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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

PathUse it forStart
Studio toolingGenerate assets, distill research, build UI shells, wire shared packagesProducts
Game stateUnderstand what lives in this repo vs. DEADROT and what each game is becomingGames
CanonKeep Scourge, Pyre, Warden, and Deadrot lore consistent across tools and promptsLore
DeploymentRoute shipshit.games, docs.shipshit.games, and deadrot.com cleanlyReference

Quick start

bun install cd apps/docs bun run dev

Open http://localhost:3001.

For the main studio site:

cd apps/web bun run dev

Documentation

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

DomainPurposeApp
shipshit.gamesStudio site, course, templates, sponsors, newsletterapps/web
docs.shipshit.gamesPublic docs and tool manualsapps/docs
deadrot.comPlayer-facing game hub and universe gallery../deadrotcom

Need help?

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.