VOID built in an afternoon
71 TS files Wave 1 (ECS + components + shaders). 38 files Wave 2 (systems + entities + game). Wave 3 wired the game loop. Six post-build council fixes. Zero TS errors at completion.
The lab · Public artifacts
Most of FORCE AI ships into cleared enclaves and federal programs. These don't. The lab is where we open-source the visual instruments, recruitment puzzles, generative art systems, and spatial puzzles that fall out of the work — public, playable, and honest about what they are.
Recruitment instruments · Puzzles
Puzzle · Recruitment
Six concentric shells, 31 puzzles, outside-in to a single core. Architecture, geometry, signal, frequency. Reward-system + nuclear core reveal on completion.
Begin →Puzzle · Recruitment
Six orbital layers, 30 puzzles, ingress through kernel. Routing, transformation, verification, synthesis. Six-axis cognitive signature emerges as you solve.
Observe →Generative · Procedural visualizations
Visual · Generative
Procedural visual companion to SPORE — the multi-agent orchestration engine. Living mycelial networks, fungal avatars, fractal zoom canvases. Real outputs of agent topology rendered as biology.
Open gallery →Puzzle · Sound-only
Close your eyes. Put on headphones. 25 puzzles across 5 layers — SIGNAL, PHASE, FIELD, FLUX, NULL. The lattice speaks in sound. A perceptor profile emerges as you listen. Headphones required.
Launch →Receipts · How they were built
In flight
Manipulate Light · Sound · Gravity · Molecular · Particle waveforms in real time. Watch what happens when an AI is made to listen to all five at once.
Watch a live SPORE network execute a real mission in your browser. Spawn → branch → fruit → fuse → encyst, rendered as it happens.
The pre-spectral-tokenization probe. Currently a Rust CLI; a browser-playable visualization is on the way. The PULSE Rust crate is open-source on GitHub today.
Recorded UE5 Command Theater scenes from STARHELM and AOW. Public-safe, mission-illustrative, real renders.