In your browser
Open the lobby on any device, join as a guest and pick a game. Nothing to install.
Open Arcade NightTwelve games · one lobby · no downloads
Poker, board games, word battles, a submarine shooter and a UFO. Pick a game, see who else is in the lobby, and play together in your browser or inside Discord.
01Group game
No-limit Texas Hold’em for the whole voice channel.
Take a seat at a riverboat table with up to nine friends. Play chips only, house regulars fill empty seats, and every hand is dealt live.

02Group game
Hop, chain and race your marbles home.
A lantern-lit pavilion and a jade board for up to six. Chain long hops across the star, and bots fill any empty seats.

03Group game
Same board, same rack, one best play.
A fast crossword tile game. Race everyone on the same rack, take classic turns, or split into teams in Team Huddle and argue your way to the best word.

04Group game
Squad up for arena firefights, or run the solo missions.
A first-person shooter with a solo campaign and online arena rounds for up to four, with bots filling empty slots. Best with a keyboard and mouse.

05Group game
Claim the island. Trade with neighbours.
Claim the island of Maren and trade with your neighbours: a hex-island trading-and-building game for two to six players on eleven maps, six of them at sea and two of them epic. Bots fill empty seats.

06Group game
Every wrong guess floods your boat.
A letter-guessing race on a stormy sea. Hangman-style races, team relays and Sounding, a five-letter mode with a daily puzzle, all in a stylized 3D harbor.

07Group game
Lay the land. Claim it. Score it.
Build a medieval countryside tile by tile on a 3D table, claiming cities, roads, monasteries and fields with your meeples. Optional river and inns-and-cathedrals tiles, a quick game when time is short, and bots with personalities that fill empty seats.

08Group game
Buy, build, trade, bankrupt your friends.
The full property-trading classic on a painted 3D board: auctions, trades, houses and hotels, jail and every card. Two to six players, with bots that bid and trade.

09Group game
Match a Bible story to the word.
A word appears on a scroll, everyone plays the Bible story card from their hand that fits it best, and the winner learns the verse behind it. Classic with a rotating judge, a crowd game for up to forty, or teams, with bonus questions, a Kids deck and bots to fill empty seats.

10Group game
Hide your fleet. Call your shots.
Classic fleet-hunting rules on a lamp-lit chart table: hide five ships, trade shots and sink the enemy fleet first. One shot a turn, or Salvo with a shot for every ship still afloat. Play a friend while the channel watches, or take on the computer.

11In Checkmate Cafe
Sit down, set the clock, play.
Chess for two on a 2D or 3D board, with clocks from blitz to a slow fifteen minutes and a rematch when it's over. A bot at three strengths plays when nobody's around, and friends can pull up a chair and watch.

12In Checkmate Cafe
Jump, king, clear the board.
Classic checkers for two on a 3D wooden table, with optional clocks and a bot for when you're on your own. Anyone else at the table can watch.

13In Checkmate Cafe
Four in a row wins.
Drop discs into the rack and line up four before the other player does, on a 3D set or a flat 2D one. Two players, optional clocks, and a bot for when you're on your own.

14Solo and co-op
Go deeper. Wake something worse.
An underwater arena shooter with upgrades mid-run, bosses in the trench and six dive modes. Solo, or two players on one device.

15Solo and co-op
Beam up the herd before sunrise.
Fly a saucer over 25 farm sectors, dodge the farmers and beam up every cow. Solo campaign with daily challenges.

16In the works
Secret orders. Public pacts. Broken promises.
A simultaneous-order territory game for three to six on a shattered continent. Plan in secret, strike pacts, betray them, and hold three capitals to win.

17In the works
Read the river. Raise the city.
An ancient-Egypt city builder made for Discord. Lay out a city on the Nile, keep it fed and housed, read the river's flood to plan the year, and raise a monument that outlives the reign.

How it works
Every game opens from one lobby, and each card shows who is playing it right now.
People show up on the games they're in, and you can watch where they're looking before you choose.
Click Join and you're at their table. Guests can play without making an account.
Two ways to play
Open the lobby on any device, join as a guest and pick a game. Nothing to install.
Open Arcade NightLaunch it from a voice channel and everyone on the call can join with one click.
Pick a game to see its rankings, scoring rules, and how to join.

High scores & speedruns
Beam up cows, build your combo, and put your best run on the board.
Play Udderly AbductedUdderly Abducted
Top 50 submitted runs, highest score first. A pilot can appear more than once.
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Community submissions. Updates every 30 seconds while this page is visible.
Battle-tested AI prompts for every phase of game development. Copy, paste, and start building your own games.
Workflow Pipeline
14 of 14 prompts
25 bold ideas pressure-tested into 6 production-ready briefs
Generates 25 concepts, scores them on a weighted rubric (core fun, hook clarity, retention, feasibility, juice ceiling, market fit), then delivers 6 full design briefs — each with pillars, a three-timescale core loop, a first-5-minutes hook, a retention hypothesis, and honest kill criteria.
Deep worlds where every lore beat earns its gameplay keep
Crafts cohesive worlds, characters, and lore with Witcher 3 depth and Outer Wilds environmental storytelling — governed by a narrative-mechanics ledger, word-count budgets per delivery channel, and the iceberg rule, so story amplifies play instead of interrupting it.
Metric-driven spaces with intensity curves you can graph
Designs levels around player metrics, teach-test-twist-payoff structure, sightlines and landmarks, and explicit beat-by-beat intensity curves. Every space teaches, every vista guides, and every optional path pays off.
Win the player in 60 seconds, keep them by minute five
Designs the first session minute by minute: time-to-first-delight under 60 seconds, teach-by-doing with zero text walls, funnel checkpoints with target drop-off rates, and the analytics events to prove it works. The highest-leverage five minutes in your entire game.
Fair matches, honest economies, seasons players thank you for
Architects multiplayer systems with real retention math (D1/D7/D30 targets), snowball-proof match design, faucet-and-drain economy audits, matchmaking trade-off analysis, netcode requirements, and live-ops cadence — engagement through respect, never through predation.
Half of game feel is what players hear
Builds a complete audio identity: a sound palette mapped to every player verb, adaptive music systems (vertical layers, horizontal resequencing), a mixing priority hierarchy, middleware decisions, a budgeted asset list, and audio accessibility — because players feel audio before they see anything.
Architecture that survives the next 10,000 lines
Turns any mechanic into production-ready architecture: evaluates 8 approaches against a frame-budget table, delivers folder structure, engine-idiomatic code, data-driven tunables, a testing strategy, save-system versioning, and the engineering checklist every merge must pass.
The invisible 20% that makes players say 'it just feels good'
Audits every player verb through the full feel stack — input forgiveness, animation principles, camera, hitstop, particles, audio layers, haptics — and delivers concrete starting values (in milliseconds and pixels), a juice budget to prevent noise, and accessibility toggles for every effect.
60fps with headroom — measured, budgeted, and locked
A measure-first optimization protocol: profiler methodology, per-platform frame budget tables, hitch hunting (GC, shader compilation, streaming), pooling and batching strategy, memory and loading budgets, scalable quality settings, and a CI regression gate so performance never silently rots.
Stop guessing — build the machine that tells you the truth
Designs unbiased playtest protocols (fresh-eyes sessions, silent observation, non-leading question banks), telemetry instrumentation, a severity triage matrix, bug report standards, and a regression suite — turning 'my friends said it's fun' into evidence you can build on.
Turn 'good' into 'addictive masterpiece'
The closer studios call in for the final months. Diagnoses the retention funnel, audits feel per player verb, rebuilds difficulty and economy curves with real math (that still feels organic), and delivers an ICE-scored action plan plus accessibility and performance verification gates.
Ship on time with quality, every time
Turns chaos into predictable velocity: milestones with hard exit criteria, a probability-x-impact risk register, honest buffer math, a pre-sized cut list, sprint rituals that protect makers' time, and the red-flag dashboard that catches death spirals early.
Great games die unseen — build the machine that gets yours found
Positions the game in one ruthless sentence, engineers the store page (capsule, screenshots, tags, copy) around it, beat-sheets a trailer that hooks in five seconds, plans the wishlist funnel with real launch math, and builds the creator/press kit and build-in-public calendar.
Revenue players defend — monetize identity, never power or relief
Designs a revenue model that survives being explained on stage: an ethical charter with hard red lines, model selection scored on trust as well as revenue, cosmetics/identity economies, seasonal cadence without FOMO abuse, and a KPI dashboard that tracks player trust next to ARPDAU.
These prompts are open source. Use them to build your next game, or contribute your own battle-tested prompts to help the community.
Pick a game, bring a friend, and play for as long as you like.