A first-person action-adventure that runs in a browser tab — generating every world, character and texture in code as you play.
Every world is a portal away, destinations keep building in the background — so travel is seamless. Five completely distinct environments, each with its own rules, traversal and feel.
A working habitat hanging in front of a planet — plaza, market, hydroponics and hangar bays.
Trade lanes and hangar lines under cold starlight.
A walled town, castle, forests and lakes. The water is swimmable and has real depth.
Stone, timber and water routes built for climbing and duels.
Pool, courts, skatepark, running track and a ski piste, under lights, with a seated crowd.
Speed, trick lines, and challenge runs under stadium lamps.
A town built to be climbed: souk rooftops, rope bridges, minarets and a 46 m great tower.
Vertical routes and rooftop combat through sunburnt geometry.
A 1,599 m lap over rough terrain and through city streets, with a real F1 start procedure.
Contact racing and late braking across mixed terrain sectors.
Terrain, buildings, crowds, faces, fabric, fur, feathers and stone — all generated at load time. The whole game is a few hundred kilobytes of logic rather than gigabytes of art.
Grip any near-vertical surface and go up it. Stamina is a budget for movement, not a countdown — hang still and you recover.
Hoverboard, dragon, ground car, horse and eagle. None is a reskin: the horse has a real gait model, the eagle is a glider trading height for speed.
Ten cars, AI at varying performance levels, difficulty that rebuilds the track, and rivals you can shunt off line.
A machine gun, a charge-and-release ember caster, a recurve bow with arrow drop, and a sabre. Ammunition comes out of your bag.
Body, build, height, face, skin, hair, headgear — and shirt and trousers chosen independently, with separate colours.
Hostiles path around obstacles, take cover and refuse to walk into deep water. Friendlies hold a conversation. Merchants keep a shop.
Every sound is synthesised at runtime, including a score per world. There is not one audio file in the project.
A live overlay with frame timing, draw calls and collider display, over the running game.
Access is a single $1.00 charge, once, and it is yours on this browser. Credits are separate and optional — $0.10 each, from 10 to 10,000. Prices shown before card processing, which appears as its own line at checkout.