
Attention monetized and extracted at industrial scale
The Institutional Crisis
Trust in traditional institutions at historic lows
Echo chambers limiting exposure to diverse perspectives
Polarization making democratic governance increasingly difficult
Expertise simultaneously more necessary and less trusted
The Mental Health Crisis
Anxiety, depression, and suicide at historic highs among youth
Loneliness epidemic despite unprecedented connectivity
Nihilism, anxiety, and despair as default psychological states
Consumerism offered as substitute for meaning, producing alienation
The Meaning Crisis
Traditional purpose-providing structures eroding
Young people skilled but directionless
Capable but lost
Information-rich but wisdom-poor
The Root Cause: Backwards pedagogical architecture. Traditional education teaches skills and hopes character emerges, but you cannot develop authentic identity by teaching content first and values never. Schools teach content well but fall short in helping young people discover what matters and develop conscious agency.
THE STEAMHOUSE SOLUTION
steamHouse is an integrated system for developing conscious, purposeful humans through books, programs, games, and story. All components address one challenge: humans have Stone Age brains in a modern world designed to exploit them—and unprecedented tools to create lives of purpose and meaning.
Purpose-First Development
Purpose is not "nice to have" alongside skills—Purpose is what integrates all development. Students discover what matters to them (Purpose), develop thinking tools to understand it (Paradigm), and train actions and attitudes to embody it (Practice).
The Four Foundational Principles
Not separate virtues but aspects of one integrated way of being:
PrincipleMeaningWhy It MattersReflective ThinkingExamining our own thinking improves it; consciousness can be developedWithout reflection, we repeat mistakes; with it, we continue growingPersonal AgencyYou are the author of your life; you have the capacity to chooseWithout agency, development is passive; with it, everything else becomes possibleMutual RespectOther people are real, with their own agency, deserving of dignityWithout respect, relationships are exploitative; with it, connection becomes generativeObjective ReasonReality exists independent of our wishes; truth can be approached through honest inquiryWithout reason, we're trapped in delusion; with it, we can navigate complexity
Three-Level Consciousness Model
LevelModeDescriptionBasementAutomaticFast, instinctive, reactive; most of daily lifeMain FloorConsciousAware, deliberate, choosing; the space of learningTowerPurposefulAligned with values, contributing to meaning; the goal
Conscious thinking operates in two modes:
Be Real: Immediate context, constraints, essentials, caution
Think Big: Larger context, possibilities, ideals, optimism
The Gold Star Kit
Developmental tools participants build throughout their journey:
Gold Star Ideals (Purpose/Heart)
What you care about and why
Your core values made explicit
The driver of all development
Red Toolbox (Paradigm/Head)
Mental models and frameworks
How you think and understand
Lenses that serve what matters
Green Gear (Practice/Body)
Habits, skills, and capabilities
What you actually do every day
Actions that embody what matters
The name teaches the hierarchy: "Gold Star" = Purpose drives everything. "Kit" = The tools you need (Lenses and Keys serve Stars).
THE COMPLETE ARCHITECTURE
ComponentFunctionTargetUniversal Team FrameworkTeam dynamics + activity integrationAny team/project-based activitySix BooksConceptual frameworksIndividual understandingCredentialing SystemMaking development visibleAges 8-24+ (portable credentials)Home TeamDaily practice groundFamilies with children 0-24+Globe TeamPlanetary-scale engagementAges 16+, world-focused purposeTrek-Quest CampIntensive immersionAges 12-15 (6-week summer)ORLO GameExperiential learningAges 10-20 (truth-seeking practice)Chronicles StoryNarrative modelingUniversal (engagement vehicle)
The Integration: Universal Team Framework develops group capacity → Books provide frameworks → Credentialing makes growth visible → Home/Globe Team provide context-specific practice → Camp provides intensive immersion → Game provides experiential learning → Story provides motivation.
THE UNIVERSAL TEAM FRAMEWORK
Components: 12 Core Lessons + Activity Bootstrap Guides
Target: Any team/project-based activity (robotics, theater, sports, service, creative projects)
Status: Complete curriculum with integration templates
The Core Insight
Most team problems aren't about bad people. They're about implicit systems.
When purpose isn't articulated, people pursue different goals. When norms aren't explicit, people operate on conflicting assumptions. When feedback isn't structured, problems fester. When conflict is avoided, bad ideas survive and resentment builds. When contribution isn't visible, accountability fails. When endings aren't marked, learning evaporates.
The solution: Build better systems—explicit agreements, shared language, structured practices, and intentional rituals that make good team behavior the default.
What It Is
The Universal Team Framework provides practical, facilitator-ready lessons that address real team dynamics at key moments in a team's life:
How do we know why we're here?
How do we decide things together?
How do we handle conflict—interpersonal AND productive?
What do we do when contribution is uneven?
How do we give honest feedback without damaging relationships?
What happens when things go wrong?
How do we end well?
Universal Application: These principles work for robotics teams, theater productions, sports teams, service projects, creative collaborations, work teams, family projects—any context where people work together toward shared goals.
The 12 Lessons (Four Phases)
Phase A: FORMATION (Before Work Begins)
Lesson 1: Why Do They Play?
→ Framing purpose through the wisdom of play
→ Core question: "What are we REALLY here for?"
→ Insight: "The project is the playground. Who you become is the point."
Lesson 2: Choosing Our Name
→ Designing decision processes that match purpose
→ Core question: "How do we decide together?"
→ Insight: "If the purpose of naming is unity, the process should create unity."
Lesson 3: How We Agree to Be Together
→ Making invisible rules visible (norms)
→ Core question: "What do we expect from each other?"
→ Insight: "Implicit norms cause conflict when violated unknowingly."
Lesson 4: The Story We Tell Ourselves
→ Understanding the gap between behavior and assumption
→ Core question: "What am I assuming about others?"
→ Insight: "The story we tell ourselves is almost always uglier than the truth."
→ Tool: Ladder of Inference
Phase B: PLANNING (Preparing to Work)
Lesson 5: When Dreams Meet Gravity
→ Adapting to constraints without abandoning purpose
→ Core question: "How do we adapt without losing ourselves?"
→ Insight: "Constraints aren't the enemy—ignoring them is."
Lesson 6: One Marshmallow or Two?
→ Focus, priorities, and delayed gratification
→ Core question: "What do we want MORE?"
→ Insight: "Yes to this means no to something else."
Phase C: WORK (During the Project)
Lesson 7: The Gift No One Wants to Give
→ Honest feedback without relationship damage
→ Core question: "How do we help each other improve?"
→ Insight: "Hard on problem + Soft on people = Growth"
→ Framework: SBI (Situation, Behavior, Impact)
Lesson 8: What Now?
→ Recovery from failure (After-Action Review)
→ Core question: "How do we learn from what just happened?"
→ Insight: "Failure is information, not identity."
→ Tool: AAR (What happened? Why? What now?)
Lesson 9: I Don't Know
→ Asking for help as strength, not weakness
→ Core question: "Why is asking for help so hard?"
→ Insight: "Almost everyone is struggling alone with something someone else could help with."
Lesson 10: Who Does What?
→ Roles, contribution, and uneven work
→ Core question: "How do we distribute work fairly?"
→ Insight: "Every task has ONE name" (not "we" or "team")
→ Principle: Task-to-strength matching + visible commitment
Lesson 11: Fighting About Ideas
→ Healthy conflict vs. artificial harmony vs. destructive conflict
→ Core question: "How do we disagree without damaging relationships?"
→ Insight: "Conflict avoidance isn't kindness—it's information suppression."
→ Framework: Us vs. the problem (not me vs. you)
Phase D: COMPLETION (Ending Well)
Lesson 12: How We End
→ Celebration, closure, and extracting learning
→ Core question: "How do we end in a way that honors what we did?"
→ Insight: "How you end determines what you carry forward."
→ Elements: Reflect, Extract, Honor, Transition
When to Use Which Lesson
For new teams starting a project:
→ Begin with Lessons 1-4 (Formation)
→ Then Lesson 6 (Focus) and Lesson 10 (Roles) when dividing work
For teams already in progress:
→ Diagnose what's needed
→ Conflict issues: Lesson 4 (Interpersonal) or 11 (Healthy Conflict)
→ Contribution problems: Lesson 10 (Roles)
→ Planning struggles: Lesson 5 (Constraints)
→ After setbacks: Lesson 8 (What Now?)
For teams ending projects:
→ Lesson 12 (How We End)
For ongoing team development:
→ Lessons 7 (Feedback), 9 (Asking for Help), 11 (Healthy Conflict) anytime
Each Lesson Includes
Full version (30-45 minutes typically)
15-minute express version for time-constrained situations
Facilitation notes on common challenges
Age adaptations (Agents 8-12, Artists 12-16, Heroes 16-20)
Extensions for deeper work
Connections to other lessons
Activity Bootstrap Guides
steamHouse has developed Bootstrap Guides showing how to integrate the framework into specific activities without stealing time from the activity itself.
The Time Economy Principle: Total additional time per season = 2-3 hours. Developmental value = transforms activity from "thing we did" to "experience we learned from."
Complete Bootstrap Guides exist for:
FIRST LEGO League (FLL Challenge)
Theater Production
Soccer Team
4-H Club
Skeleton guides exist for:
Speech & Debate
Science Olympiad
Destination Imagination
Scouting America
The Universal Pattern (Any Activity)
PhaseActivity FocussteamHouse ElementTimeFormationSeason startPurpose + Norms30-45 minBuildingWeekly sessions3-min debrief (AAR)3 min/sessionCrisisAfter setbacks"What Now?" framework10-15 minCompetitionPerformancePre-mortem/mini-AAR10 minCompletionSeason endClosure ritual30-40 min
Research Foundation
The Universal Team Framework draws on extensive research:
Daniel Coyle (The Culture Code): Belonging cues, vulnerability loops, psychological safety
Patrick Lencioni (Five Dysfunctions): Trust, conflict, commitment, accountability, results
Amy Edmondson: Psychological safety as foundation for team learning
Fisher & Ury (Getting to Yes): Separating people from problems
Brené Brown (Daring Greatly): Vulnerability as strength
Priya Parker (Art of Gathering): Intentional beginnings and endings
Translation: Research → practical, age-appropriate activities that mentors can facilitate without extensive training.
Connection to Other steamHouse Components
Manual Integration:
→ UTF lessons connect to Manual content
→ Manual provides individual development; UTF provides collective development
→ Both reinforce the same principles
Home Team Connection:
→ Family is a team
→ UTF lessons adapted for household context
→ Same dynamics, different setting
Trek-Quest Camp Integration:
→ Trek and Quest both involve team formation
→ UTF lessons embedded in camp structure
→ Campers experience lessons in action
Credentialing Support:
→ Team participation provides evidence for Lenses and Keys markers
→ Leadership roles demonstrate Stars progression
→ UTF creates documentation opportunities
THE SIX-BOOK SERIES
Overview: Four Phases, Six Books (~436,000 words)
PHASE 1: AWAKENING — Recognition ("Wait, what?")
Book 1: TRICKED (~60K) — How your brain gets played (cognitive/emotional biases)
Book 2: WIRED (~50K) — How technology exploits you (systematic manipulation)
PHASE 2: UNDERSTANDING — Diagnosis ("Oh, I see why")
Book 3: STONE AGE MINDS (~47K) — The mismatch thesis (evolutionary + urgent)
PHASE 3: RESPONDING — Application ("Here's what I'll do")
Book 4: YOU ARE THE AUTHOR (~90K) — Individual practice manual
Book 5: TOGETHER (~80K) — Collective practice manual
PHASE 4: MASTERING — Integration ("Here's how it all fits")
Book 6: FRAMEWORK GUIDE (~109K) — Complete systematic reference
Book Summaries
TRICKED — How Your Brain Gets Played
Voice: Playful, curious ("Look at this!")
Format: 70-100 demonstrations revealing biases through direct experience
Structure: Easy to Trick → Easy to Fool → Easy to Exploit → So What Now?
Key Insight: You don't learn about biases—you experience being tricked by them
Audience: General readers, ages 14+
WIRED — How Technology Rewires You
Voice: Clear-eyed, urgent ("Here's what they're doing")
Framework: What is it? + How does it work? + What does it want from you?
Structure: Attention Economy → Data Extraction → Behavior Modification → Compound Exploits
Key Insight: Platforms layer multiple exploitation methods simultaneously
Companion to: TRICKED (you're vulnerable; here's how they exploit it)
STONE AGE MINDS — In a Modern Emergency
Voice: Urgent, diagnostic ("Here's why it matters")
Argument: Stone Age brains + Medieval institutions + Godlike technology = Unstable
Structure: The Mismatch → Youth Emergency → Democratic Emergency → Planetary Emergency
Key Insight: Adolescents are most vulnerable; democracy requires skills we're not teaching; planet requires coordination we're not achieving
The Bridge: Diagnoses the problem; next two books provide response
YOU ARE THE AUTHOR — Practical Manual for Conscious Living
Voice: Warm, empowering ("Here's what to do")
Structure: Purpose (Gold Star) → Paradigm (Red Toolbox) → Practice (Green Gear) → Care Space → Integration
Key Insight: Condenses 680-page Manual into ~300 pages for independent adult readers
Focus: Individual development (self-directed)
TOGETHER — The Practice of Conscious Community
Voice: Translating, professional ("Here's what you need")
Structure: Why Groups Fail → Building Teams → Building Communities → Movements
Key Insight: Teams are functional unit of achievement; communities are functional unit of belonging; both require conscious development
Focus: Collective capacity (team leaders, organizers, educators)
FRAMEWORK GUIDE — The Complete System
Voice: Comprehensive, authoritative ("Here's everything")
Structure: 31 chapters across six domains (Foundations, Understanding Self, Thinking/Deciding, Relationships, Action, Context)
Key Insight: Not for reading cover-to-cover; consult as needed for depth
Audience: Educators, mentors, program designers, researchers
THE CREDENTIALING SYSTEM
Purpose: Making development visible and portable across experiences
Status: Framework complete, platform conceptual design stage
The Problem: Youth Invisibility
Young people do meaningful work—lead teams, complete projects, develop skills, navigate challenges—but none of it accumulates into anything portable or verifiable. They arrive at adulthood invisible, with genuine capabilities undocumented.
Current options are inadequate:
Social media is dangerous (mental health harms, predatory contact)
Parental networks are inequitable (connections determine opportunity)
Self-reported credentials are unverifiable (anyone can claim anything)
The result: Most young people start adulthood from scratch, years of growth leaving no visible record.
The Solution: Stars, Lenses, Keys System
steamHouse has developed a comprehensive developmental credentialing framework:
53 Developmental Markers across three domains:
DomainCountWhat It TracksStars14Character—values demonstrated in actionLenses22Thinking—frameworks applied effectivelyKeys17Capability—skills performed reliably
Examples:
Stars: Growth Mindset, Emotion Regulation, Grit, Service Orientation, Ubuntu
Lenses: Scout Mindset, Baloney Detection, Pre-Mortem, Probabilistic Thinking, Systems Thinking
Keys: Active Listening, Public Speaking, Project Planning, Team Leadership, Conflict Navigation
Two Independent Dimensions
Dimension 1: Progression Levels
Where are you in developing this marker?
LevelWhat It MeansBasicCan explain it; beginning to applyApplyingCan use it with conscious effort in favorable conditionsIntegratingAutomatic application; works even under pressureTeachingCan develop this capacity in others
Dimension 2: Verification Tiers
How well-substantiated is your claim?
TierWhat It MeansWho VerifiesDocumentedSelf-reported with artifactParticipantAttestedAdult confirmsParent, teacher, coachVerifiedAgainst behavioral criteriaTrained mentorDemonstratedSubstantial + longitudinal evidenceExtended track record
Key Insight: These dimensions are orthogonal. You can be Integrating/Documented (high skill, low verification) or Basic/Verified (early stage, but confirmed by trained observer).
The Online Credentialing Platform (Vision)
A portfolio and credentialing system designed specifically for ages 13-24, with safety, verification, and user control as foundational principles.
What It Is
Portfolio vault where young people document development over time
Credentialing system with tiered verification (self-reported to rigorously verified)
Visibility system where users control who sees what (Private → Invitation → Public)
Connection pathway where opportunities find qualified youth through mediated introductions
What It's NOT
Not social media (no feeds, followers, likes, algorithmic engagement)
Not self-reported resumes (verification tiers mean credentials carry weight)
Not surveillance (youth own data, control visibility, can delete anytime)
Safety Architecture
Mediated Connections:
Opportunity providers (employers, colleges) search anonymized matches
Provider requests introduction through platform
Request goes to participant's mentor first (for Verified credentials)
Participant decides whether to reveal identity and accept contact
All contact logged; inappropriate behavior trackable
Parental Visibility:
Parents of minors see what's Public and who has Invitation access
Cannot force content public
Cannot prevent Private reflection space
The steamHouse Advantage
The hard part isn't technology—it's conceptual infrastructure. steamHouse has spent years developing:
53 markers with defined behavioral criteria at each level
Four-volume Journal system (ages 8-24) designed so portfolio happens naturally
Readiness Profile (evidence-based self-assessment, not pop psychology)
Mentor framework (verification role is defined, trainable, scalable)
The Equity Impact
Current reality: Privileged kids leverage family connections—reputation established through back channels. Kids without connections remain invisible despite equal capability.
With credentialing platform: Merit becomes visible regardless of family networks. The 15-year-old who led a robotics team for three years has verifiable evidence of collaboration, problem-solving, and technical skills. The 17-year-old who mentored younger kids has confirmed credentials in leadership and empathy.
The transformation: From invisible to credentialed, from self-reported to verified, from isolated experiences to coherent developmental story.
HOME TEAM
The Vision: Family life as intentional practice ground for conscious, purposeful living.
Core Frameworks
Family Purpose: Explicit answer to "What is our family for?"
Family Norms: Named agreements (time, communication, responsibility, development)
Venn Model: Green/Blue/Gray/Red zones (negotiable vs. non-negotiable)
Collect Before Direct: Attachment-activation protocol (Neufeld)
Hard Thing Rule: Family-wide commitment to deliberate practice (Duckworth)
Core Practices
Daily: Dinner table conversations (high/low, values), bedtime rituals, morning routines
Weekly: Family meetings, shared projects, tech-free time
Monthly: Family adventure, learning together, service activity
Annual: Purpose conversation, developmental review, major experience
Development by Age
Foundation (0-4): Attachment, routines, presence
Capability (4-8): Skill building, contribution, chores
Identity (8-12): Values, full participation in decisions
Autonomy (12-16): Maintaining connection through resistance
Launch (16-20): Adult-level participation, independence preparation
Adult Connection (20+): Fellow adult relationship, transformed rituals
Key Research: Adult attachment primary (Neufeld), parenting style has limited effect on personality (Harris), intentional practices are "nonshared environment" that matters (behavior genetics)
GLOBE TEAM
The Vision: Connecting conscious individuals to global challenges through sustainable local action.
The Supertribe Imperative
Comfort Tribe: Few people, many shared values (easy, limited scale)
Supertribe: Many people, few shared values (hard, only way large cooperation happens)
The HOT HEADLINE: "There are a very few ideas we all might reasonably share. Let's promote them."
Care Space at Planetary Scale
Circles 5-7: Others (unknown people) → World (global systems) → Personal Whole (integration)
World includes:
→ Human systems (economic, political, technological, cultural)
→ Planetary systems (climate, oceans, biodiversity, land use)
Purpose at Planetary Scale
The Three-Way Intersection:
What you care about (Heart) × What you can affect (Body) × What needs doing (Head)
Key Framework: Think Global, Act Local — operationalized
→ Every global challenge has local manifestations
→ "Glonacal" perspective (Global + National + Local simultaneously)
→ Long time horizons (decades, not days)
Domains of Contribution
Climate/Environment: Energy, transportation, land use, policy
Democracy/Civic Health: Electoral integrity, civic discourse, bridging work
Global Development: Poverty reduction, health, education, rights
Public Health: Infrastructure, preparedness, equity
Technology Governance: Ethical innovation, digital rights, responsible AI
Sustaining Engagement
Antidotes to Burnout:
→ Bounded scope (can't fix everything)
→ Community (shared effort sustains)
→ Long view (appropriate timescales)
→ Joy and rest (celebration and recovery)
→ Small wins (notice progress)
Age Stages:
→ Heroes (16-20): Purpose crystallizing, entry-level participation
→ Whole-Real Human (20+): Sustained engagement, leadership, mentoring
TREK-QUEST CAMP
The Vision: Young people who can both understand reality AND shape it responsibly.
Terminology Note: This program was formerly called "Camp Chronicles" in some documents. "Trek-Quest Camp" is the current standard name. "Chronicles" now refers exclusively to the steamHouse story world.
Structure: Three Phases
TREK (Weeks 1-2) — Wilderness immersion, "Be Real"
→ Survival skills (shelter, fire, water, navigation)
→ Brain science (dual-process thinking, stress, decision-making)
→ Relationship skills (bids/responses, conflict, repair)
→ Team dynamics (psychological safety, Ubuntu, grit)
HOME GAP (Weeks 3-4) — Integration at home
→ Interview family member → Notice decision → Find artifact → Media log
→ Apply Trek learning in family context
→ Gather material for Quest creation
QUEST (Weeks 5-6) — Studio/maker space, "Think Big"
→ Production skills (camera, sound, editing)
→ Story craft (objective vs. compelling)
→ Critical literacy (persuasion, illusion, argumentation)
→ Create personal artifact integrating all learning
Two-Year Progression
Year 1: Signal Trek → Artifact Quest (learners, discoverers)
Year 2: Assembly Trek → Mission Quest (leaders, mentors to Year 1)
Output: Each participant creates documentary, personal story film, or science communication piece
Staffing: ~15 staff/mentors for 24 participants (12 Year 1, 12 Year 2)
Budget: ~$4,000-6,000 per participant (6 weeks)
THE ORLO GAME
Format: Cooperative tabletop card game (30-45 min, 2-12 players, ages 10-20)
Design Status: Complete (5,300+ lines), prototype testing Q1 2026
The Core Experience
Players start in echo chambers (only seeing their faction's information) → discover incomplete view → build signals to unlock other perspectives → verify at central vault → race against Fabricator (time pressure) → assemble complete truth.
Four Factions, Four Lenses
FactionLensWhat They SeeOptimizer (Blue)Technical/QuantitativeData, measurements, efficiencyConnector (Orange)Emotional/RelationalHuman impact, relationshipsGuardian (Green)Historical/CautionaryPatterns, precedents, warningsVisionary (Purple)Future/InnovativePossibilities, implications
Key Mechanics
The Filter: Perspective cards contain all four colors, but players can only clearly read their own (physically printed light for others)
Signal Building: Earn ability to read other factions by placing tokens to create connections (strategic choice + cooperation)
Verification at Vault: Hidden border patterns visible only through faction-specific viewers—test claims against external reality
Fabricator Deck: Active antagonist introduces interference each round (disrupting signals, planting false info)—maintains challenge even after players learn cooperation
Assembly: When all four factions verify their cards, they're assembled into complete ArtiFACT revealing full story
Connection to steamHouse Principles
Personal Agency: YOU choose whether to explore, verify, share
Mutual Respect: Other factions hold information you need
Objective Reason: Verification tests claims against external reality
Reflective Thinking: Debrief questions prompt metacognition
What Success Looks Like:
→ Players naturally frustrated early (echo chamber experience)
→ Players naturally curious when they realize incomplete view
→ Players naturally collaborative when they discover need
→ Game remains challenging even when cooperation is understood
Replayability: 20 different ArtiFACT scenarios, active Fabricator time pressure, signal strategy variety, optional MVP scoring, hidden Fabricator mode (advanced)
CHRONICLES STORY WORLD
Format: Fictional narrative featuring parallel Earth timelines and the TeraTerraTribe
Function: Narrative modeling of conscious community and healthy "supertribe" dynamics
Terminology Note: "Chronicles" refers to the steamHouse story world and fictional narrative. The summer camp program is now called "Trek-Quest Camp."
What Chronicles Does That Books Cannot
Books: Explain healthy community
Chronicles: Model it in story
Books: Diagnose toxic tribalism
Chronicles: Show the alternative
Books: Describe belonging
Chronicles: Let readers experience it
Books: Argue for unity across difference
Chronicles: Embody it through characters
The Story World
Setting: Parallel Earth timelines where three natural enemy species discovered cooperation
The Species:
→ Hominids (humans)
→ Land octopuses
→ Dragons
The Discovery: They could cooperate around sparse shared principles despite being natural enemies
TeraTerraTribe: The civilization that emerged—supertribe united by few principles, not similarity
The Crisis: Curiosity is declining across timelines; consciousness civilization under threat
Key Characters
Mitch Bradford (Protagonist)
→ Journalist navigating identity and purpose
→ Arc: Skeptic to curious (not skeptic to believer)
→ Viewer surrogate—his questions are audience questions
→ Transformation: From "Is it real?" to "Does it work?"
Clem Beluga (Wisdom Figure)
→ Mentor character close enough to automatic thinking to remember the struggle
→ Embodies transition from automatic to conscious thinking
→ Bridge between worlds
Queen Zubby Buzzy (Master Navigator)
→ Chronospatial navigator, consciousness wisdom keeper
→ Flat arc (mentor)—already holds the truth
→ Limitation: Has forgotten what automatic thinking feels like
→ "Curiosity is the foundation of consciousness, and consciousness is the foundation of civilization."
The Kid Crew (Participants)
→ Real Golden, CO kids engaged in steamHouse Club activities
→ Transformation through doing, not instruction
→ Represent the developmental journey viewers are on
The Two Factions (Both Conscious, Different Emphases)
TeraTerraTribe:
→ Constraint-focused ("Given facts, what's possible?")
→ Evidence-based, systematic, realistic
→ Urban, organized, institutional
→ Communication: "Here's the evidence. Think clearly."
Children's Party:
→ Possibility-focused ("Given aspirations, what could work?")
→ Relationship-centered, warm, optimistic
→ Rural, experimental, organic
→ Communication: "Feel the connection. We're family."
The Tension: Both right in different ways; healthy friction generates progress
The Core Thematic Tension: The Moreau Problem
Like beast-folk struggling to create society using a credo to prevent backsliding into instinct—like Christ demonstrating how to wrestle primal urges toward higher purposes—Chronicles depicts conscious beings struggling against default programming.
The Irony:
Earth Humans: Trapped in automatic patterns; don't know what they're missing
ERFers (TeraTerraTribe/Children's Party): Trapped in habituated purposefulness; have forgotten the struggle
The Communication Failure: When ERFers say "just think consciously," it's like a fluent reader telling a struggling child "just look at the words and understand." The expert has lost access to the experience of not-knowing.
Why This Matters: Every major character embodies some version of this tension. Clem is valuable because he remembers. Zubby is limited because she doesn't. The Kids are in the midst. Mitch represents automatic thinking becoming conscious of itself.
Chronicles Integration with Trek-Quest Camp
Trek Phase: Characters model "Be Real" essentials
Quest Phase: Characters demonstrate creation with integrity
Home Gap: Stories about family integration
ORLO Connection: The game could appear IN Chronicles as something characters play—game mechanics become story mechanics
THE INTEGRATION: HOW IT ALL FITS
The Reader/Participant Journey
Phase 1: Awakening (TRICKED, WIRED)
→ "I'm being manipulated. The system exploits me."
Phase 2: Understanding (Stone Age Minds)
→ "This is why. This is urgent."
Phase 3: Individual Response (You Are the Author)
→ "Here's what I can do—for myself."
Phase 4: Collective Response (TOGETHER)
→ "Here's how we do it together."
Phase 5: Comprehensive Integration (Framework Guide)
→ "Here's how it all fits—the complete architecture."
Meanwhile, Across All Phases:
→ Universal Team Framework: Team dynamics curriculum (any team/project context)
→ Credentialing System: Making cumulative development visible and portable
→ Home Team: Daily family practice ground
→ Globe Team: Extension to planetary scales
→ Trek-Quest Camp: Intensive experiences embedding the learning
→ ORLO Game: Experiential practice for concepts
→ Chronicles Story: Narrative motivation and modeling
Multiple Entry Points
Book Readers: TRICKED → Stone Age Minds → YATA → TOGETHER → Framework Guide
Camp Participants: Trek-Quest Camp → Manual → Year 2 → Globe Team → Credentialing
Family Practitioners: Home Team → Manual (family version) → Marker tracking → Possible Club
Team Leaders/Coaches: Universal Team Framework → Bootstrap Guides → Activity implementation → Credentialing
Young Adults: YATA/TOGETHER → Globe Team → Professional application → Credentialing platform
Educators/Mentors: Framework Guide → Manual → Mentor's Guide → Implementation → Verification training
Game Players: ORLO → Curriculum exploration → Program participation → Marker development
Story Fans: Chronicles → Concepts → Curriculum → Practice
Credential Seekers: Credentialing platform → steamHouse framework discovery → Deeper engagement
DEVELOPMENTAL PROGRESSION
Four Stages of Human Flourishing
StageAgesNameRealityFocusI8-12AgentPractice → Reveals → PurposeDiscovery through doingII12-16ArtistAll three build simultaneouslyExploration and testingIII16-20HeroPurpose → Drives → Paradigm + PracticeIntegration and commitmentIV20-24+Whole-Real HumanPurpose-driven mission and generativityTeaching and contributing
What Each Stage Develops
Stage I: The Emerging Self (Agent)
Building basic competencies
Discovering what you care about through practice
Learning you can improve through effort
Purpose emerging but not yet named
Stage II: The Conscious Self (Artist)
Naming your Gold Star Kit explicitly
Testing values against experience
Building mental models and frameworks
Purpose beginning to guide choices
Stage III: The Purposeful Self (Hero)
Purpose driving development
Integrating paradigm and practice
Taking on real challenges
Building toward contribution
Stage IV: The Contributing Self (Whole-Real Human)
Teaching others what you've learned
Community building and citizenship
Giving your Kit away
Purpose expressed through generativity
The Manual Structure
VolumeAgesTitleFocusI8-12Your Emerging SelfDiscovery through practice; competence buildingII12-16Your Conscious SelfNaming your kit; values explorationIII16-20Your Purposeful SelfPurpose driving development; integrationIV20-24+Your Contributing SelfTeaching others; community building
THE THREE-TIER MODEL
The eight components organize into the original three-tier conceptual model:
steamHouse Club (Body / Be Real / Immediate Context)
What It Is: Local, embodied community implementation with real families and hands-on activities.
Where It Operates: Real places with real families—currently Golden, Colorado as the laboratory where concepts are tested with actual kids.
Key Activities:
Beehive installations (spring)
Snakes and Toad Beasts Day (summer)
SuperHarvest missions (fall)
Gourd Gala celebrations (late fall)
Robotics teams (FIRST LEGO League)
Summer camps (Story Camp, Robotics Camp)
Year-round community engagement
What It Provides:
Direct human connection through structured events
Embodied experience of principles
Intergenerational mentoring in community context
Learning embedded in meaningful contribution
Place-based, relationship-rich, long-term engagement
Current Status: 5+ years of operation, 100+ families engaged, annual rhythms established, local leadership emerging.
steamHouse Commons (Head / Integration / Universal Framework)
What It Is: The curriculum layer—systematic knowledge, frameworks, and mentor training that can be used anywhere.
What It Contains:
Complete Manual (four volumes, ~680 pages)
Framework Guide (31 chapters, ~400 pages)
Companion Journal System (four volumes, ~605 pages design)
Mentor's Guides (four volumes, ~200 pages)
Universal Team Framework (12 lessons + Bootstrap Guides)
Terminology Reference and Glossary
Assessment frameworks (53 Development Markers)
Implementation guides
Total: ~1,900+ pages of curriculum documentation
steamHouse Chronicles (Heart / Think Big / Larger Context)
What It Is: The story world—fictional narrative featuring parallel Earth timelines and the TeraTerraTribe, plus the ORLO game.
Why It Matters:
Stories are how humans transmit values across generations
Characters embody principles in ways that resonate emotionally
Narrative provides motivation and cultural models
Games create experiential learning
Engagement vehicle for learning that feels like entertainment
Current Status: Story world outlined, initial episodes filmed, treatment complete, game designed. Ready for development partnerships and playtesting.
Why All Three Are Essential
Club alone can't scale (the "charisma trap"—programs collapse when the exceptional founder leaves).
Commons alone sits unused (the "curriculum coffin"—well-designed materials lack implementation support).
Chronicles alone entertains but doesn't transform (the "entertainment void"—engaging stories captivate but don't develop capability).
Together: Body grounds it, Head systematizes it, Heart gives it staying power.
WHAT MAKES STEAMHOUSE DIFFERENT
Comparison to Existing Approaches
ApproachWhat It DoesWhat It MissesHow steamHouse DiffersTraditional SchoolingContent delivery, standardized testingCharacter, purpose, agencyPurpose-first, relationship-richSelf-Directed LearningAutonomy, interest-followingStructure, challenge, accountabilityScaffolded progression with mentor supportCharacter EducationVirtue naming, moral storiesDeep development, systematic practiceIntegrated framework, not bolt-onSocial-Emotional LearningAwareness, regulationPurpose, worldview, actionFull stack from purpose to practiceYouth ProgramsActivities, belongingSystematic development, transferable frameworksIntentional progression with curriculumMentoring ProgramsCaring relationshipsStructured curriculum, explicit frameworkRelationship + framework + practice
The Core Differentiation
Not content-first: Most education asks "What should students know?" steamHouse asks "Who are students becoming?" Content serves identity, not the reverse.
Not values-imposed: We don't tell young people what to value—we help them discover what they authentically care about and develop the capacity to pursue it consciously.
Not just activities: Club activities aren't ends in themselves—they're contexts for deliberate development with systematic debriefing and integration.
Not entertainment: Chronicles stories aren't just engaging—they encode principles in ways that shape intuition and aspiration.
Not separate components: The eight components are integrated expressions of one philosophy, not independent programs.
Activity overlay, not new program: The Universal Team Framework integrates into activities people are ALREADY doing. No new time commitment—just a new lens.
Competitive Positioning
No other program offers steamHouse's combination of:
Three-level consciousness architecture (Automatic→Conscious→Purposeful)
Purpose-first design (Purpose→Paradigm→Practice, not skills hoping for purpose)
Community-based club model (not just classroom curriculum)
Activity overlay framework (Bootstrap Guides for existing teams)
Intensive camp experience (Trek-Quest structure)
Narrative cultural transmission (Chronicles story world)
Cooperative game integration (ORLO)
Universal portability (works in home, school, community)
Credentialing vision (making development visible)
ON FAITH, BELIEF, AND RELIGION
The Position
steamHouse is neither religious nor anti-religious. We are epistemically serious about questions that matter most.
We help young people develop HOW to think about meaning, purpose, and worldview—not WHAT to conclude. Our organizational commitment extends to our Four Principles and stops there. We do not take positions on metaphysical questions where thoughtful people legitimately disagree.
The Four Principles as Common Ground
TraditionHow It Affirms the PrinciplesChristianityImage of God (agency), love of neighbor (respect), truth (reason), self-examination (reflection)JudaismFree will, human dignity, Talmudic reasoning, cheshbon hanefeshIslamKhalifah, equality before God, 'ilm as duty, muhasabaBuddhismRight intention, compassion, investigation, mindfulnessSecular HumanismAutonomy, human rights, scientific method, critical thinking
This isn't syncretism (claiming all traditions are the same). It's recognizing that the procedural level where steamHouse operates is compatible with diverse comprehensive worldviews.
The Practical Result
steamHouse works with families across the religious spectrum:
Devoutly religious families appreciate that we take meaning seriously without hostility to faith
Secular families appreciate that we're rigorous without being preachy
"Spiritual but not religious" families feel their approach is taken seriously
Families from non-Western traditions feel genuinely included
EVIDENCE BASE
Research Foundation
steamHouse draws from decades of research across multiple disciplines:
Cognitive Science:
Dual-process theory (Kahneman)
Cognitive bias research
Metacognition and self-regulation
Decision-making under uncertainty
Developmental Psychology:
Identity development (Erikson, Marcia, Polman)
Moral development (Kohlberg, Gilligan)
Purpose development (Damon)
Adolescent brain development
Educational Research:
Deliberate practice (Ericsson)
Growth mindset (Dweck)
Self-determination theory (Deci & Ryan)
Design-based implementation research (Penuel)
Science of learning (Rhodes)
Philosophy:
Virtue ethics (Aristotle)
Pragmatism (Dewey, Hildebrand)
Epistemology (truth, evidence, reason)
Philosophy of mind (consciousness, attention)
Neuroscience:
Neuroplasticity
Prefrontal cortex development
Social brain research
Habit formation
Alignment with Best Practices
steamHouse aligns with research-validated practices:
Long-term mentoring relationships (proven impact)
Community-based learning (belonging + competence)
Project-based assessment (authentic demonstration)
Reflective practice (metacognitive development)
Progressive challenge (zone of proximal development)
Research Partnership Readiness
Four Colorado researchers identified with exceptional alignment:
Joe Polman (CU Boulder): Identity development, ZPID framework
William Penuel (CU Boulder): Design-based implementation research
Matthew Rhodes (CSU): Metacognition, science of learning
David Hildebrand (CU Denver): Dewey, pragmatist philosophy
Integration frameworks complete showing how steamHouse operationalizes their research. Ready for outreach Q1 2026.
CURRENT STATUS
What's Complete
Commons Curriculum:
DocumentPagesStatusFramework Guide~400Complete (31 chapters)Manual Vol I-IV~680First draft completeAuthorship Journal~605Design completeMentor's Guide Vol I-IV~200CompleteTerminology Reference~30CompleteTotal~1,900+Ready for professional editing
Universal Team Framework:
12 Core Lessons: Complete
Bootstrap Guides: 4 complete (FLL, Theater, Soccer, 4-H), 4 skeleton
Programs:
Club: 5+ years operational, 100+ families, annual rhythm established
Trek-Quest Camp: Design complete, ready for pilot
Home Team: Framework complete
Globe Team: Framework complete
Engagement Vehicles:
ORLO Game: Design complete (5,300+ lines), ready for prototype testing
Chronicles Story: World outlined, initial episodes filmed, treatment complete
Six Books: Framework and partial drafts
Assessment:
53 Development Markers defined
Readiness Profile designed
Credentialing platform vision documented
What's Needed
Immediate Priorities:
Professional editing of Manual Volumes I-II
Personal anecdotes and Club stories throughout curriculum
Website redesign reflecting eight-component architecture
Board expansion (currently 2 members)
2026 Development:
Adams State teacher training Course 1 development
ORLO prototype testing
Chronicles pitch events (4 planned)
Trek-Quest Camp pilot planning
Research partnership outreach
INVESTMENT AND TRAJECTORY
2026 Investment Need
MetricLowHighTotal Annual Investment$172,435$233,695Revenue Potential$6,600$7,100Net Funding Needed$165,335$227,095
Budget by Category
CategoryLowHighInfrastructure & Operations$50,855$57,055Curriculum & Content$29,900$36,500Chronicles Production$28,900$49,700Adult Education & Training$23,830$25,240Community Events & Marketing$12,795$18,570Summer Camps$6,300$12,300Organizational Development$6,000$11,000Product Development (ORLO)$6,000$11,000Pitch Events & Conferences$4,900$9,325Robotics (FLL)$2,955$3,005
Development Trajectory
2026-2027:
Adams State University teacher training partnership—3 courses for professional development credit
Course 1 launches April 2027
Research partnerships for systematic validation
1-3 pilot community implementations beyond Golden
Trek-Quest Camp pilot
2027-2028:
Teacher training platform expansion
Broader pilot implementations
Chronicles media development and distribution partnerships
ORLO digital development (if warranted)
2029+:
Online Credentialing Platform pilot
National scaling strategy
Multiple Club implementations
THE BOTTOM LINE
steamHouse is not another program competing for space in crowded schedules.
steamHouse is infrastructure for conscious, purposeful living—deployable across existing contexts.
The Complete Offer:
→ Conceptual frameworks (books)
→ Intensive experiences (camp)
→ Daily practice (home)
→ Global purpose (globe team)
→ Experiential learning (game)
→ Narrative motivation (story)
All serving one mission: Developing humans who can think consciously, act purposefully, and live connectedly in a world that makes this increasingly difficult—and increasingly necessary.
The Value Proposition
steamHouse offers something no other educational approach provides:
A complete, integrated framework that addresses the full spectrum of human development—not just skills, not just character, but the conscious integration of purpose, paradigm, and practice.
Tested in community over 5+ years with real families, not just theoretical constructs.
Research-grounded across multiple disciplines with research partnership strategy ready.
Systematically documented in 1,900+ pages of curriculum ready for adaptation and replication.
Scalable by design through the eight-component model, activity overlay framework, and credentialing vision.
Positioned for diverse communities with explicit faith-neutral, epistemically serious stance.
The Vision
A world where young people develop as conscious authors of their own lives.
Where "think about your thinking" becomes as natural as "look both ways before crossing."
Where cooperation across profound difference is the cultural norm, not the exception.
Not autopilot. Authorship.
steamHouse succeeds not when everyone knows our name, but when these principles spread so widely that no one remembers where they came from.
That's the world we're building toward.