Welcome
Ship Shit Games builds open studio tooling for making games faster without losing the weird, sharp edges that make the universe feel alive.
These docs explain how to use the packages, apps, and workflows in the studio repo: asset generation, research distillation, Warline, shared UI, shared engine code, desktop surfaces, game state, canon rules, and deployment.
Choose your path
| Path | Use it for | Start |
|---|---|---|
| Studio tooling | Generate assets, distill research, build UI shells, wire shared packages | Products |
| Game state | Understand what lives in this repo vs. DEADROT and what each game is becoming | Games |
| Canon | Keep Scourge, Pyre, Warden, and Deadrot lore consistent across tools and prompts | Lore |
| Deployment | Route shipshit.games, docs.shipshit.games, and deadrot.com cleanly | Reference |
Quick start
bun install
cd apps/docs
bun run devOpen http://localhost:3001.
For the main studio site:
cd apps/web
bun run devDocumentation
Products
- Assetgen - generate and matrix-fill game art into the Deadrot asset package.
- Research - turn videos and references into durable build rules.
- Warline - connect games to the persistent war-front model.
- Engine - keep gameplay loops imperative and Three.js-centered.
- UI - reuse menus, overlays, panels, and game-shell components.
- Desktop - understand the local studio surfaces.
Learn
- Getting Started - repo layout, package roles, and common commands.
- Games - current game state and where shipped games live.
- Lore - universe rules that tooling must preserve.
Reference
- Deployment - domains, app targets, and hosting notes.
Domains
| Domain | Purpose | App |
|---|---|---|
shipshit.games | Studio site, course, templates, sponsors, newsletter | apps/web |
docs.shipshit.games | Public docs and tool manuals | apps/docs |
deadrot.com | Player-facing game hub and universe gallery | ../deadrotcom |
Need help?
- Studio site: shipshit.games
- Player hub: deadrot.com
- Source: github.com/shipshitgames
Use Bun. Prefer shared packages over local duplication. Keep gameplay loops
imperative, use React for shells and overlays, and keep canon consistent with the
sibling ../lore repo.