Coaster Capital — Sunset Islands
Design custom coasters, ride them, and run a park with guests, queues, staff, research and campaigns.
Live web builds. Members open them from the collection.
Design custom coasters, ride them, and run a park with guests, queues, staff, research and campaigns.
A real-time city builder with a 48-month campaign, scenarios and sandbox on a 400-plot map.
Real-time civilization strategy: construction, exploration, combat, four eras and a complete campaign.
A persistent 3D farm: crops, animals, production buildings, quests, weather and a timed Market Dash.
Weaken wild Hatchlings, bond them with a Heart Egg, then hatch, raise, ride and evolve them.
A zero-dependency side-scrolling open-city action game with gag combat, cars, wanted stars and quests.
A 3D cartoon-crime open world: a nine-by-nine block island city with six districts and a day/night cycle.
Private previews and MVPs. Some use simulated billing or a demo group.
Three playable experiments in city strategy, anti-gravity racing, and tactical adventure.
A points-only prediction market for a friend group, with weekly seasons and group-voted settlement.
Build eight ventures across a city: managers, research, contracts, market events and prestige.
Seat, order, cook, serve and clear across twelve service themes in a furnished 3D restaurant.
A prompt drops, you get one opponent, both post a photo, and the city votes.
Sixty-second skill games with aura you can lose, streaks, duels, daily chests and a nightly leaderboard reset.
Concepts and native prototypes that are not distributed yet.
A native Unreal Engine adventure combining creature companionship, physical combat and an inhabited coast.
Invite-only real-world micro-adventures for existing friend groups: three options, one vote, one shared memory.
A private offline arena fighter with a Three.js browser build and an Unreal C++ Mac build sharing one combat definition.
Three playable experiments from EnetixData: civic simulation, anti-gravity racing, and a tactical RPG slice.
Place districts on a compact 3D board and watch a city-state simulation respond.
Race a hovercraft through checkpoints, manage boost, and measure laps against a ghost racer.
Explore a crystal ruin, take turn-based actions, and complete a compact quest.
Product family · 16
Browser-first Three.js worlds and native prototypes: tycoons, builders, sims, arenas. Most titles run in a browser with anonymous, server-authoritative saves; native prototypes stay private until they are ready.
Skyline Dominion (civic strategy), Neon Vector Grand Prix (anti-gravity racing) and Aetherfall Expedition (tactical RPG) live in one Vite and React workspace with Playwright coverage. They are prototypes, not shipping games.
For: Internal evaluation. · Runs on: Web, Three.js
Lines move from open to closed to settled, vetoed or voided through group voting on a season clock. No money changes hands: it is points and bragging rights only.
For: Private friend groups. · Runs on: Web, Next.js, SQLite
RUNWAY is an interactive Three.js business-building game with a controllable founder, manual production and timed boosts, fifteen contracts and a seeded three-minute Founder Sprint. Saves are anonymous and server-authoritative.
For: Browser tycoon and idle-game players. · Runs on: Web, Three.js, Node, SQLite
You assign the work and guests and staff move through the restaurant. Ten restaurant levels, six recipes with mastery, staff hiring and training, eight upgrade families, reputation and daily challenges.
For: Browser management-sim players. · Runs on: Web, Three.js, Node, SQLite
A React and Three.js client served by a Node service, with Postgres storing validated park snapshots and per-browser save isolation. Campaigns and sandbox included.
For: Browser park-sim players. · Runs on: Web, Three.js, Node, Postgres
Twenty original building families with upgrade tiers, five mayor levels, nine civic objectives and seven research programs. Housing, jobs, utilities, coverage, pollution, land value, taxes and debt interact through the road network.
For: Browser city-builder players. · Runs on: Web, Three.js, Node, SQLite
Eighteen structure types, thirty-five original models, city and citizen progression, research, policies and a World Beacon endgame with a three-wave siege. Sandbox continues after victory.
For: Browser strategy players. · Runs on: Web, Three.js, Node, SQLite
Ten crops, fifteen farmer levels, four animal types and ten production recipes in an explorable valley with original articulated characters. All thirty-nine models are original Blender work.
For: Browser farming-sim players. · Runs on: Web, Three.js, Node, Postgres
A seamless island with four biomes, twenty-five species, type effectiveness, companion auto-battle, daily eggs and quests, a pasture, trading and a glider. Plain ES modules and vendored Three.js with no build step.
For: Browser players. · Runs on: Web, Three.js
A separate, expanded native game distinct from the browser Hatchling titles, with melee, aim and fire, guard and parry, dodge, glide, companion commands and capture. Built with Unreal Engine 5 for Apple Silicon.
Currently a local test build; signing and notarization for distribution are separate steps.
For: Internal review for now. · Runs on: macOS, Unreal Engine 5, Blender
Everything, from the 13,800-pixel city to characters, sound effects and radio stations, is procedurally generated in code. Currently parked.
For: Browser action-game players. · Runs on: Web, Vanilla JS
The 3D companion to Mayhem Avenue with drivable cars, a wanted-star police system, levels and stat points, shops, quest chains and boss fights, across three save slots. Currently parked.
For: Browser action-game players. · Runs on: Web, Three.js
Winners take aura, losers bleed, no-shows decay. Ranks run from NPC to Untouchable with a card binder, arena ladder and spark shop. A mobile-first web client on a Fastify and SQLite API.
For: Competitive social players, 17+. · Runs on: Web, Node, SQLite
Guest play with no signup wall, three skill games (Reaction Rush, Math Blitz, Memory Matrix), a journaled aura and coin economy, streak multipliers and coin-staked duels. Gameplay is server-authoritative.
For: Casual competitive players. · Runs on: Web, Node, SQLite
A squad gets three curated micro-adventures, votes, checks comfort privately, completes one and keeps a private shared memory. There is deliberately no public feed, stranger discovery, precise location or follower count.
For: Existing adult friend groups (18+). · Runs on: Web, SQLite
Free Battle, Training and Local Versus modes with keyboard and gamepad support on a fixed 60 Hz simulation. The native build is an internal engineering baseline and is not distributed.
For: Internal engine and pipeline work. · Runs on: Web, Three.js, macOS, Unreal Engine 5