One config-driven engine, several worlds. Each product is a self-contained folder — its own play build, tools, and docs. Shared platform (engine, configs, backend, UI kit) stays central.
The court game — its own engine + config, no world switcher. Balance tuned live through the in-page Design Control dock.
The mafia game (previously Underboss). Placeholder for now — a self-contained clone of the Ruin build until its own config and content land.
The flagship narrative build (formerly Master of the Underworld) — hero, unnerve and audio layers over its own copy of the court engine. Self-contained.
The real-time sim — metaball renderer, sprite layers and a seeded organism simulation with its own balance and maps. Self-contained.
The real-time strategy battlefield, built in Godot — physical direct-fire combat with the four combined-arms unit roles, terrain, line-of-sight and fog. Ships per milestone; this link always opens the latest playable build.
A narrative puzzle game: a prosecutor builds cases against suspects under mounting pressure as a country slides toward authoritarianism. Read a box of papers, copy what matters into the indictment, and live with what you leave out.
A MidJourney-driven camera experiment — staging and capturing scenes on the table, a sketchpad for look-development.
Browser synth that reads Cypher generative artworks as Euclidean sequencer data — rings are tracks, segments are trigs, the artwork's attributes drive an FM → wavefold → filter voice, with live patch editing.
A new application for visualising Cyphers. Scaffolding only for now — a placeholder landing page until its own content lands.
A new application. Scaffolding only for now — a placeholder landing page until its own content lands.
The Go backend service — APIframe, the Linear / GitHub / Netlify integrations and the dispatch engine that wire the studio's automation together. A service, not a web build, so there's no in-browser play.
A small console wired to the live Bridge endpoint — ask "what's new?" and it narrates recently-shipped work from the commit history, in character.
The embellisher — a tool for enriching and assembling prompts and assets across the studio's builds.