Ten Thumbs Studio

Ship a one-thumb game on our engine.

The 16 games on the hub are built on one kit: a deterministic sim, a voxel scene, and a definition. Bring the same three files and your game gets everything the house games have on day one.

Not a coder? The maker builds a game from a data sheet, no code, and publishes it the same way.

Boards and ranks

Daily, weekly and all-time boards, career points across the whole hub, rival nudges on the results card.

Daily Run and missions

Your game enters the daily rotation and the mission pool automatically.

Skins and coins

Your hero takes palettes; players buy them with coins they earned playing.

Replays, clips, share cards

Every run replays from its input log, clips record the last eight seconds, share cards link back to your game.

Continues in USDC

Players keep a score after their third life with one pack that works in every game on the hub.

Built on Arc

Payments and payouts run on Arc, Circle's USDC-native EVM chain: one store contract, one currency, no gas token to hold. Proof of Play roots and the launchpad will live there too.

Anti-cheat built in

Runs are re-simulated on the server before they count. You never write a leaderboard again.

Your share

Continues and passes bought inside your game are split 70% to you, 30% to the platform, paid monthly in USDC to the wallet on your accepted submission. Listing is free.

How a game is built

  1. sim.ts runs at 60 ticks with a seeded random, integer-safe maths and short string actions. Same seed, same log, same score on any machine.
  2. models.ts describes the hero and props as voxels. One geometry per model, instanced everywhere.
  3. scene.tsx reads the sim every frame and moves meshes. The kit adds the camera fit, lights, sky, bloom, shake, pops and sound.
  4. index.ts names it, maps thumb input to actions, gives it a demo autopilot for the hub card.
npm run new-game -- hopper Hopper "Your studio"
npx next dev -p 3210   # then open /play/hopper

The scaffolder gives you a running game in under a minute. The full guide (SDK.md) ships with the engine.

What we ask

  • One thumb, one verb, no tutorial. The first decision arrives within two seconds.
  • Voxel art in one palette, readable on a phone, a hero that takes skins.
  • Deaths you can read, near misses that pay, a combo that escalates.
  • Runs of 40 to 120 seconds; a continue that gives a real second chance.
  • 60 fps on a mid phone. Deterministic, so the tests and replays pass.
  • Nothing in the game promises money, tokens or prizes. Points and coins are never money.

Pitch a game

Pitch first. Accepted studios get the engine, a review slot, and a credit on their game page. We reply to every pitch.

Want to see the bar first? Play Rush or browse a game page like /g/rush.