|
5801
|
Rpg maker game by @jhh | Stardance
|
jhh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Rpg maker game by @jhh | Stardance
|
1792670064.457983
|
1793274864.457983
|
|
5802
|
Untitled project by @Winny | Stardance
|
Winny
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Winny | Stardance
|
1792662497.3696384
|
1793267297.3696384
|
|
5803
|
Untitled by @IzStar | Stardance
|
IzStar
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @IzStar | Stardance
|
1792738349.8622668
|
1793343149.8622668
|
|
5804
|
11bot by @11aditya | Stardance
|
11aditya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: 11bot by @11aditya | Stardance
|
1792741842.6625383
|
1793346642.6625383
|
|
5805
|
FORGEBOUND by @Lucid | Stardance
|
Lucid
|
0
|
34.1
|
0
|
[]
|
[{"post_id": 37167, "ts": "202 [{"post_id": 37167, "ts": "2026-07-29T17:47:42Z", "hours": 10.2008, "text": "**Survival Devlog #4: Ice?? This update introduces a new biome, and a new ore/tier progression, as well as bugfixes, QoL updates, and a few more cool things described in this update. Added since last DEVLOG : New Glacial Tundra Biome: Cold bar that makes you take damage if you dont have the Thermal Lantern Slippery Ice physics Cobalt ore, bars, sword and pickaxe Frost Wolf and Ice Golem Miniboss(WIP) NEW BASIC BASE BUILDING SYSTEM: Doors, wood walls, stone walls NEW NIGHT ENEMIES: Zombies, Slimes, Skeletons WIP RN: working on this stuff right now didnt have enough time for the devlog Huge buffs on the Ice Golem, has a chance to spawn when you break a cobalt ore block Combat revamp, making it like those from dark souls, sekiro, deepwoken, etc “GOLEM CORE” item dropped from Ice Golems and needed to craft the cobalt sword cobalt sword will shoot projectiles shield Next Steps(Short term) : Better Combat Integration with Progression(More bosses for items) More to come soon **Showcase: ** https://youtu.be/FZiQl1QMIpw Also, apologies for the rushed devlog, a more detailed one will be released next devlog."}, {"post_id": 30992, "ts": "2026-07-19T00:40:22Z", "hours": 9.8778, "text": "FORGEBOUND Devlog #3: Base early game almost done Lots of progress made since last devlog. Massive overhauls have been made to the desert, with ores spawning in clusters, and in specific areas of the desert. Solarite is much harder to get as it requires an iron pickaxe at minimum to break and collect. Added since last DEVLOG : New Swords with Unique Personalities: Wood swings fast Stone is slow but has wide sweep Copper has critical chance and quicker speed Iron has higher knockback and deals more damage than copper Solarite has a burn effect and has a light that glows when equipped New enemies to make desert harvesting harder: Scorpions(charge at you) Beetles(fly around you and charge at you) for now only drop leather, but will drop more as I add new objects Visual ambient day & night cycle Combat is much more “Juicier” Basic smelting system with more plans to improve HUGE map and resource respawns so you dont run out of any resource Next Steps(Short term) : Biomes alongside progression Improve the generic simple smelting system XP system more meaningful YT SHOWCASE COMING SOON BTW is FORGEBOUND a cool name for this project? This image is ai generated my game does not actually look like this, but its based off of what i currently have in my code"}, {"post_id": 25439, "ts": "2026-07-09T18:25:47Z", "hours": 11.7314, "text": "Survival Devlog #2: major core mechanics done Lots of progress has been made to my survival game, has been quite challenging since im working in pygame. By the way, I know this devlog is really spaced out from my last project, I thought I had made a devlog in between but turns out I didn’t, or I never posted it for whatever reason. Added since last DEVLOG : Collisions with static resources/objects Basic building system for workbench and furnace Harvesting system really basic xp bar meant for a leveling system WORKING drag and drop inventory Improved desert by adding heat damage, adding more ores, and an exclusive ore(solarite) Cows for the basic NPC functions, and damage indicators ITEMS: leather, leather armor, wooden sword, stone sword, stone pickaxe, iron ore, copper ore, solarite ore, workbench, furnace(WIP) Next: Sprites Save/load system structured progression eg. bosses, biomes, ores, meaningful level system bosses day/night cycle YT SHOWCASE: https://youtu.be/OmomLTyvpnw?si=PADnX2eKr5Vvwn6V"}, {"post_id": 3978, "ts": "2026-06-07T03:44:20Z", "hours": 2.2931, "text": "Trying to make my own survival/exploration sandbox like Forager or Don’t Starve in pygame, I got the basic world generation and scrolling map done after quite some time of learning how to do it online."}]...
|
Title: FORGEBOUND by @Lucid | Stardance
Devlogs:
Title: FORGEBOUND by @Lucid | Stardance
Devlogs:
Trying to make my own survival/exploration sandbox like Forager or Don’t Starve in pygame, I got the basic world generation and scrolling map done after quite some time of learning how to do it online.
Survival Devlog #2: major core mechanics done Lots of progress has been made to my survival game, has been quite challenging since im working in pygame. By the way, I know this devlog is really spaced out from my last project, I thought I had made a devlog in between but turns out I didn’t, or I never posted it for whatever reason. Added since last DEVLOG : Collisions with static resources/objects Basic building system for workbench and furnace Harvesting system really basic xp bar meant for a leveling system WORKING drag and drop inventory Improved desert by adding heat damage, adding more ores, and an exclusive ore(solarite) Cows for the basic NPC functions, and damage indicators ITEMS: leather, leather armor, wooden sword, stone sword, stone pickaxe, iron ore, copper ore, solarite ore, workbench, furnace(WIP) Next: Sprites Save/load system structured progression eg. bosses, biomes, ores, meaningful level system bosses day/night cycle YT SHOWCASE: https://youtu.be/OmomLTyvpnw?si=PADnX2eKr5Vvwn6V
FORGEBOUND Devlog #3: Base early game almost done Lots of progress made since last devlog. Massive overhauls have been made to the desert, with ores spawning in clusters, and in specific areas of the desert. Solarite is much harder to get as it requires an iron pickaxe at minimum to break and collect. Added since last DEVLOG : New Swords with Unique Personalities: Wood swings fast Stone is slow but has wide sweep Copper has critical chance and quicker speed Iron has higher knockback and deals more damage than copper Solarite has a burn effect and has a light that glows when equipped New enemies to make desert harvesting harder: Scorpions(charge at you) Beetles(fly around you and charge at you) for now only drop leather, but will drop more as I add new objects Visual ambient day & night cycle Combat is much more “Juicier” Basic smelting system with more plans to improve HUGE map and resource respawns so you dont run out of any resource Next Steps(Short term) : Biomes alongside progression Improve the generic simple smelting system XP system more meaningful YT SHOWCASE COMING SOON BTW is FORGEBOUND a cool name for this project? This image is ai generated my game does not actually look like this, but its based off of what i currently have in my code
**Survival Devlog #4: Ice?? This update introduces a new biome, and a new ore/tier progression, as well as bugfixes, QoL updates, and a few more cool things described in this update. Added since last DEVLOG : New Glacial Tundra Biome: Cold bar that makes you take damage if you dont have the Thermal Lantern Slippery Ice physics Cobalt ore, bars, sword and pickaxe Frost Wolf and Ice Golem Miniboss(WIP) NEW BASIC BASE BUILDING SYSTEM: Doors, wood walls, stone walls NEW NIGHT ENEMIES: Zombies, Slimes, Skeletons WIP RN: working on this stuff right now didnt have enough time for the devlog Huge buffs on the Ice Golem, has a chance to spawn when you break a cobalt ore block Combat revamp, making it like those from dark souls, sekiro, deepwoken, etc “GOLEM CORE” item dropped from Ice Golems and needed to craft the cobalt sword cobalt sword will shoot projectiles shield Next Steps(Short term) : Better Combat Integration with Progression(More bosses for items) More to come soon **Showcase: ** https://youtu.be/FZiQl1QMIpw Also, apologies for the rushed devlog, a more detailed one will be released next devlog....
|
1792709705.9419334
|
1793314505.9419334
|
|
5806
|
Laundry Symbol Decoder by @Madeincanada11 | Starda Laundry Symbol Decoder by @Madeincanada11 | Stardance...
|
Madeincanada11
|
0
|
1.45
|
0
|
[]
|
[{"post_id": 2841, "ts": "2026 [{"post_id": 2841, "ts": "2026-06-05T18:00:23Z", "hours": 0.5053, "text": "Updated the UI, so that when you select the laundry symbols and then click submit, the input field clears, letting you enter a new combo."}, {"post_id": 2156, "ts": "2026-06-04T14:28:05Z", "hours": 0.3911, "text": "I decided to simplify the backend architecture of the app. Instead of having a flask web server that processes the requests and then a html page, I decided to change it to a JS based application to simplify hosting and also cause I wanted to learn some JS. Additionally, I added the code that takes converts the button input into its definition, and then renders the definitions on screen."}, {"post_id": 1746, "ts": "2026-06-03T22:42:33Z", "hours": 0.5522, "text": "Just finished setting up the flask backend for the website. Also created the first key for the interactive keyboard that will be used to input laundry symbols. Currently, when you click the laundry symbol, it adds it to a list and then shows the list on screen."}]...
|
Title: Laundry Symbol Decoder by @Madeincanada11 | Title: Laundry Symbol Decoder by @Madeincanada11 | Stardance
Devlogs:
Just finished setting up the flask backend for the website. Also created the first key for the interactive keyboard that will be used to input laundry symbols. Currently, when you click the laundry symbol, it adds it to a list and then shows the list on screen.
I decided to simplify the backend architecture of the app. Instead of having a flask web server that processes the requests and then a html page, I decided to change it to a JS based application to simplify hosting and also cause I wanted to learn some JS. Additionally, I added the code that takes converts the button input into its definition, and then renders the definitions on screen.
Updated the UI, so that when you select the laundry symbols and then click submit, the input field clears, letting you enter a new combo....
|
1793191669.3028727
|
1793796469.3028727
|
|
5807
|
Untitled by @Kiwiii | Stardance
|
Kiwiii
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Kiwiii | Stardance
|
1793270973.6948533
|
1793875773.6948533
|
|
5808
|
My first slack bot! by @thanuflora | Stardance
|
thanuflora
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @thanuflora | Starda Title: My first slack bot! by @thanuflora | Stardance...
|
1792724008.1766155
|
1793328808.1766155
|
|
5809
|
My awesome macropad! by @hbthebest | Stardance
|
hbthebest
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @hbthebest | Starda Title: My awesome macropad! by @hbthebest | Stardance...
|
1792767030.0715764
|
1793371830.0715764
|
|
5810
|
My awesome macropad! by @Unknown | Stardance
|
Unknown
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Unknown | Stardanc Title: My awesome macropad! by @Unknown | Stardance...
|
1792756293.069094
|
1793361093.069094
|
|
5811
|
Untitled by @skykash | Stardance
|
skykash
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @skykash | Stardance
|
1792713000.230937
|
1793317800.230937
|
|
5812
|
My first slack bot! by @AnAbsoluteNo_one | Stardan My first slack bot! by @AnAbsoluteNo_one | Stardance...
|
AnAbsoluteNo_one
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @AnAbsoluteNo_one | Title: My first slack bot! by @AnAbsoluteNo_one | Stardance...
|
1792673432.189787
|
1793278232.189787
|
|
5813
|
Nivesh AI by @meetcoder | Stardance
|
meetcoder
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Nivesh AI by @meetcoder | Stardance
|
1793260418.4830494
|
1793865218.4830494
|
|
5814
|
Minecraft Manager by @trey | Stardance
|
trey
|
0
|
1.95
|
0
|
[]
|
[{"post_id": 34722, "ts": "202 [{"post_id": 34722, "ts": "2026-07-25T17:48:09Z", "hours": 0.4347, "text": "UX The add server UI no longer shows the version selector for pumpkin, as it always pulls the nightly version. The hinted minecraft version also uses the new 26.x.x format now. Other changes The code is now ruff formatted (mostly)"}, {"post_id": 29821, "ts": "2026-07-16T23:18:45Z", "hours": 0.8247, "text": "Stuck in a hard place I spent a while trying to get forge/neoforge working and I can’t figure it out. There is no easy download api that I can use (unlike paper/fabric), and it looks like forge velocity support isn’t quite ready for the setup I have. So this will probably be the final-supported server list until support gets better."}, {"post_id": 1561, "ts": "2026-06-03T17:37:17Z", "hours": 0.6947, "text": "Catching up A few new features have been added! You can now set PROXIED_AUTH_HEADER to a proxy header for use with forward auth systems like authentik (e.x. PROXIED_AUTH_HEADER=X-Authentik-Username ), users must already exist on the instance. I tried making it skip authentication, but I ended up making it automatically pass a token to the user if the header is set. Backups now run async without a request context! It also uses this to pipe the tar output over the websocket. It runs by effectively taking over the run_server function, which has the bonus of preventing the server from starting during a backup, and prevents the container from stopping until the backup is finished! This required reimplementing the backup function, and adding a “command” parameter to the run_server function, but it works great!"}]...
|
Title: Minecraft Manager by @trey | Stardance
Dev Title: Minecraft Manager by @trey | Stardance
Devlogs:
Catching up A few new features have been added! You can now set PROXIED_AUTH_HEADER to a proxy header for use with forward auth systems like authentik (e.x. PROXIED_AUTH_HEADER=X-Authentik-Username ), users must already exist on the instance. I tried making it skip authentication, but I ended up making it automatically pass a token to the user if the header is set. Backups now run async without a request context! It also uses this to pipe the tar output over the websocket. It runs by effectively taking over the run_server function, which has the bonus of preventing the server from starting during a backup, and prevents the container from stopping until the backup is finished! This required reimplementing the backup function, and adding a “command” parameter to the run_server function, but it works great!
Stuck in a hard place I spent a while trying to get forge/neoforge working and I can’t figure it out. There is no easy download api that I can use (unlike paper/fabric), and it looks like forge velocity support isn’t quite ready for the setup I have. So this will probably be the final-supported server list until support gets better.
UX The add server UI no longer shows the version selector for pumpkin, as it always pulls the nightly version. The hinted minecraft version also uses the new 26.x.x format now. Other changes The code is now ruff formatted (mostly)...
|
1793274693.5859215
|
1793879493.5859215
|
|
5815
|
My awesome macropad! by @Arabelle | Stardance
|
Arabelle
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Arabelle | Stardan Title: My awesome macropad! by @Arabelle | Stardance...
|
1793174052.864665
|
1793778852.864665
|
|
5816
|
AI Code "Checker" by @Da_BFBM_show | Stard AI Code "Checker" by @Da_BFBM_show | Stardance...
|
Da_BFBM_show
|
0
|
0.41
|
0
|
[]
|
[{"post_id": 5230, "ts": "2026 [{"post_id": 5230, "ts": "2026-06-08T22:49:01Z", "hours": 0.4111, "text": "This session was hard. I feel a bit frustrated. It’s not like I want it to. I can fix it later, though."}]...
|
Title: AI Code "Checker" by @Da_BFBM_show Title: AI Code "Checker" by @Da_BFBM_show | Stardance
Devlogs:
This session was hard. I feel a bit frustrated. It’s not like I want it to. I can fix it later, though....
|
1793220724.2709262
|
1793825524.2709262
|
|
5817
|
My awesome macropad! by @Colton_Tharp | Stardance
|
Colton_Tharp
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Colton_Tharp | Sta Title: My awesome macropad! by @Colton_Tharp | Stardance...
|
1792662512.1220536
|
1793267312.1220536
|
|
5818
|
a simple shooter game by @namishguddannavar | Star a simple shooter game by @namishguddannavar | Stardance...
|
namishguddannavar
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: a simple shooter game by @namishguddannavar Title: a simple shooter game by @namishguddannavar | Stardance...
|
1793224571.1777482
|
1793829371.1777482
|
|
5819
|
sky lights by @Hcardas | Stardance
|
Hcardas
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: sky lights by @Hcardas | Stardance
|
1793314514.9990523
|
1793919314.9990523
|
|
5820
|
My awesome macropad! by @xduhax | Stardance
|
xduhax
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @xduhax | Stardance
|
1792734720.4577568
|
1793339520.4577568
|
|
5821
|
a discord chatbot by @Hermivore | Stardance
|
Hermivore
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: a discord chatbot by @Hermivore | Stardance
|
1793264021.1593823
|
1793868821.1593823
|
|
5822
|
My first slack bot! by @vivian | Stardance
|
vivian
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @vivian | Stardance
|
1793210028.1344402
|
1793814828.1344402
|
|
5823
|
Vulkan Tutorial by @GauthamN | Stardance
|
GauthamN
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Vulkan Tutorial by @GauthamN | Stardance
|
1792666181.9172497
|
1793270981.9172497
|
|
5824
|
My first slack bot! by @Yuktha | Stardance
|
Yuktha
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Yuktha | Stardance
|
1792774389.0577922
|
1793379189.0577922
|
|
5825
|
My awesome macropad! by @Tanuj | Stardance
|
Tanuj
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Tanuj | Stardance
|
1793209883.3795254
|
1793814683.3795254
|
|
5826
|
NeoPad - 12 key MacroPad by @Gabe | Stardance
|
Gabe
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: NeoPad - 12 key MacroPad by @Gabe | Stardan Title: NeoPad - 12 key MacroPad by @Gabe | Stardance...
|
1793253135.1965735
|
1793857935.1965735
|
|
5827
|
Untitled by @sofia_bouazizi | Stardance
|
sofia_bouazizi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @sofia_bouazizi | Stardance
|
1793238437.5219748
|
1793843237.5219748
|
|
5828
|
My first slack bot! by @RubenGG | Stardance
|
RubenGG
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @RubenGG | Stardance
|
1792630389.7715468
|
1793235189.7715468
|
|
5829
|
Recipe Hub by @MH | Stardance
|
MH
|
1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T13:41:45Z", "hours": 1.0, "multiplier": 1.0, "payout": 1, "blessing": "neutral", "text": "The challenging part was link all the pages together and styling.", "repo": "https://github.com/amazingcoder132/Recipe-Hub", "demo": "https://amazingcoder132.github.io/Recipe-Hub/"}]...
|
[{"post_id": 1203, "ts": "2026 [{"post_id": 1203, "ts": "2026-06-03T01:52:20Z", "hours": 1.0206, "text": "A Hub of Recipes and Wonder"}]...
|
Title: Recipe Hub by @MH | Stardance
Devlogs:
A H Title: Recipe Hub by @MH | Stardance
Devlogs:
A Hub of Recipes and Wonder
Ships:
The challenging part was link all the pages together and styling....
|
1793267467.1932275
|
1793353867.1932275
|
|
5830
|
A weird rc plane by @e2 | Stardance
|
e2
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: A weird rc plane by @e2 | Stardance
|
1792954391.9897215
|
1793818391.9897215
|
|
5831
|
Untitled project by @soukii | Stardance
|
soukii
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @soukii | Stardance
|
1793195273.4520988
|
1793800073.4520988
|
|
5832
|
Blob-Ball Orbitz by @J_axon | Stardance
|
J_axon
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Blob-Ball Orbitz by @J_axon | Stardance
|
1792781398.2980297
|
1793386198.2980297
|
|
5833
|
Untitled by @Tanuj | Stardance
|
Tanuj
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Tanuj | Stardance
|
1793216848.211375
|
1793821648.211375
|
|
5834
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792947042.8114927
|
1793811042.8114927
|
|
5835
|
DWRR (Dog waste removal robot by @Song2012 | Stard DWRR (Dog waste removal robot by @Song2012 | Stardance...
|
Song2012
|
0
|
0.61
|
0
|
[]
|
[{"post_id": 5808, "ts": "2026 [{"post_id": 5808, "ts": "2026-06-09T18:56:05Z", "hours": 0.6108, "text": "Working on the prototype code and trying to figure out how to commit code to github."}]...
|
Title: DWRR (Dog waste removal robot by @Song2012 Title: DWRR (Dog waste removal robot by @Song2012 | Stardance
Devlogs:
Working on the prototype code and trying to figure out how to commit code to github....
|
1793173750.2793853
|
1793778550.2793853
|
|
5836
|
zWork Browser Control by @zemu | Stardance
|
zemu
|
1
|
42.25
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-23T14:43:46Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made zWork Everything was challenging, mainly harness engineering. The browser feature was relatively straightforward. I’m proud of the extensiveness or comprehensiveness of this project, and the scale at which it worked. To fully test my app, you should probably install the app, as well as the extension. There is a limited web demo at app.tryzwork.app which doesnt really have any features. More info is available in the readmes.", "repo": "https://github.com/Ryz3nPlayZ/zbctl", "demo": "https://github.com/Ryz3nPlayZ/zWork/releases"}]...
|
[{"post_id": 77432, "ts": "202 [{"post_id": 77432, "ts": "2026-10-06T23:48:07Z", "hours": 15.72, "text": "any click that changed DOM used to take about 3s now it takes about 200ms. I also added back the extension GUI because sometimes its confusing without it. also to save tokens from agent context windows, content.js no longer creates a brand new fat snapshot of the entire page."}, {"post_id": 52033, "ts": "2026-08-22T02:13:23Z", "hours": 2.5278, "text": "updated readme because i needed to"}, {"post_id": 33339, "ts": "2026-07-23T05:02:08Z", "hours": 5.2228, "text": "I benchmarked zWork (desktop ai agent made by me) using zbctl (extension) to test its new browser use abilities. ive used the prompt in the picture below. the model answered all but one correct. the google form used to “benchmark” the model was: https://docs.google.com/forms/d/e/1FAIpQLSfHyJDMoOuDENsrrTmFsGtoDfe-9RRhlB2SDkKgYQlAAXOvhg/viewform the form included a variety of answer types, including radio and dropdowns. this is by no means a final polished product, but is certainly a good proof of concept. I will continue working on zWork and improve the harness to also improve the models tool calling and accuracy. Thanks guys"}, {"post_id": 17862, "ts": "2026-06-28T20:02:34Z", "hours": 12.9517, "text": "i tested zbctl using zWork (the agent im working on) as well as using claude code. initially there wasnt an endpoint for claude code, but claude code made one by itself. to make things fair, both harnesses were wired up to use deepseek-v4-pro as the model, and after testing the same prompt and same task, claude code basically won. my harness zWork needs a lot of work, but thats a bit besides the point. The zbctl bridge extension works."}, {"post_id": 5930, "ts": "2026-06-09T22:11:43Z", "hours": 2.2767, "text": "i made a desktop agent (still in development) now im making a browser extension to let it attach onto browser sessions that users are already signed in on. Cool stuff: Push-based DOM snapshots (MutationObserver auto-detects page changes) Stable element IDs via WeakMap (same element always has same ID) Works with Gmail, Google Forms, real sessions Tab management: switch, open, close specific tabs File upload/download support Technical stuff: Python FastAPI daemon (port 8788) Manifest V3 Chrome extension Content script walks DOM → structured JSON 200ms debounce for settle detection, 3s hard cap Biggest limitation: Cross-origin iframes blocked by browser security. Can’t interact with YouTube embeds, payment forms, etc. But handles ~80% of normal browsing fine. right now it does work"}, {"post_id": 2549, "ts": "2026-06-05T02:52:17Z", "hours": 3.9786, "text": "magic"}]...
|
Title: zWork Browser Control by @zemu | Stardance
Title: zWork Browser Control by @zemu | Stardance
Devlogs:
magic
i made a desktop agent (still in development) now im making a browser extension to let it attach onto browser sessions that users are already signed in on. Cool stuff: Push-based DOM snapshots (MutationObserver auto-detects page changes) Stable element IDs via WeakMap (same element always has same ID) Works with Gmail, Google Forms, real sessions Tab management: switch, open, close specific tabs File upload/download support Technical stuff: Python FastAPI daemon (port 8788) Manifest V3 Chrome extension Content script walks DOM → structured JSON 200ms debounce for settle detection, 3s hard cap Biggest limitation: Cross-origin iframes blocked by browser security. Can’t interact with YouTube embeds, payment forms, etc. But handles ~80% of normal browsing fine. right now it does work
i tested zbctl using zWork (the agent im working on) as well as using claude code. initially there wasnt an endpoint for claude code, but claude code made one by itself. to make things fair, both harnesses were wired up to use deepseek-v4-pro as the model, and after testing the same prompt and same task, claude code basically won. my harness zWork needs a lot of work, but thats a bit besides the point. The zbctl bridge extension works.
I benchmarked zWork (desktop ai agent made by me) using zbctl (extension) to test its new browser use abilities. ive used the prompt in the picture below. the model answered all but one correct. the google form used to “benchmark” the model was: https://docs.google.com/forms/d/e/1FAIpQLSfHyJDMoOuDENsrrTmFsGtoDfe-9RRhlB2SDkKgYQlAAXOvhg/viewform the form included a variety of answer types, including radio and dropdowns. this is by no means a final polished product, but is certainly a good proof of concept. I will continue working on zWork and improve the harness to also improve the models tool calling and accuracy. Thanks guys
updated readme because i needed to
any click that changed DOM used to take about 3s now it takes about 200ms. I also added back the extension GUI because sometimes its confusing without it. also to save tokens from agent context windows, content.js no longer creates a brand new fat snapshot of the entire page.
Ships:
I made zWork Everything was challenging, mainly harness engineering. The browser feature was relatively straightforward. I’m proud of the extensiveness or comprehensiveness of this project, and the scale at which it worked. To fully test my app, you should probably install the app, as well as the extension. There is a limited web demo at app.tryzwork.app which doesnt really have any features. More info is available in the readmes....
|
1793246161.0510418
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1793332561.0510418
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5837
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Solar powered battery charger by @OculusPro25 | St Solar powered battery charger by @OculusPro25 | Stardance...
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OculusPro25
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0
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0.0
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0
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[]
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[]
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Title: Solar powered battery charger by @OculusPro Title: Solar powered battery charger by @OculusPro25 | Stardance...
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1793134189.7844267
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1793738989.7844267
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5838
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My awesome macropad! by @MasterWu | Stardance
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MasterWu
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @MasterWu | Stardan Title: My awesome macropad! by @MasterWu | Stardance...
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1793162885.627652
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1793767685.627652
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5839
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ANN with C++ by @cameraman-pritam | Stardance
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cameraman-pritam
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0
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0.0
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0
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[]
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[]
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Title: ANN with C++ by @cameraman-pritam | Stardan Title: ANN with C++ by @cameraman-pritam | Stardance...
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1792767063.5398123
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1793371863.5398123
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5840
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Endless runner game by @martinho4364 | Stardance
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martinho4364
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1
|
36.0
|
473
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T06:36:02Z", "hours": 36.0, "multiplier": 13.04, "payout": 473, "blessing": "neutral", "text": "An endless runner game focused on movement mechanics. You run through endless rooms carefully managing stamina and ability cooldowns while the world dissolves behind you. A much more detailed description is on the README file on github (click “See source code ->”).", "repo": "https://github.com/MartinH4364/endless-runner-game", "demo": "https://drcooke123.itch.io/endless-runner-test"}]...
|
[{"post_id": 48705, "ts": "202 [{"post_id": 48705, "ts": "2026-08-17T06:45:30Z", "hours": 2.2644, "text": "V1.0 BUILD!! The game is now in a playable state and it is also somewhat fun!!! I added silver upgrades that give you the air jump, wall jump, and slide boost abilities. (WAAAY BETTER THAN JUST HAVING THEM AT THE START) I also rebalanced the speed of the player so that the game actually felt fun but also increased the speed of the world collapse. (spending a couple minutes wondering why nothing was changing before realizing that changing public variables in the code and not in the inspector does nothing) Upgrades were also nerfed as they felt too powerful when I was playtesting, and they now actually reset when you die and start the game (i forgot to add a line to reset the static variables) I’ll probably ship this project soon but I’m still open to adding features after 1.0."}, {"post_id": 46721, "ts": "2026-08-14T05:21:51Z", "hours": 3.3803, "text": "FIRST DEVLOG IN A LOOONG TIME For the possibly zero people who are reading these devlogs, I’m finally gonna finish developing a playable version of the game. I was busy and then I kinda lost motivation. I’m finally back tho. The game is not gonna end up as ambitious as I planned it to have, and I decided to scrap many ideas such as ability recharging orbs and more room types, although maybe I’ll add those in the future if I get enough positive feedback. ANYWAYS heres the actual devlog part of the devlog Added one new ability: Recoil As pictured below, recoil fires something in the direction you are facing that knocks you backwards. I decided to give this ability three charges, so you can use it three times on a full charge. Abilities are now randomly given to the player at the start of the game."}, {"post_id": 28100, "ts": "2026-07-14T04:48:04Z", "hours": 6.0725, "text": "Two New Abilities I added two new abilities to the game, the obstacle destroyer and the teleport. Obstacle Destroyer: Sends out a (kinda) cool orb of particles from the player (which i accidentally deleted the VFX graph for and spent a while remaking). Nearby obstacles will shrink into oblivion, turning complex rooms into flatter ones. The block prefab has a seperate plane for each face so that the material can automatically tile according scale, so I put the script on the main component to simplify calling the method. Teleport: The ability pictured. It launches a ball from the player with added velocity. I used a rigidbody on the ball so that it would be able to bounce off walls and do other fun stuff. After a couple of seconds of bouncing around chaotically, the ball turns into a portal that instantly teleports the player to its position. I used a VFX Graph for the portal effect. I fixed the rigidbodies and colliders so the ball almost never bounces out of the map, teleporting you to your doom. Credits: Gabriel Aguiar Prod on Youtube for VFX Graph tutorials"}, {"post_id": 25133, "ts": "2026-07-09T04:37:12Z", "hours": 4.6536, "text": "Abilities Added The updated movement system allowed me to add more advanced abilities into the game. The two semicircles near the cursor show you the amount of charge you have on that ability. So far, there are two abilities. One makes you accelerate in the direction you are facing, while one gives you a massive horizontal boost but causes your camera to do a flip. I also added double jumps, wall jumps, and a slide ability that converts downwards momentum into forwards momentum. These will eventually be upgrades, but at the moment you have them all at the start for testing purposes."}, {"post_id": 23804, "ts": "2026-07-06T23:19:53Z", "hours": 1.5053, "text": "Broken Rooms + Movement Changes Broken Rooms can now spawn, and the chance of them appearing increases with the amount of upgrades you have. They are more difficult than normal rooms. I also reworked the movement system so that the x and z velocity gradually increase to the maximum speed to prepare for future additions."}, {"post_id": 23261, "ts": "2026-07-06T03:20:50Z", "hours": 6.1453, "text": "Upgrades have now been added alot with some other changes. I used a physics raycast similar to that of the button to select the upgrades. I also decided to not use static variables for changing stats when upgrades occur because they make the variables dissapear from the inspector. Various sound effects have also been added (thanks to pixabay). I used two audio sources on the player to seperate the looping sounds from the sounds that only play one time. (Im also trying out a new devlog format)"}, {"post_id": 3306, "ts": "2026-06-06T05:09:44Z", "hours": 2.4514, "text": "Upgrade Rooms Added upgrade rooms that spawn once in a while, stopping the destruction of the world until you leave them. I spent the bulk of the time deciding on how a button in the 3d space would detect when it was clicked, and finally settled on using a physics raycast. QOL: Added small dot in the middle of the screen denoting the cursor."}, {"post_id": 2850, "ts": "2026-06-05T18:11:04Z", "hours": 4.1478, "text": "Endless Runner Game V0.1.5 Features: Stamina orbs now randomly spawn and will restore half of the players stamina when run into. The effect for the orb was made with the help of some VFX graph tutorials. Options menu now exists and can be used to adjust mouse sensitivity when in the game (dont set sensitivity to zero) Destruction of the rooms speeds up the farther you go (game becomes impossible after 500+ score, will be balanced later). Many other small QOL changes were made but are hardly worth noting. DEVLOG UPDATE: Changed project settings to use WebGPU so that the Visual Effects Graph displays on itch. Still slightly buggy due to WebGPU being experimental."}, {"post_id": 2324, "ts": "2026-06-04T19:15:01Z", "hours": 5.6542, "text": "Endless Runner Game V0.1.4 First Devlog!! The game is now in a somewhat playable condition. So far, the start and death menus, basic movement mechanics, and level generation mechanics are working. I started work on this sometime in the middle of May but I never finished it so I’ll probably continue working on it for this challenge. Fixed issues: Shaders not loading in itch Menus not scaling when going into fullscreen Mouse not unlocking after dying Connected project to github (finally) Deleted a couple of lines causing errors when building the project Here’s the itch.io link if you wanna check it out. https://drcooke123.itch.io/endless-runner-test"}]...
|
Title: Endless runner game by @martinho4364 | Star Title: Endless runner game by @martinho4364 | Stardance
Devlogs:
Endless Runner Game V0.1.4 First Devlog!! The game is now in a somewhat playable condition. So far, the start and death menus, basic movement mechanics, and level generation mechanics are working. I started work on this sometime in the middle of May but I never finished it so I’ll probably continue working on it for this challenge. Fixed issues: Shaders not loading in itch Menus not scaling when going into fullscreen Mouse not unlocking after dying Connected project to github (finally) Deleted a couple of lines causing errors when building the project Here’s the itch.io link if you wanna check it out. https://drcooke123.itch.io/endless-runner-test
Endless Runner Game V0.1.5 Features: Stamina orbs now randomly spawn and will restore half of the players stamina when run into. The effect for the orb was made with the help of some VFX graph tutorials. Options menu now exists and can be used to adjust mouse sensitivity when in the game (dont set sensitivity to zero) Destruction of the rooms speeds up the farther you go (game becomes impossible after 500+ score, will be balanced later). Many other small QOL changes were made but are hardly worth noting. DEVLOG UPDATE: Changed project settings to use WebGPU so that the Visual Effects Graph displays on itch. Still slightly buggy due to WebGPU being experimental.
Upgrade Rooms Added upgrade rooms that spawn once in a while, stopping the destruction of the world until you leave them. I spent the bulk of the time deciding on how a button in the 3d space would detect when it was clicked, and finally settled on using a physics raycast. QOL: Added small dot in the middle of the screen denoting the cursor.
Upgrades have now been added alot with some other changes. I used a physics raycast similar to that of the button to select the upgrades. I also decided to not use static variables for changing stats when upgrades occur because they make the variables dissapear from the inspector. Various sound effects have also been added (thanks to pixabay). I used two audio sources on the player to seperate the looping sounds from the sounds that only play one time. (Im also trying out a new devlog format)
Broken Rooms + Movement Changes Broken Rooms can now spawn, and the chance of them appearing increases with the amount of upgrades you have. They are more difficult than normal rooms. I also reworked the movement system so that the x and z velocity gradually increase to the maximum speed to prepare for future additions.
Abilities Added The updated movement system allowed me to add more advanced abilities into the game. The two semicircles near the cursor show you the amount of charge you have on that ability. So far, there are two abilities. One makes you accelerate in the direction you are facing, while one gives you a massive horizontal boost but causes your camera to do a flip. I also added double jumps, wall jumps, and a slide ability that converts downwards momentum into forwards momentum. These will eventually be upgrades, but at the moment you have them all at the start for testing purposes.
Two New Abilities I added two new abilities to the game, the obstacle destroyer and the teleport. Obstacle Destroyer: Sends out a (kinda) cool orb of particles from the player (which i accidentally deleted the VFX graph for and spent a while remaking). Nearby obstacles will shrink into oblivion, turning complex rooms into flatter ones. The block prefab has a seperate plane for each face so that the material can automatically tile according scale, so I put the script on the main component to simplify calling the method. Teleport: The ability pictured. It launches a ball from the player with added velocity. I used a rigidbody on the ball so that it would be able to bounce off walls and do other fun stuff. After a couple of seconds of bouncing around chaotically, the ball turns into a portal that instantly teleports the player to its position. I used a VFX Graph for the portal effect. I fixed the rigidbodies and colliders so the ball almost never bounces out of the map, teleporting you to your doom. Credits: Gabriel Aguiar Prod on Youtube for VFX Graph tutorials
FIRST DEVLOG IN A LOOONG TIME For the possibly zero people who are reading these devlogs, I’m finally gonna finish developing a playable version of the game. I was busy and then I kinda lost motivation. I’m finally back tho. The game is not gonna end up as ambitious as I planned it to have, and I decided to scrap many ideas such as ability recharging orbs and more room types, although maybe I’ll add those in the future if I get enough positive feedback. ANYWAYS heres the actual devlog part of the devlog Added one new ability: Recoil As pictured below, recoil fires something in the direction you are facing that knocks you backwards. I decided to give this ability three charges, so you can use it three times on a full charge. Abilities are now randomly given to the player at the start of the game.
V1.0 BUILD!! The game is now in a playable state and it is also somewhat fun!!! I added silver upgrades that give you the air jump, wall jump, and slide boost abilities. (WAAAY BETTER THAN JUST HAVING THEM AT THE START) I also rebalanced the speed of the player so that the game actually felt fun but also increased the speed of the world collapse. (spending a couple minutes wondering why nothing was changing before realizing that changing public variables in the code and not in the inspector does nothing) Upgrades were also nerfed as they felt too powerful when I was playtesting, and they now actually reset when you die and start the game (i forgot to add a line to reset the static variables) I’ll probably ship this project soon but I’m still open to adding features after 1.0.
Ships:
An endless runner game focused on movement mechanics. You run through endless rooms carefully managing stamina and ability cooldowns while the world dissolves behind you. A much more detailed description is on the README file on github (click “See source code ->”)....
|
1793267610.568999
|
1793354010.568999
|
|
5841
|
Slack Bot Wuxia Game by @HeavenlyDemonSupreme | St Slack Bot Wuxia Game by @HeavenlyDemonSupreme | Stardance...
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HeavenlyDemonSupreme
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0
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0.0
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0
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[]
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[]
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Title: Slack Bot Wuxia Game by @HeavenlyDemonSupre Title: Slack Bot Wuxia Game by @HeavenlyDemonSupreme | Stardance...
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1792745353.4775915
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1793350153.4775915
|
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5842
|
RC Car by @peingoin | Stardance
|
peingoin
|
0
|
7.44
|
0
|
[]
|
[{"post_id": 12617, "ts": "202 [{"post_id": 12617, "ts": "2026-06-20T16:43:35Z", "hours": 5.7, "text": "cadded rest of the car (with a friend) and assembled"}, {"post_id": 2382, "ts": "2026-06-04T20:44:18Z", "hours": 1.7372, "text": "Made a website hosted on ESP-32 that controls the motor"}]...
|
Title: RC Car by @peingoin | Stardance
Devlogs:
M Title: RC Car by @peingoin | Stardance
Devlogs:
Made a website hosted on ESP-32 that controls the motor
cadded rest of the car (with a friend) and assembled...
|
1793285286.5638056
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1793890086.5638056
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5843
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IT Simulator by @austinmalick9 | Stardance
|
austinmalick9
|
1
|
8.0
|
82
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T02:41:26Z", "hours": 8.0, "multiplier": 9.65, "payout": 82, "blessing": "neutral", "text": "I built SYSADMIN_SYS (v1.1.0), an interactive, open-source terminal simulation game designed to test and sharpen IT troubleshooting skills by dropping players into a terminal where they must diagnose and resolve critical technical tickets across Linux Bash, Windows PowerShell, or macOS Zsh. I originally planned to build an AI text-to-3D model generator using OpenSCAD code, but when the language models kept hallucinating geometry math and outputting broken blocks, I pivoted to a simpler first project. This is a frontend game engine powered by native JavaScript string matching and local storage. I am proud of the command-line parsing layer and the dynamic local leaderboards that track top completion speeds uniquely for each OS and level configuration. If you want to test the app and speed-run the rankings, just click initialize, use the diagnose command to pull up system log errors, and type help if you need to review the valid baseline utility directory maps to fix the underlying fault!", "repo": "https://github.com/pigiyplayz/IT-Simulator", "demo": "https://pigiyplayz.github.io/IT-Simulator/"}]...
|
[{"post_id": 3246, "ts": "2026 [{"post_id": 3246, "ts": "2026-06-06T02:30:23Z", "hours": 2.3806, "text": "Devlog 2 SYSADMIN_SYS (v1.1.0), a frontend IT support simulation built from scratch using pure HTML, Tailwind CSS, and vanilla JavaScript. The app drops players into a retro green CRT monitor terminal where they choose a target operating system (Linux Bash, Windows PowerShell, or macOS Zsh) and solve 9 unique, realistic trouble tickets. Instead of clicking multiple-choice options, players must use an authentic command-line workflow: typing diagnose to scan system logs, isolating faults like rogue mining PIDs or unallocated network interfaces, and executing the exact syntax-correct administration scripts to fix the system. I wrote custom string parsers to validate user inputs and implemented a localized leaderboard using localStorage to track performance speedruns across every difficulty tier. The code is 100% open-source, dependency-free, and pushed to GitHub!"}, {"post_id": 3073, "ts": "2026-06-05T23:31:33Z", "hours": 6.1108, "text": "Hello, My name is Austin and I am currently a student enrolled at my local Technical High School. I am currently working on my new game. It is a Simulator based game. It is called IT Simulator. The goal of the game is to see how long it takes you to identify the problem, then find a solution to the problem. You can choose the level you want (Difficulty) and the Target Architecture (OS). Currently this is all that the game has. The game has its main index.html file. This is the default home page to my game. Hopefully tomorrows devlog can include one of the levels and I can show you all the game working. Thanks for your support!"}]...
|
Title: IT Simulator by @austinmalick9 | Stardance
Title: IT Simulator by @austinmalick9 | Stardance
Devlogs:
Hello, My name is Austin and I am currently a student enrolled at my local Technical High School. I am currently working on my new game. It is a Simulator based game. It is called IT Simulator. The goal of the game is to see how long it takes you to identify the problem, then find a solution to the problem. You can choose the level you want (Difficulty) and the Target Architecture (OS). Currently this is all that the game has. The game has its main index.html file. This is the default home page to my game. Hopefully tomorrows devlog can include one of the levels and I can show you all the game working. Thanks for your support!
Devlog 2 SYSADMIN_SYS (v1.1.0), a frontend IT support simulation built from scratch using pure HTML, Tailwind CSS, and vanilla JavaScript. The app drops players into a retro green CRT monitor terminal where they choose a target operating system (Linux Bash, Windows PowerShell, or macOS Zsh) and solve 9 unique, realistic trouble tickets. Instead of clicking multiple-choice options, players must use an authentic command-line workflow: typing diagnose to scan system logs, isolating faults like rogue mining PIDs or unallocated network interfaces, and executing the exact syntax-correct administration scripts to fix the system. I wrote custom string parsers to validate user inputs and implemented a localized leaderboard using localStorage to track performance speedruns across every difficulty tier. The code is 100% open-source, dependency-free, and pushed to GitHub!
Ships:
I built SYSADMIN_SYS (v1.1.0), an interactive, open-source terminal simulation game designed to test and sharpen IT troubleshooting skills by dropping players into a terminal where they must diagnose and resolve critical technical tickets across Linux Bash, Windows PowerShell, or macOS Zsh. I originally planned to build an AI text-to-3D model generator using OpenSCAD code, but when the language models kept hallucinating geometry math and outputting broken blocks, I pivoted to a simpler first project. This is a frontend game engine powered by native JavaScript string matching and local storage. I am proud of the command-line parsing layer and the dynamic local leaderboards that track top completion speeds uniquely for each OS and level configuration. If you want to test the app and speed-run the rankings, just click initialize, use the diagnose command to pull up system log errors, and type help if you need to review the valid baseline utility directory maps to fix the underlying fault!...
|
1793307285.8771837
|
1793393685.8771837
|
|
5844
|
NASA APOD Space Gallery by @abhinavpv | Stardance
|
abhinavpv
|
0
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0.0
|
0
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[]
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[]
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Title: NASA APOD Space Gallery by @abhinavpv | Sta Title: NASA APOD Space Gallery by @abhinavpv | Stardance...
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1793156052.3157089
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1793760852.3157089
|
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5845
|
My first slack bot! by @Asher | Stardance
|
Asher
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @Asher | Stardance
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1792774216.2699277
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1793379016.2699277
|
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5846
|
My first slack bot! by @laura_puu | Stardance
|
laura_puu
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @laura_puu | Stardan Title: My first slack bot! by @laura_puu | Stardance...
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1793156131.602834
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1793760931.602834
|
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5847
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Personal website by @seagraps | Stardance
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seagraps
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0
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0.0
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0
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[]
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[]
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Title: Personal website by @seagraps | Stardance
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1793202642.7528243
|
1793807442.7528243
|
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5848
|
My first slack bot! by @mehar | Stardance
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mehar
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @mehar | Stardance
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1793156144.1529968
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1793760944.1529968
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5849
|
My first slack bot! by @frisbee | Stardance
|
frisbee
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0
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0.0
|
0
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[]
|
[]
|
Title: My first slack bot! by @frisbee | Stardance
|
1793289353.3336897
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1793894153.3336897
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5850
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My awesome macropad! by @h21344315 | Stardance
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h21344315
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0
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0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @h21344315 | Starda Title: My awesome macropad! by @h21344315 | Stardance...
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1792705870.9489872
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1793310670.9489872
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