# Hypercamouflage Submarine > [!INFO] Conceptual Character > **Base**: Negarestani R. (2008) Cyclonopedia > **Ecumene**: [[NEPOBJEDIVI/GAME DESIGN/Hypercamouflage Submarine on a Toxic Tropical Vacation at Fortunate Isles|Fortunate Isles]] > **Appears in**: [[NEPOBJEDIVI/ENVIRONMENTS/Levels/Borders|Borders]], [[NEPOBJEDIVI/GAME DESIGN/Toy Worlds Atlas|Orangery]], [[NEPOBJEDIVI/ENVIRONMENTS/Levels/Polako II|Polako II]], [[NEPOBJEDIVI/GAME DESIGN/Universal Acid|Universal Acid]], [[NEPOBJEDIVI/GAME DESIGN/Inanimatorium|Inanimatorium]], [[NEPOBJEDIVI/GAME DESIGN/Quantum Immortality|Quantum Immortality]] > **In possession**: [[NEPOBJEDIVI/MODELING/Cosmoscope|Cosmoscope]] > ![[ATTACHMENTS/Submarine_atBorders.png]] > **Concept**: The hypercamouflage submarine travels between game worlds. It doesn't enclose all these game worlds in some meta-game world. The submarine is a [[NEPOBJEDIVI/RESEARCH/Deconstructions/2024. A Nomad is Always Home|nomadic]] play of its own. // As language games change when we try to identify which language game is being played (Wittgenstein), the submarine changes when it travels to the new game. The change gets represented with hypercamouflage (Negarestani). Camouflaging is a universal type of reaction where the subject changes its property in response to the environmental change. > **Anecdote**: A man wakes up in a blue room. It has a blue ceiling, blue furniture—everything is blue. He steps out onto a blue street with blue trees, under blue clouds. Then, from a blue building ahead of him, a pink guy appears. The man is surprised: “How is it that everything around is blue, and you’re pink?” -- “I’m from another anecdote,” the pink guy answers. ## Design ![[DESIGNS/HypercamouflageSubmarine/3Dsubmarine.design.png]] ### Reference - Beetles -- **Yellow Submarine**