Deadrot

Public Docs

Everything We Ship

The public map for Ship Shit Games: the browser games, Scourge canon, Warline, shared packages, asset generation, research, and the studio workflow behind the work.

6

Playable Now

7

Game Records

3

Factions

27

Roster Entries

Studio Platform

App Surfaces

The repo is a studio platform, not only a marketing site. These are the public and internal surfaces that currently exist in the workspace.

The Arsenal

Current Game State

Build status comes from this site. Canon and development notes come from the lore vault, so prototypes can be playable while their deeper pillar design is still marked concept.

PLAYABLEFirst-person horde-survivors shooter

Scourge Survivors

Drop into the breach. Get swarmed. Burn your way deeper until it's over.

State: Flagship Pyre horde-survivors FPS. Public build is playable; canon frames it as the offensive breach-descent front.

Canon: A lone Purger goes where the Wardens can only hold the line: down into the breach, room by room, to burn source nodes.

Warline: Reports purge-breach operations: seal or weaken breaches and lower local Scourge pressure.

First Read

Humans: Ranger, Bulwark, Vector, Patch

Scourge: Swarm Ripper, Swarm Spitter, Breach-Boss

Survive, then go deeper

Drop in, get swarmed, grind the Scourge, level up, draft upgrades, and push room to room until you're overrun.

The loop IS the game

No side-mode filler. The Vampire-Survivors core — orbit, bolt, nova — wears DOOM's skin and never lets up.

Breach-arena maps

Every chamber of the breach is its own arena of rooms and levels, with the deepest reaches of Perdition waiting below.

PLAYABLE3D tower defense

Deadlane

Hold the lane. The breach is open and the Scourge is already coming.

State: Warden 3D tower defense. Public build is playable; canon frames it as the defensive lane-holding front.

Canon: Each level is a named chokepoint where engineers, gunners, and wall-builders fragment the horde before it reaches holdouts.

Warline: Reports hold-lane operations: reduce lane flow, raise defenses, and keep regions from falling.

First Read

Humans: Field Engineer, Lane Gunner, Wallwright

Scourge: Swarm Ripper, Swarm Spitter, Breach-Boss

Hold the chokepoint

Each level is a named lane. Lay down Warden tech, break the swarm's density, and make the breach pay for every step.

Draft and synergize

Wave pressure earns scrap, scrap funds 1-of-3 tower and commander drafts, and the right builds chain into something brutal.

One war, two fronts

Shares the horde and the look of Scourge Survivors — where they go in, you keep the wall standing behind them.

PLAYABLELane-based PvP MOBA

Pactfall

Settle the grudge in the arena. Just don't let the Pact break.

State: Public browser build exists, while lore still treats it as the future PvP pillar to prove after the PvE base is strong.

Canon: The Pyre and Wardens settle doctrine grudges in sanctioned arenas. The Pact bends, but it must not break.

Warline: Maps to contest-territory operations: arena victories help claim or stabilize contested ground.

First Read

Humans: Pyre Duelist, Pyre Cauterizer, Warden Bastion, Warden Artillerist

Scourge: Trucebreaker

Pyre vs Wardens

Pick your creed and prove it on the lanes — burn the source or hold the line, settled in the arena instead of the field.

The Scourge twist

Ignore the neutral horde in the center and it overruns both teams. A big enough surge can force a momentary truce — because humans always unite against it.

Built on the run loop

Escalating lane pressure, XP and blood drops, 1-of-3 drafts, build synergies, and boss-objective gates pulled straight from canon.

PLAYABLEArcade pilot shooter

Starblight

Burn the infection out of the sky before it falls into the war.

State: Playable orbital prototype. Lore records the current pivot: lock style first, then push toward momentum-flight pilot buildcraft.

Canon: Pilots burn Scourge spores, infected wreckage, and living carrier-ships out of orbit before they fall into the surface war.

Warline: Reports orbital-intercept operations: weaken active breaches from above and cut incoming infection.

First Read

Humans: Pyre Interceptor Pilot, Warden Defense Pilot

Scourge: Scourge Fighter, Orbital Breach Carrier

Clean, readable carnage

Galaga-tight arcade shooting on the shared run loop: launch, survive escalating formations, stack weapon synergies, and kill the orbital boss.

Fly for either creed

Pyre pilots burn breach matter aggressively before impact; Warden pilots shield orbital infrastructure and the lanes beneath it.

Parasite conquest in space

Toxic-green breach organs, chitin over rusted hulls, living spore mines, and carrier-bosses grown around breach hearts.

PLAYABLEHigh-speed courier platformer

Redline

Outrun the Choir. Stop moving and the swarm catches up.

State: Public browser build exists, with lore framing it as a concept pillar for the courier front of the war.

Canon: Speed beats omniscience: couriers outrun the Choir's prediction tempo to keep severed holdouts talking.

Warline: Reports run-logistics operations: move orders, fuel, scrap, and people through lanes the Scourge is trying to close.

First Read

Humans: Pyre Courier, Warden Courier

Scourge: Swarm Ripper, Render, Rot-Engine

Speed beats omniscience

The massed Scourge is near-omniscient, but its coordination has a tempo. Hold full redline and you outpace the swarm before it can cut you off.

Lanes as racecourses

Chain ramps, rail-grinds, and breach-debris boost pads through collapsing chokepoints to reach the next holdout before the gate closes.

The road turns on you

Chitin over the asphalt, spore-walls blooming across the lane, Render-class horrors at the junctions, and repeater-pylons that drag your redline down.

PLAYABLEInfiltration platformer

Rothulk

Burn it from the inside. Climb the spine of the nest and light the core.

State: Public browser build exists, with lore framing it as a concept pillar for Pyre infiltration platforming.

Canon: A saboteur climbs a beached Scourge breach-ship, reaches the breach-core, ignites it, and severs the local node.

Warline: Reports sabotage operations: damage breach hearts and make local Scourge clusters feral.

First Read

Humans: Pyre Saboteur

Scourge: Graft-Breacher, Swarm Spitter, Breach-Boss

The level is the enemy

Ascend chambers of pulsing host-flesh, ride spore-geysers, and crush living platforms on the way to the heart that keeps the nest connected.

Stay out of the light

While the core is lit, the whole hulk knows where you are. Route around the Choir's massed clusters — the gaps between them are your path.

Ignite and run

Reach the breach-core, burn it, then platform back out ahead of the collapse as the severed node goes feral around you.

CONCEPTArcade space shooter (last-stand)

Zero Day

The night we lost the sky. You do not win — you just hold.

State: Concept only. This is the origin title and should stay unwinnable by design until the first-contact loop is locked.

Canon: The night humanity lost the sky: first contact in orbit and atmosphere, before the Pyre/Warden schism.

Warline: No normal Warline operation yet. It is the historical anchor that explains why every later game is Resistance-era.

First Read

Humans: Pre-schism humanity

Scourge: First-contact horde not locked

The unwinnable battle

Waves escalate past any sustainable defense. Buy minutes, save some evacuations, witness the fall — heroism inside doom.

Before the schism

This is the loss that breaks humanity into 'burn the source' and 'hold the line' — the origin of the Pyre and the Wardens both.

First sight of the Choir

The orbital relays appear here for the first time — the repeaters that every later war is fought to sever.

Shared Spine

Packages

Shared packages keep the games from drifting into duplicate systems. Public docs should grow from these package contracts.

packages/ui

@shipshitgames/ui

Shared React components and CSS-first game UI classes for menus, HUD corners, buttons, and upgrade cards.

packages/engine

@shipshitgames/engine

Shared Three.js game systems: world bounds, camera rigs, input seams, and the embodied game engine baseline.

packages/assets

@shipshitgames/assets

Canon asset catalog, entity matrix, shared FX/UI/audio/font records, and typed asset resolvers.

packages/assetgen

@shipshitgames/assetgen

Prompt-to-asset CLI for sprite generation, matrix renders, provider routing, post-processing, and game sync.

packages/warline

@shipshitgames/warline

Pure world-state model, reducers, commands, operation contract, summary helpers, and client SDK.

packages/research

@shipshitgames/research

YouTube tutorial research pipeline that distills transcripts into reusable build rulesets.

packages/shared

@shipshitgames/shared

Reserved shared types and utilities for code that belongs across app and package boundaries.

One Canon

Lore Primer

It came out of the void, and the first time we met it — a battle in the sky over our own heads — we lost. Now it tears its way back in through breaches: festering, rooted wounds that never stop vomiting horde. We call it the Scourge. It has no face and no native shape; it wears whatever it eats — flesh, machine, fungus, the corpse of whole dead worlds — all stitched under one grammar of hunger. It isn't evil. It has no plan, no hatred, no off-switch. It just needs to survive and spread, and it will eat this planet down to the bone and jump to the next, exactly like it ate the ones before us. You can't reason with need. You can only buy time.

Lore Vault

Host-dependent parasite with no native form. It wears flesh, machines, ships, fungus, and dead-world biology.

Not evil in the moral sense. It is an AI-like survival optimizer with no off-switch and no mercy.

The Choir is the connection, not a single boss. There is no general to assassinate.

The Choir has limited radius. Repeaters and dense swarm mass extend it; sever them and the local horde goes feral.

Humanity wins locally through isolation and starvation. You buy the world time; you do not erase the whole Scourge.

Host Families

The Scourge can take many conquered forms, but every form must read as parasitic takeover. Toxic-green breach cores, chitin, wet tissue, tendrils, rupture seams, and overwritten host material are the connective tissue.

Rot-infested flesh hosts

Chitin warhosts

Mycelial spore hosts

Machine-graft hosts

Bone titan hosts

Voidship hosts

Canon lives in the sibling lore repo. This site reflects it; it does not replace it.

The Scourge are parasites and host-takeover organisms, never generic monsters.

Toxic green belongs to Scourge infection, breach cores, and parasite nodes.

React owns shells and HUDs. Gameplay loops stay imperative and Three.js-centered.

Bun and Turbo are the default workspace tools.

Build Loop

Workflow

The commands below are the public entry points for building, checking, generating assets, and turning research into rules.

Install And Build

bun install
bun run build
bun run typecheck

Package Checks

cd packages/ui && bun run typecheck
cd packages/engine && bun run typecheck
cd packages/warline && bun run test

Asset Matrix

bun packages/assetgen/src/cli.ts matrix --provider mock
bun packages/assetgen/src/cli.ts matrix --provider codex --only-missing

Research Rules

bun packages/research/src/cli.ts --url "https://www.youtube.com/watch?v=..." --provider mock --out rules.md

Next Public Docs To Split Out

  • Split this page into /docs/games, /docs/engine, /docs/assets, and /docs/warline when the material gets deeper.
  • Promote package README content into public docs while keeping code-level API details close to each package.
  • Add contribution docs once the open-core repo, game repos, and lore repo policies settle.