Stage 1
4 Native C/C++ Engines
Unmodified Angband 4.2.6, Sil-Q 1.5, FrogComposBand 7.1 & Hengband 3.0 binaries
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Stage 2
~200-Line C99 Bridge
Zero-allocation JSON delta stream over Cloud Run WebSockets or in-browser WASM
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Stage 3
Dual-Reality 3D + CRT
60 FPS Three.js 2K PBR & Godot 4 C# renderer + instant [Tab] 80×24 terminal
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Stage 4
Gemini Living Chronicle
Telemetry-grounded AI narration in 30 voice archetypes + illustrated hero sketches
Captured directly from live 1920×1080 browser gameplay on the latest engine build. Click any showcase card to inspect at full 1080p resolution.
1. Four Complete C/C++ Engines, Zero Rule Drift
Players can switch on the Main Menu between Vanilla Angband 4.2.6 (100 dungeon depths), Sil-Q 1.5.0 (tactical stealth), FrogComposBand 7.1.1 (50+ classes & overland wilderness), and Hengband 3.0.1 (complete with live English, Bilingual, and Japanese Kanji translation). Because the original C/C++ binaries run unmodified, 35 years of game balance and combat math remain 100% authentic.
2. Zero-Turn 360° Camera Look in a Turn-Based Grid
Traditional roguelikes advance time only when you act. Our bridge decouples spatial inspection from simulation turns: rotating your camera 360°, looking up and down, or inspecting monsters in 3D costs 0 game turns, while stepping, attacking, or casting sends an authoritative 1-turn command to the C engine.
3. Instant [Tab] Dual-Reality Terminal & Visual Cards
Pressing [Tab] switches in 0ms between first-person 3D exploration and the authentic 80×24 ASCII CRT terminal. On top of the terminal, our client-side screen parser (ScreenContext) automatically converts text prompts into 1-click visual spellbooks, inventory sheets, and bindable quick-action bars without modifying engine source code.
4. Fact-Checked Google Gemini Voice Narrator
The Living Chronicle uses Google Gemini and Gemini Native Audio to chronicle your hero's journey in 30 distinct voice personas. A deterministic grounding filter (ChronicleGrounder) verifies every monster, artifact, and HP value against live C-engine telemetry to prevent AI hallucinations, while proximity detection pre-generates boss audio before you open the door.
5. 58-Model 3D Bestiary, 8K Viewmodels & Studio Reverb
Combines 58 rigged 3D creature models, normal-mapped 2.5D illustrated sprites, procedural Catmull-Rom spline weapons, dynamic torchlight shaders, and a Web Audio convolution reverb engine modeling stone dungeon acoustics.
6. Universal .SAV Portability Across 4 Platforms
A single binary .SAV file moves seamlessly between Google Cloud Run Web, 100% Offline Browser WebAssembly, Windows & Linux Desktop (.NET 8 & Godot 4.7), and Android APK, with automatic browser IndexedDB to Cloud Run backup synchronization.