PLATFORM / IN DEVELOPMENT

One game world.
Many ways in.

We are exploring a reusable foundation for miniature games that connect people across mixed reality and ordinary screens.

SHAREDThe game worldRules · fighters · match state
01 / HEADSETYour room.

Local placement and scale

02 / SCREENYour camera.

Keyboard, gamepad or touch

03 / SPECTATORYour seat.

An independent view of the fight

What the boxing preview demonstrates

  • A common fight simulation across the headset and screen presentations.
  • Local mixed reality position, rotation and scale that do not alter another participant’s view.
  • Player and spectator roles with separate camera control.
  • Browser delivery with CPU, Practice and direct peer multiplayer.
  • A shared fighter roster and progression layer, with optional cloud services.

What we want to make reusable

Local world placement, input mapping, shared sessions and spectator views are useful beyond boxing. Our next platform questions are which parts transfer cleanly to a second game, how to improve connection reliability and how to validate comfort across real devices.

We will use those findings to decide the shape of a developer offering. There is no public SDK, self-service creator platform or licensing package available today.

Evidence before promises

The current game hosts its simulation in a player’s browser. Ranked results have limited verification, restrictive networks may fail to connect, and physical headset acceptance remains a separate task from browser testing.

The boxing case study explains those boundaries as well as the reusable architecture.

Read the boxing case study

For future collaborators

We are interested in the questions a second game would need to answer: scale and comfort, meaningful spectatorship, different input devices and reliable shared sessions. Try the preview to see the starting point.

Our public contact channel is being set up. In the meantime, the player guides and downloadable press kit are available below.