Underground 2 Revived
Play Need for Speed: Underground 2 (2004) in Chrome and Firefox with WebGPU graphics, Web Audio, up to 120 fps widescreen, controller support, free roam and Online races with friends. Fan project, not
Make point-and-click adventure games in TypeScript, in VS Code.
Translation pending
GamesTypeScript · JavaScriptGitHub @BennethonOnlineOwner unconfirmed
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The maker's introduction consists of the line above. Read the repository README for more details. Repository README ↗
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Read the full README ↗Web-based point-and-click adventure engine (Phaser 4 + TypeScript + Vite). Internal resolution and other bootstrap settings live in src/game/game-config.json (default 352×198).
To make games with BENNE, start at benne.games. It has the user guides, from the introduction and installation and new game setup, and the BenneScript API reference. The rest of this README is about working on the engine itself.
npm run dev # Vite dev server
npm run build # Typecheck + production bundle
npm run preview # Serve production build locally
npm run snapshot # Pack the engine source into benne-snapshot.md (Repomix) for LLM chats; not tracked
See the regression testing guide for setup, suite commands, CI gates, coverage and remaining test priorities. Start with npm run test:ci; run browser, extension-host and artifact suites before releases.
website/guide/ and docs/bennescript-api.md.docs/architecture.md: how the engine and editor fit together.docs/bennescript-ergonomics-refactor.md: the BenneScript design record and its decisions.docs/roadmap.md: open work and ideas.docs/history/: dated reviews and logs, kept for background only.strict mode; prefer explicit types for public engine APIs and JSON-backed shapes under src/types/.src/game/. Put raw images (and later audio) under src/game/assets/. Room JSON references asset paths relative to that folder; resolveGameAssetUrl() maps them to Vite URLs for Phaser’s loader.gameEvents from src/engine/events/EventBus.ts for cross-system interactions (inventory, puzzles, UI). Phaser’s own events remain for input and scene lifecycle.src/game/assets/ game media (images/backgrounds, images/characters, audio, …) — bundled via Vitesrc/game/ game logic and data: game-config.json, globalScript.ts, rooms/, characters/, …src/engine/ reusable systems and scenes; src/engine/content/ finds and loads the game's contentsrc/types/ JSON and engine contract typesSee AGENTS.md for which docs are current, and .cursor/rules/benne.mdc for project-wide conventions.
I built BENNE with the help of AI tools. ChatGPT, Grok, and Claude wrote much of the code, while I provided the architecture, direction, and feature design. I also designed the user experience for the BENNE Editor.
My goal was to spend less time building a game engine and more time doing what I love: making adventure games.
Some of my game artwork is AI-assisted and hand-edited.
BENNE is released under the MIT License. Use it, fork it and change it however you like.
Third-party assets keep their own licenses. The fonts in game-templates/*/assets/fonts/ are CC BY-NC-SA 3.0, which forbids commercial use, so replace them before you sell a game made from a template.
This is my personal engine, shared as-is. Bug reports and questions are welcome as issues. I'm not trying to build a contributor community around it, so pull requests may not be reviewed or merged.