It is, What it is.

Packages so far:

Machina - endless farm - pvp -pve build bots
Legends of Thexalandir - top down hybrid third person rpg upto 100 player multiplayer open world
Summoner TD - Basic TD game, few extra mechanics to brighten playstyles - summoner defender, pvp or pve, or co op
Rightful Heir - 1-4 player simple petty battle game with build and destroy
Firestarter - 1-2 player arcade spaceship vertical scroller - TWO Players on one PC or party - Artillery mode turn based tactical game as well
Cyberjam - Card battler a cyberpunk style battlegrounds, upto 8 players
 Crucible of Broken valor - Weapon merge power fantasy brawler game
 Season2Slide - 2000's nostalgic snowboard game 
Sunset Tower - Zombie Survival Tower Sim
Tidy Profit - Recycle a Junk Filled planet to make a paradise



The projects, S&box, and what I do, in the interests of full disclosure.

Each project is made using a Bridge System. These projects are a showcase of about what $400-$800 of Max/Ultra/Pro will get you, if you have your concepts fully conceptualized. that means, Systems, Components, Logic, interconnectedness, setting, and other details that build a game.

I've been using Codex and Claude. I find Gpt is better at modeling and visuals, where Claude is better at building the framework of the build.

The builds take about 1-2 months each, working on usually 2 at a time. The build process has been fun in building all sorts of games styles, just for the kicks.. you get bored of playing other people games you start to make your own, just because you can. It's fun to alter or create a gameplay loop, and most of mine are proof of concept to know how the inner workings of that particular world sim works.

The Reason S&box stands out, is it's dev environment is the best. so naturally lots of armature devs will use it as a platform to learn and get better. I don't think anyone is really coming here for the play fund, well some might.. but the dev environment is literal gravy(hotlaods), and makes it easy to enjoy your creation.

So for the tech stack I built with the help of AI: 
Nebula bridge (584 handlers) 
Supernova(world generator) 
ChadFX (music, voice studio/changer, particle effects, engine drones)
ChadToob (Screen recording, streaming, video editing in one)
ChadSpritez (rigs and 2d character with bone weights and deformity, makes simple anime)

Basically, the fun in AI is not making games, it's making tools to do things. The building of Games are a consequence of having fun tools to play, it's just a fun hobby.
Leave constructive feedback or hit me up.

No sweat here boiz.

When I 'Perfect' these tools, they will be public(currently still not 100% accurate). 
You will be able to generate your own game offline with no code using the supernova template system. 
Currently we have built over 20 game types that ironically can be crammed into one scenario.. which honestly sounds like a nightmare to manage. 
But the code works.. The AI Smashes the work so we don't have to.

The fun is in the Tools!

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Across released games

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Total play time

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Packages

10 game

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