The devlog
- The greybox flagships get their identities
Kryve's killhouse and Korveth's glass steppe: how both flagships went from deliberate greybox to original visual identities without touching a single line of engine code — and still ship zero art assets.
- Korveth is live — an RTS whose battles you can send in a link
Our seventh original game is a lockstep skirmish RTS on a brand-new engine: flow-field armies, fog of war, a commands-only AI — and a battle report whose link replays your exact match, bit for bit.
- Kryve is live — Playpit's first shooter, and the squad shoots back
Our sixth original game is a tactical greybox deathmatch on a brand-new FPS engine: bots with real line-of-sight, learnable recoil, and an after-action card whose challenge link rebuilds your exact match as a dare.
- Butterslip is live — the game serves every order before you do
Our fifth original game is a slide puzzle set on a diner griddle: you're a pat of butter, and every order is proven servable — and its par measured — by a solver that plays the exact same rules you do.
- Emberfell is live — drop a friend into your tale
Our second 3-D world-engine game: a third-person adventure across wind-swept highlands, where your finished tale becomes an adventure card — your actual route drawn on it, and a link that drops a friend exactly where it ended.
- Stackpark is live — the link is the build
Our first 3-D world-engine game: a third-person island sandbox of oversized toy parts, where one keypress turns your creation into a card whose link rebuilds it, part by part, for a friend.
- Starskip is live — and every system is provably beatable
Our second original game is gravity trick-shot golf across tiny solar systems. Before a system is allowed to exist, the game plays 512 shots at it — here's how the solver guarantees you're never stuck.
- Bloomstead is live — send a postcard from a world made of blocks
Our first original game: a cozy voxel homestead sandbox where your best view becomes a postcard, and the postcard's link drops a friend into the exact same spot.
- Devlog #1 — a voxel engine that fits in a browser tab
Greedy meshing in a Web Worker, flood-fill lighting, and worlds that grow out of a single number: how we built the engine behind our first game.