Games
| Game | Created by | Ver |
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| Game | Created by | Ver |
|---|
Describe the multiplayer game you want. We generate a complete, runnable
client (host-authoritative on sandbox-lobby — no server code), register an app
+ key for it, and bundle everything into a zip you can download, unzip, and open locally.
engine-proposals/*.md in a game repo). Approve to queue for the engine team, or reject.| App | Room | Game | Mode | Players |
|---|
| When | Kind | User | Game | Provider / model | In | Out | Cost | Note |
|---|
Every hosted game gets a headless bot-room nightly at 3:00 — boots the live build in the Net Lab with 3 bots and checks it loads, draws, keeps animating, and throws no errors. A newly-failing game gets a bug-report issue filed in its repo (auto-closed on recovery).
The same run scans each game against the Terms (safe for minors + only material the creator owns). A review or flagged verdict files a report in the Reports tab — the scanner never unpublishes anything, it just routes a human.
| When | Game | Reason | Reported by | Status | Actions |
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| IP | Note | Added by | Added |
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| Username | Role | Groups | Status | Token usage | API key | Terms | Joined |
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| Signed up | Time on page | Visits before | Visits after | Status |
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| Name | Slug | Members | Note | Created |
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| Title | Author | License | Units | Size | Access |
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Most games run on the generic sandbox / sandbox-lobby relays — the server just passes messages and the game logic lives client-side (the feel contract). These are the bespoke server modules registered on the gateway that enforce their OWN rules server-side (turns, clocks, move validation) — used when a game must be authoritative / anti-cheat (e.g. chess, checkers). Each module below shows its protocol: what it accepts (client → server) and emits (server → client).