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
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BABEL is a digital-first solo / 2–4 leader cooperative-competitive board game.
Humanity is building the Tower of Babel to reach Heaven and kill a tyrannical God. Everyone must keep the project alive; if Babel reaches Heaven, the surviving leader with the most Prestige wins the glory.檢視完整 README ↗BABEL is a digital-first solo / 2–4 leader cooperative-competitive board game.
Humanity is building the Tower of Babel to reach Heaven and kill a tyrannical God. Everyone must keep the project alive; if Babel reaches Heaven, the surviving leader with the most Prestige wins the glory.
docs/GDD.md — canonical rules and design source of truth.docs/RULES_QUICK_REFERENCE.md — compact implementation reference.AGENT_HANDOFF.md — what to build, what not to redesign, and prototype acceptance criteria.TECH_ARCHITECTURE.md — recommended code boundaries and framework guidance.IMPLEMENTATION_PLAN.md — milestone order.ART_DIRECTION.md — visual/tone brief.docs/FINAL_BALANCE_PASS_2026-09-15.md and docs/MODEL_NOTES.md — modelling evidence and tuning context.docs/NEXT_WORK_TRIAGE.md — current deferred-work order and scope notes.Rules explicitly marked TUNEABLE in the GDD are balance values. Do not casually change structural rules during the first implementation milestone. If a rule blocks implementation or produces an obvious contradiction, document it rather than silently redesigning it.
The live default is canon v0.6: rolled Heaven uses the adopted player-count
cadence and Hosts route on dry river banks from the fixed Beacon start.
V05_RULES and V04_RULES remain available as frozen rulesets for historical
comparisons.
A complete local hot-seat game for 2–4 Leaders (solo controls two Leaders) with:
Visual polish, networking, accounts, characters, expanded content and animation are explicitly deferred until the core game is fun.
Use TypeScript + React + Vite + Vitest, with a pure deterministic game-core separated from rendering. Spike boardgame.io briefly as an orchestration/multiplayer candidate, but do not put core rules inside framework-specific callbacks.
The art/tone target is a cheerful, handmade civic project to murder God, besieged by horrifying-but-cute celestial geometry. See ART_DIRECTION.md.
packages/game-core pure deterministic rules; no framework imports
packages/game-data TUNEABLE values: terrain weights, player-count scaling
apps/web hot-seat UI, drives game-core directly
spike/boardgame-io maintained multiplayer spike (see ADR-001)
npm install
npm test # vitest, all packages and the spike
npm run typecheck # packages, web app and spike
npm run verify # typecheck + tests
npm run dev # hot-seat app
docs/ADR-001-framework.md for the orchestration decision.V04_RULES keeps historical fixed-arrival comparisons
reproducible.V05_RULES freezes the preceding canon for
historical controls and experiment replay.Interpretations of under-specified canon are recorded in
docs/RULES_DECISIONS.md.
All seven actions are live. The deferred content in GDD §23 — character powers, Titles, roads, trading, more cards or enemies — stays deferred until human play says the game needs it.