// Tech //
Every game here has one system in it that is more interesting than it looks from the outside. A Moon that is calculated instead of stored. A replay that is neither a video nor your keystrokes. A monster deciding, sixty times a second, whether a shelf is between you and it.
- Why a browser game can start in secondsWhat happens between clicking play and the first frame, and why having no engine to boot changes everything.
- How Moon Miner builds a Moon out of one numberThe world is never stored anywhere. One seed and a hash decide every rock and every ore vein the moment your drill arrives.
- Offline earnings with no server at allCozy Fishing pays you for time away using one saved timestamp, one subtraction, and a cap that stops the maths from breaking.
- How Void Daggers replays your whole runNot a video and not your inputs, but a flipbook of positions twenty times a second, and the reason it had to be built that way.
- Why idle game numbers explodeCosts multiply while damage adds, which is the entire difficulty curve, and eventually forces a number like 1.01e+15 onto the screen.
- Light against the dark: how Deepwick's light worksOne number is your health, your fuel and your eyesight, and the darkness is a black sheet with a soft hole erased through it.
- How a monster knows it can see youLine of sight in AISLE 7: a straight line walked across a grid of floor squares, what counts as cover, and the twist about what the monster already knows.
- How Zone Command turns a map into a war economyNo currency and no harvesting: the ground you hold is the income, and every factory is a bet on the next minute.
- How Clash Of Stars keeps hundreds of ships in syncTwo browsers run the same battle and never disagree, without a referee, by sending orders instead of positions.
- From click to live match in secondsWhat the browser fetches, how a queue widens until it finds you an opponent, and where the seconds actually go.
- How we build online multiplayer browser gamesLockstep, rollback or a server, a WebSocket relay on serverless AWS, matchmaking, invite links and what happens when a connection drops.