A live browser arcade at voidarcade.com, where I lead product. AI builds each new game in about two hours, and every draft has to pass quality gates before players see it.
An arcade lives on new games and fast fixes. Building and tuning each game by hand does not scale.
Product lead. I designed the platform, own the roadmap, pricing, and monetization, and approve what ships.
Every AI-generated game passes human review before release. Younger players use the platform, so social features need real moderation.
20 games in six months, each about two hours from idea to live. One retune lifted Vault Run completion from 43% to 76%.
Void Arcade launched in spring 2026. Players get 20 browser games, accounts with levels and badges, weekly leaderboards, and a vote on every game.
Players spend tokens to play and earn tickets for every run, then spend tickets in a shop on power-ups and cosmetics. Tickets can also be bought, but every one can be earned by playing.
The Void Pass is the season pass, billed through Stripe in two tiers: Voyager and Interstellar. Season 1, Mercury, is a story campaign with challenges and a 20-tier reward track.
I designed the platform and lead product. Roadmap, pricing, and monetization are my calls. The platform was designed to evolve on its own, so it now needs only part-time maintenance from me. That was the goal from the start.
A small arcade needs a steady flow of new games, and every live game needs tuning. Done by hand, both mean manual work on each game, one at a time.
That cost grows with every title, and it is not sustainable.
Bet one: AI can build a new game in hours if it works inside strict modular templates and every draft faces the same quality gates.
Bet two: simulated players can find a difficulty problem before real players quit over it.
Bet three: the season pass works for one big game in Destiny and Fortnite. It can work across many small games if every run feeds one reward system.
Success measure: time from idea to live game, the share of drafts that pass review, whether real runs match the simulated curve, and pass uptake.
Vault Run is the clearest case of the balance check. Real players' runs fell short of the simulated ones, which pointed to a difficulty bottleneck. We retuned the difficulty and level design. Completion rose from 43% to 76%, and fewer players quit.
Every game reports the same signals: run length, scores, and death, quit, and retry rates. That is what a proposed change is argued against.
The template system grew from 10 modular steps to 20. Updating one game now works exactly like updating all 20.
Break the modules up further, and sooner. We started with 10 steps and now have 20.
The goal is that a platform-level change lives in one JavaScript file and updates every game at once. Manual work on each game does not scale, and the system should never need it.