NODE_01
VoicesZA
Live
Civic platform · LIVE PRODUCTION
A South African civic platform where people record, in their own words, what happened to them at a public office. Each account is tied to the office it concerns and can be phone-verified by its author. Accounts about the same thing can be gathered into a campaign — a petition, a pledge or an open letter. Its menus and front page come in six languages, with the rest to follow once first-language speakers have reviewed the translations. It is free to use until March 2027, and has payments built for later: Paddle for international cards and Payfast for Instant EFT and SnapScan in rand. Laravel and Livewire, with over 800 automated 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. Each universe can be played differently: laws chosen at every collapse, challenge universes and a weekly event. Live at stellardrift.app with Paddle taking payment on the web; a Capacitor shell wraps the same files for Android, in closed testing on Google Play, 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_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 motorsport management game for phones and PC. The first release is one career done properly: team principal in a Grand Prix series over a season of eight circuits, run from the pit wall over a live map of the race, with weather, safety cars and rival strategists, and every overtake saying why it happened — pace, tyres, the tow, the corner and the two drivers. Between races the car is designed and built part by part, and drivers and staff are scouted, signed and paid. Built beyond that, and switched off until each is right: six series from karting up to a 24-hour race, three more careers, 21 circuit layouts and the race drawn in 3D, arriving as updates. Faces are photographs of people who do not exist, each at four ages. Free offline, headed for Google Play and the App Store, then Steam and the Epic Games Store. Godot, with over 3,500 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 39,500 lines of GDScript under 2,800 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