- Games
- One you can play, three on the way.
+
+ Games
+
+
+ Step into another world.
+
- A terminal arcade that is public and installable today, and three Godot projects at
- different distances from done. The three are private repositories for now — what follows is
- what they are, not a release date.
+ Play the terminal arcade or enter Fields of Revik in your browser. Castle Drop and Prizm are prototypes:
+ glimpses of the worlds taking shape in the studio.
+
octicons[name].toSVG({
links={[{ href: 'https://github.com/aviorstudio/termcade', label: 'Source on GitHub' }]}
>
- Classic games rendered at sub-cell resolution with block pixels, so a terminal cell becomes
- a 2×2 or 2×3 grid of pixels and the playfield gets sharper than the font should allow. It
- ships with Asteroid, Tetris and Brickough, playable offline the moment it starts.
+ Classic games rendered at sub-cell resolution with block pixels, so a terminal cell becomes a 2×2 or 2×3 grid
+ of pixels and the playfield gets sharper than the font should allow. It ships with Asteroid, Tetris and
+ Brickough, playable offline the moment it starts.
- The arcade compiles no games into itself. Every game is a sandboxed WebAssembly package
- running under wazero with no filesystem and no network, so a broken one shows up dimmed on
- the menu with its reason rather than taking the arcade down. The same binary is the dev
- kit: termcade dev new you/mygame scaffolds one, termcade dev build
+ The arcade compiles no games into itself. Every game is a sandboxed WebAssembly package running under wazero
+ with no filesystem and no network, so a broken one shows up dimmed on the menu with its reason rather than
+ taking the arcade down. The same binary is the dev kit: termcade dev new you/mygame scaffolds
+ one, termcade dev build
packages it, and anyone can publish for players to termcade add.
- A castle defense where the physics is the game rather than the garnish. Clear a siege,
- draft a tower, place it on a rampart slot, then use that tower's abilities to amplify
- what you were already doing by hand — grabbing attackers, throwing them, and turning
- enemies into collisions with each other.
+ A castle defense where the physics is the game rather than the garnish. Clear a siege, draft a tower, place it
+ on a rampart slot, then use that tower's abilities to amplify what you were already doing by hand — grabbing
+ attackers, throwing them, and turning enemies into collisions with each other.
- Progression is castle upgrades only; there is no meta-currency layer bolted on beside it.
- Waves, enemies, towers and tuning are all authored as Godot resources in the Inspector,
- so the balance lives in the editor rather than in code.
+ Progression is castle upgrades only; there is no meta-currency layer bolted on beside it. Waves, enemies,
+ towers and tuning are all authored as Godot resources in the Inspector, so the balance lives in the editor
+ rather than in code.
- Spend limited colour mana to cast prism spells into empty drawer slots, then drag those
- prisms onto the board so beams from the transmitters bend into the receivers that need
- them. Rooms are authored as scenes in the editor, and the beam simulation resolves each
- board from the pieces you have placed.
+ Spend limited colour mana to cast prism spells into empty drawer slots, then drag those prisms onto the board
+ so beams from the transmitters bend into the receivers that need them. Rooms are authored as scenes in the
+ editor, and the beam simulation resolves each board from the pieces you have placed.
- Deliberately mechanics-first: no avatar to move, no combat, no health, no timer and no
- fail state in the MVP. The whole puzzle is what light does when you put something in
- front of it.
+ Deliberately mechanics-first: no avatar to move, no combat, no health, no timer and no fail state in the MVP.
+ The whole puzzle is what light does when you put something in front of it.
@@ -88,62 +108,210 @@ const icon = (name: keyof typeof octicons, size = 16) => octicons[name].toSVG({
name="Fields of Revik"
tagline="Tactics card game"
status="In development"
- meta="Godot 4 · private repository · site live"
- links={[{ href: 'https://www.fieldsofrevik.com', label: 'fieldsofrevik.com' }]}
+ available={true}
+ meta="Godot 4 · browser game"
+ links={[{ href: 'https://app.revik.gg', label: 'Play in your browser' }]}
>
- A tactics card game on a coloured tile board, with animal factions — outlaw raccoons,
- monastic bears, and more — whose identity comes from their mana costs rather than a
- faction tag, so custom decks are first-class rather than a mode.
+ A tactics card game on a coloured tile board, with animal factions — outlaw raccoons, monastic bears, and more
+ — whose identity comes from their mana costs rather than a faction tag, so custom decks are first-class rather
+ than a mode.
- Offline play against the machine and online play against a person run the same rules: the
- deterministic gameplay lives in one shared core used by both the client and a headless
- Godot server, and online matches are fully server-authoritative. The client never gets to
- decide what happened.
+ Offline play against the machine and online play against a person run the same rules: the deterministic
+ gameplay lives in one shared core used by both the client and a headless Godot server, and online matches are
+ fully server-authoritative. The client never gets to decide what happened.