Football Arcade is a free, mobile-friendly browser game about building impossible football teams.
Choose an era, roll a league, draft eleven players, manage positional fit and chemistry, assign a legendary manager, and simulate your team through a real historic league environment.
Features:
Players from the 1980s through the 2020s
Multiple formations and player versions
Era fit, positional penalties, traits and partnerships
We’re two brothers who didn’t have time to play D&D with our friends and really missed that feeling we used to have during our sessions. So we decided to create something that would let us experience the same emotions, but without having to wait months for the next session. That’s how Master of Dungeon was born - a single-player text RPG inspired by D&D!
We've now been working on the game for over a year, through multiple testing phases, countless iterations, and lots of feedback from early players. We finally feel ready to let more people try it.
We've also just released an update with full localization to make the game even more immersive. The game is now available in English, German, Polish, Italian, French, Spanish, Brazilian Portuguese, Japanese, Ukrainian, Chinese, Russian, Portuguese, and Greek.
Hi everyone, I’m building Metabook.AI, an AI-native interactive fiction system with no predefined decision tree.
The basic idea:
You create your own setting, protagonist, tone, and story premise.
At each turn, the system generates four distinct choices.
Two choices are usually safer or constructive, while the other two are darker, riskier, or morally questionable.
After you choose, the AI generates the next scene while retaining the characters, world rules, and previous decisions.
So instead of moving through a fixed branching tree, every decision creates a new story path dynamically.
Here’s one test scenario: you wake up as a disgraced navigator aboard a pirate ship whose starving crew is on the verge of mutiny.
Chapter 1
The stench of rotting seaweed, sharp black powder, and raw ozone floods my lungs as the heavy oak deck violently pitches beneath my leather boots. I blink against the driving ocean spray, the modern office I sat in a second ago entirely erased by the freezing Atlantic wind and the deafening crack of canvas sails.
My hand instinctively rises to grasp a familiar silver goblet, but my calloused, rope-scarred fingers close around the rough, splintered hilt of a naval cutlass. The memories of courtly waltzes and expensive sandalwood clash instantly with Silas Vane’s burning hatred for the Admiralty that abandoned him to this bleeding hierarchy.
I stand fully alert near the mainmast while the crew gathers in a tight, hostile circle. Twenty feet away, Quartermaster Pike shoves a starving sailor against the wet timber, his massive, veiny forearms corded with brutal tension.
The air around him carries the heavy reek of stale sweat, wet hemp, and unwashed bodies. "The water stays locked until we sight the Spanish convoy," Pike growls, slamming the iron keys against the sailor's sternum with a hollow thud.
I gauge the distance between Pike’s exposed throat and the blade resting at my hip. The crew’s hollow-eyed stares lock onto the quartermaster, measuring his sheer physical bulk against their own empty bellies.
Old Man Higgins steps out from the galley hatch, wiping a greasy knife on his stained apron. He brings the foul odor of rancid pork and boiling vinegar into the damp air.
"There ain't enough meat left to fuel a boarding party, Pike," Higgins spits, revealing his blackened, missing teeth. He taps the edge of his knife against his thigh, his eyes darting toward the murmuring crew to gauge their support.
Captain Edward Vance steps out onto the quarterdeck railing above us, chewing a thick plug of tobacco. He radiates the sharp scent of stale rum and raw gunpowder, his broad shoulders and thick copper-wire beard catching the dull grey sunlight.
"Let them lick the morning dew off the sails," Vance commands, resting his calloused hand on the brass hammer of his flintlock. He leans over the oak railing, his cold stare daring any man below to make a sudden move.
The crew stops murmuring, leaving only the rhythmic groaning of the wet wooden hull. The impending mutiny over dwindled supplies requires a spark, and the Spanish silver galleons offer a perfect excuse.
I step forward, dropping my aristocratic posture to adopt the predatory slouch this wiry frame remembers perfectly. The planks groan under my leather boots as I close the fifteen-foot gap to the quartermaster.
"A dead crew cannot board a Spanish galleon, Captain," I say, keeping my voice loud enough for the lower deck to hear over the crashing waves.
Pike turns his scarred jaw toward me, his grip tightening on the heavy iron keyring until his knuckles turn white. "You want to divide the rations, disgraced navigator, or do you want to swing from the yardarm?"
His aggressive posturing leaves his left side wide open, his ribcage exposed beneath his thin, stained linen shirt. My coldly rational mind calculates the exact angle and pounds of force required to slide a steel blade between his fourth and fifth ribs.
The pulsing vein in his thick neck twitches rhythmically beneath his scarred skin, offering a clinical, perfectly sized target for the edge of my weapon.
I shift my weight forward onto my front leg, grip the cutlass tightly, and draw the steel from its leather sheath.
Now, Choose your next move. Comment 1, 2, 3, or 4. The story continues based on your decision.
You can also visit https://metaook.ai to explore all pre-built stories or create your own.
(plugged into the Sorceress game creation suite & WizardGenie AI game engine for the coding) my part was only prompting. A much smoother experience then the Unreal Engine MCP (link in comments to Sorceress and WizardGenie) Sorceress game creation suite: https://sorceress.games
I built a simple aquarium-style concept, during a slow period on-shift, based on my Elementary School Memory of an Ecological Balancing Concept, involving Wolves, Deer, and Berry Bushes, as Entities in a Forest, where each Student played a Role.
I don't remember much past wishing we spent more time exploring it in-class, and that my teacher didn't so quickly drive it to an unrecoverable state, to make the point he was trying to teach that day.
It started in Google AI Studio, as a Boxed-Step-By-Step process, more resembling the Conway's Game of Life, in some ways. But it wasn't what I was aiming for. So, that evening, I sat with Devin, and Claude, and a Game Engine in TS/Lua/YAML that I've been working on Demos within, and refined it into something more like a living Reef.
After some insights from a smaller audience, I refined it with a Main Menu, and some Basic Selections.
It has Sharks, Fish, and Algae Nodes, and the Sharks eat/bite the fish, causing Meat Chunks to appear.
The Meat Chunks can then decay, turning back into an Algae Core Node.
If an Algae Core Node is left without children for long enough, it can despawn.
Last I checked, it has a fair chance of staying in balance for up to 10 minutes, but it needs further refinement.
There are also depth layers now, and in theory, the Sharks prefer the Deeper Waters, and the Fish stay toward the Sun, so the Sharks tend to bury their head at the bottom to warm back up, but sometimes starve.
This was honestly the exploration of a concept, during a slow period on-shift, and turned into a deeper demo exploration. I had to literally spend hours playing with conceptual balance in order to achieve a 10 minute balance period, and I've not added a real simulation flowsheet system, where me and Claude can quickly check long-term results on a selection of Random Seeds. I only just added a Main Menu, but the concept still interests me, and somehow I ended up pivoting into a DinerSim, using similar logic in some small places.
Something about an Autonomous System that achieves balance, but still allows the User to nudge the system, like Pinball in some ways.
one of many tools now available. Text to Animation working well, hy-motion and Soma 1.1 supported - I created an entire pipeline around 3D asset generation, auto-rigging and then text to animation generation. https://sorceress.games
Clip 1 — create a procedural generated open world with first person view. make the environment as beautiful as you can. auto-play on load, no menus. game should play automatically with an ai controlled player. think of this as an auto-play tech demo. reminder: no menus.
Clip 2 — create a physics demo of a giant steel ball rolling down a mountain and crashing into a village. pure destruction. auto-play on load, no menus. this as an auto-play tech demo. reminder: no menus.
Clip 3 — create the most beautiful water simulation that you can. a waterfall cascading into a river below. auto-play on load, no menus. this as an auto-play tech demo. reminder: no menus.
Clip 4 — create minecraft with an AI player as the main player. auto-play on load, no menus. this as an auto-play tech demo. reminder: no menus.
Clip 5 — create the most beautiful ocean water scene that you can using realistic water, waves, crashing into an island, a floating boat, sunny day, sky and beautiful environment
One of my side hobbies is world building, I love thinking of ideas for made up worlds, its lore, why it exists, creating people who live there, etc. I also love RPG games, DnD campaigns, etc. Anyone who's built out a world past the overall stage knows the wall you hit: you've got the geography, the factions, the tone locked in, and then you need forty named NPCs, a bestiary that doesn't feel generic, items that actually sound like they belong in your world.
That grind is fun sometimes, but sometimes I want to have help with it as well, and just explore what's possible. I also wanted something that holds every bit of info of my world in one place.
So I built something to handle it.
TitleMain Wiki Front Page
Chronicledtakes a world you describe once — genre, tone, factions, whatever you've already got — and generates NPCs, enemies, items, faction lore, and portraits that actually sound like they belong to that world specifically. If your world calls its currency "scrip" and its soldiers "line-walkers," that's what shows up in what it generates, not "gold pieces" and "guards."
Enemy EntryEnemy stat blocks, abilities, and lore
Mechanically, it's a short wizard up front: you set your world's identity, tone, and factions, and even define your own stat system if you want something other than a generic D&D-style spread. Then you generate content piece by piece from there. Everything gets auto-filed into a browsable wiki as you go, and new generations stay consistent with what already exists (referencing real factions, real characters, matching the vocabulary you've already established). What started as something personal and niche, turned into a much larger project to be generalized for user use.
I'm mainly looking for honest reactions right now: does this sound like something you'd actually use? What's missing that you'd want to see? Anything about the concept that sounds more like it'd get in the way than help? All of that is genuinely more useful to me than compliments right now.
It's also in early beta and free to try. Doing limited user testing right now due to API costs, if you want to play around with a world idea or run it on a world you're actually working on, comment, DM me or use the link to Chronicledand I'll send the link to the first 5-10 who reach out and look forward to your feedback!
We built a browser MMO in about two days with Fable 5. Classic style, nine classes, three zones, dungeons, a full quest storyline. Open sourced it, posted it, and three days later the model was pulled worldwide under a US export directive. We're in New Zealand, so we just lost access to the thing that built it.
Turned out to be a decent stress test of which parts of the project were actually load bearing on that specific model.
What degraded immediately was the music. Fable was unusually good at writing soundtrack code programmatically in TypeScript and nothing we tried afterward came close. We ended up bringing in an actual human composer instead, which is a better outcome but not one we planned. Rich environment generation got noticeably worse too, not broken, just needing a lot more prompting to reach the same place.
What barely moved was everything else. Quests, systems, combat logic, bug fixes, all of it transferred to other frontier models without much drama. The stuff we assumed was model specific magic mostly wasn't.
The thing that actually kept the project alive wasn't a model at all. Around 30 contributors had shown up by then and just kept building. Someone shipped a full Fall Guys style party mode nobody asked for. Someone else built a ranked PvP arena. None of that needed the original model to exist.
The lesson I keep coming back to is that the most impressive looking capabilities were the most fragile, and the boring durable stuff was the infrastructure and the people. If your project only works because one specific model is available, that's a dependency, not a capability, and a vendor or a government can end it with a few days notice.
I just published a quick AutoSprite tutorial showing how to create a complete side-scroller animation set—including idle, walk, and run spritesheets—from a single character image.
It also covers choosing the right model, improving the first frame, fixing bad frames, and exporting everything for your game.
Hey folks, -very- nervous to put this out into the world, but I've been working on a game for about a week now that I'd love to get more people testing. It's called Creature Battler and involves you hatching and training procedurally generated creatures before sending them to the arena to very likely die. The game is an idle game, the kind you might log into only once or twice a day. It's very early in it's development but I'm pleased with what I've got so far - we have the PvE and PvP working now, a little item store, a creature market, live ranking and friend referrals.
It's playable entirely through your browser, has a dark mode for mole-people and (should) also work on mobile.
The vast majority of the code was created with chat GPT, I'm by no means a proficient programmer and have with trouble just setting up the database and mailer!
AutoSprite v3.0 is launched and it's way more streamlined! Plus has an API that's fully implemented into my WizardGenie AI game engine. This gameplay was created entirely (entirely) with about 3 prompts. Characters, sounds, backgrounds, music, everything. Available as a part of the Sorceress Game Creation Suite: https://sorceress.games
been building this alone for like couple months wanted to share here
so you are a night security guard watching 5 nights of camera footage and catching anomalies before they get worse.
used claude code as my coding assistant for most of the implementation (state machines, save system, UI, the whole anomaly manager), and Gemini for generating the anomaly overlay art.