36 games built by npm run ship. Click one to play.
Apex: an arcade-sim racer at 120 Hz: tire slip curves, weight transfer, drift and boost; a looped circuit, a 24 km road at 300+ km/h, a seeded track; 12-car races, exact ghosts, rewind
1.6 MBready in 11.8 sruns
Arena 64: a 64-seat arena shooter (32 a side, domination), the engine netcode stress game
5.3 MBready in 6.4 sruns
Beat Blade: rhythm action where the music is the clock: a validation game for exact music time, input stamps, latency calibration and beat-locked presentation
1.7 MBready in 9.0 sruns
Bulwark: a tower defense with mazing, 20,000 enemies and thousands of shells on a deterministic sim
2.0 MBready in 7.2 sruns
Cinder Cart: bolt a cart together and run it downhill ahead of a wind-driven grass fire, on assembly, Jolt physics and fields
5.1 MBready in 10.3 sruns
Colossus: pilot a 10-40 m walker, tread or wheel machine against AI waves in a destructible arena
4.4 MBready in 7.5 sruns
Combat Movement: a third-person melee arena (lock-on, root-motion combos with cancels, rolls, parries, stamina, hit reactions into active ragdolls and get-ups, four movesets, duels to 24-fighter brawls) with its motion measured as feel specs (the melee-motion validation game)
4.3 MBready in 4.0 sruns
Confluence: the kitchen-sink validation game, every big engine system in one world on one clock
5.6 MBready in 6.4 sruns
Crowd City: a market town of 3,000 minds with society, a director and LOD, in a worker; the sim-at-scale validation game
1.9 MBready in 8.4 sruns
Deepdelve: a colony sim of a thousand colonists digging into a mountain, with jobs, needs, an economy, raids and cave-ins
1.6 MBready in 4.5 sruns
Dialogue Town: 32 people keeping their days, talks from content, news that travels: a hard validation game (brief dialogue-town)
1.5 MBready in 4.3 sruns
Drum Ferry: a ferry rowed across a river to a drum piece: a music-driven validation game
1.4 MBready in 4.7 sruns
Ember Watch: a hamlet fire on fields, minds and director, the second reference game
1.5 MBready in 3.5 sruns
Field Battle: two armies of 244 soldiers in companies, commanded in real time: a hard validation game (brief battle)
1.5 MBready in 7.1 sruns
Floodgate: a valley flood on @kento/fields/water and Jolt, the water stress validation game
5.4 MBready in 5.5 sruns
Gambit: a roguelike deckbuilder, the first turn-based UI-first validation game: cards as content, a reversible effect queue, search bots, balance analytics
346 KBready in 0.1 sruns
Hearth: survive three nights on a streamed 8 km voxel island you can dig and build anywhere
3.9 MBready in 45.2 sruns
Hinge Haul: build a vehicle from parts that hold, break and move under Jolt, and haul a crate over three courses (the physics-builder benchmark brief)
4.2 MBready in 3.9 sruns
Impact Arena: a weighty physics sandbox that proves @kento/physics (stacks, joints, fracture, ragdolls, blasts)
4.2 MBready in 4.2 sruns
Long Haul: a parcel round over a streamed 16 km land, on foot and on a 32 m/s strider (the streamed-world brief)
4.2 MBready in 8.9 sruns
Look Gallery: the rendering validation game, a plaza by the hour held to GPU, draw-call and flicker ceilings
6.5 MBready in 60.5 sruns
Market Stall: a peddler earns a stall in a market village on @kento/society, minds, director and sim LOD
1.6 MBready in 2.9 sruns
Meridian: a city builder on free-form spline roads, a deep economy, emergent traffic and LOD citizens
1.6 MBready in 8.9 sruns
Momentum Course: a Titanfall-style momentum run (sprint, slide down a ramp, a three-wall wallrun chain over a pit, a mantle and two vaults, a grapple swing over a chasm, a double jump onto a high block, a last chain to the goal) for up to 8 runners on prediction and rollback (the traversal validation game)
4.3 MBready in 5.0 sruns
Movement Playground: a course of slopes, stairs, gaps, ledges, moving platforms and a camera gauntlet, with feel specs checked as numbers (the character-feel validation game)
4.2 MBready in 4.2 sruns
Net Battle: a networked real-time battle of 240 soldiers for 2 to 4 players, host-authoritative, group AI in empty seats
1.4 MBready in 9.2 sruns
Parry: a one-on-one fighting game with frame data as content and peer-to-peer rollback netcode, a stress validation game
1.4 MBready in 4.7 sruns
Pixel Climb: a 2D pixel-art precision platformer up seven screens: a stress validation game for the engine in 2D
3.3 MBready in 0.5 sruns
Rift Run: a procedurally generated roguelike action game (validation game for @kento/procgen)
1.8 MBready in 12.0 sruns
Scrap Crawler: a salvage-and-repair crawler outrunning a storm, on assembly, Jolt physics and nested frames
4.2 MBready in 5.5 sruns
Siege Works: build a structure, then siege it; structural stress decides what holds, and collapses cascade into thousands of fragments
4.2 MBready in 10.9 sruns
Thornreach: an open-world RPG slice over three towns, a quest for a stolen bell, a fight at a quarry and a choice of who gets the bell, on streaming, minds, society, dialogue, combat, items and quests
1.9 MBready in 30.6 sruns
Twin Lock: a two-player co-op validation game over the netcode: doors open while a plate is held
1.3 MBready in 7.5 sruns
Vehicle Course: drive a car through gates over a ramp, bumps and a cone slalom; proves @kento/physics vehicles
4.2 MBready in 5.6 sruns
Vigil: an immersive sim and stealth game where fire, water, electricity, sound, light, physics props and perceiving guards compose through shared data and facts
4.4 MBready in 8.5 sruns
Wend Isle: a settlement on a generated island, on procgen, traces, minds and sim LOD
1.6 MBready in 15.1 sruns