NODE_01
VoicesZA
Live
Civic platform · LIVE PRODUCTION
A public record of what happens to people at South African public offices, one first-person account at a time, each tied to the office that has to answer for it and phone-verified where the author chooses. When enough accounts describe the same thing, they escalate into a campaign — petitions, pledges, open letters — so the demand follows the evidence rather than replacing it. Everything is free until March 2027; after that, campaigns are paid through Paddle, with Payfast built for South Africans without an international card. Laravel and Livewire, around 840 tests.
NODE_02
Stellar Drift
Live
Browser game · LIVE PRODUCTION
An idle space game that runs entirely in the browser, with offline earnings, a prestige loop, and a map of the solar system that scales by real distance. The engine is zero-build vanilla JavaScript and works with no server at all; an optional Laravel API adds accounts, cloud saves and a season pass sold as a one-time purchase, without the game ever waiting on it. Live at stellardrift.app with Paddle taking payment on the web; a Capacitor shell wraps the same files for Android, where purchases go through Google Play instead.
NODE_03
LumoLearn
Active
Micro-learning platform · BUILT / NOT YET DEPLOYED
Short, practical video lessons — teach one useful thing in five minutes. The audience runs from children through teachers to adults, so clarity and large touch targets matter more than density. Publishing is free on every plan; a subscription buys unlimited watching. Laravel, Livewire and Cashier with Paddle as merchant of record, around 280 tests. Built and tested, and not hosted anywhere yet.
Laravel
Livewire
Tailwind
Paddle
MySQL
No public address
NODE_04
PixelLumo
Live
Portfolio and client intake · LIVE PRODUCTION
This site. A terminal-inspired portfolio with a working console, and a project builder that turns a vague enquiry into a real brief — pick a base layout, a palette and the blocks you want, drag them into the order that matters to you, and it arrives as something worth quoting on, with a working estimate shown beside it. Fixed-price packages, with Paddle built in as merchant of record for when checkout opens.
NODE_05
Parlour
Active
Casual games suite · BUILT / NOT YET ON SALE
Quiet card and tile games for the audience the casual-games market treats worst — the people currently sold Solitaire wrapped in three adverts a hand, a countdown timer, and 11px type on a screen held at arm's length. No adverts, no timers, no accounts, no network. Large by default rather than large as a setting: 20px body text, 64px touch targets, AAA contrast. Twenty-eight games across cards, tiles, puzzles and board, every one playable and every one with a hint, plus hand-picked challenge packs, themes and a high-contrast mode. It runs off disk in a browser and as a Windows program, and is waiting on a price and a way to sell it.
JavaScript
HTML
CSS
Game Design
Accessibility
No public address
NODE_10
Velocia
Active
Motorsport management game · IN DEVELOPMENT
A deeper take on the mobile Motorsport Manager games, for phones and PC. Six series — two single-seater tiers, a karting-up junior ladder, GT and endurance — each with its own grid of invented teams, its own cars and its own money, and four ways into the same paddock: team principal, owner, race engineer, or a racer who never steers but makes every call for their own car. The race is a fixed-tick simulation drawn in 3D, where every overtake says why it happened: pace, tyres, the tow, the corner and the two drivers. Faces are photographs of people who do not exist, each rendered at four ages so a driver visibly ages across a career. Free offline, headed for Google Play and the App Store. Godot, with some 1,600 headless checks.
Godot
GDScript
3D
Game Design
Simulation
No public address
NODE_06
Terra Secunda
Active
3D reconstruction game · IN DEVELOPMENT
Ten people come up out of a sealed bunker onto a world a catastrophe emptied centuries ago, overgrown and quiet, and start again from stone tools: find, salvage, understand, build. No bosses — every gate is an engineering problem, cold or water or bad air, and a player who never fires a weapon can reach everything. Building is real parts rather than blocks: sills, joists and boards cut to size, carried and fixed. Smooth voxel terrain meshed on worker threads, fire, tools, power and water networks, and the game running as a client of its own local server, in around 38,000 lines of GDScript under thousands of headless checks. Headed for persistent online servers that run for years.
Godot
GDScript
3D
Game Design
No public address
NODE_07
Lookbloom
Concept
Phone themes app · CONCEPT
Themes for a phone and for the apps on it, where every part — icons, colours, wallpaper, widgets, layout — applies on its own, to every app or just the ones you choose. No phone lets one app restyle another, so it is honest about where each layer can reach: the home screen through the stores, the web versions of apps through browser extensions, and inside the real apps only on a rooted phone. Designed, not yet built.
TypeScript
Expo
WebExtensions
Laravel
No public address
NODE_08
Lumolog
Concept
Device recorder · CONCEPT
A background agent that watches the machine it is installed on and writes the day down: powered on at 08:12, an hour and 48 in the editor, internet dropped for 90 seconds at 14:03, display driver reset at 21:40. One markdown file per day on top of a local encrypted database. Local-first by design — the log is the kind of thing that should never need to leave the machine to be useful.
Python
SQLite
Windows
No public address
NODE_09
Nexus Odyssey
Concept
Game blueprint · GAME CONCEPT
A Godot design blueprint for a survival RPG with companion synergies, progression systems, and layered world logic. Still on paper, and a lot of its thinking fed into Stellar Drift.
Godot
Game Design
No public address