Twelve 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.

  • Free to play
  • Runs in your browser
  • Built for Discord voice channels
See the lineup

The lineup

  1. 01Group game

    Riverboat Hold'em

    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.

    • 2–9 players
    • 15+ min
    • Cards
    • Multiplayer
    Riverboat Hold'em key art
  2. 02Group game

    Chinese Checkers

    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.

    • 2–6 players
    • 10–20 min
    • Board game
    • Turn-based
    Chinese Checkers key art
  3. 03Group game

    RackRush

    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.

    • 1–24 players
    • 5–15 min
    • Word game
    • Party
    RackRush key art
  4. 04Group game

    Tactical Override

    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.

    • 1–4 players
    • 5–10 min rounds
    • Shooter
    • Action
    Tactical Override key art
  5. 05Group game

    Will Trade Sheep

    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.

    • 2–6 players
    • 30–45 min
    • Strategy
    • Trading
    Will Trade Sheep key art
  6. 06Group game

    Sinker

    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.

    • 1–25 players
    • 5–10 min
    • Word game
    • Party
    Sinker key art
  7. 07Group game

    Roads & Ramparts

    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.

    • 2–6 players
    • 15–45 min
    • Board game
    • Tiles
    Roads & Ramparts key art
  8. 08Group game

    Landlord's 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.

    • 2–6 players
    • 45+ min
    • Board game
    • Trading
    Landlord's Game key art
  9. 09Group game

    Parable Party

    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.

    • 3–40 players
    • 10–20 min
    • Party
    • Bible
    Parable Party key art
  10. 10Group game

    Broadside

    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.

    • 2 players, any number watching
    • 10 min
    • Board game
    • Turn-based
    Broadside key art
  11. 11In Checkmate Cafe

    Chess

    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.

    • 2 players, any number watching
    • 5–30 min
    • Board game
    • Classic
    Chess key art
  12. 12In Checkmate Cafe

    Checkers

    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.

    • 2 players, any number watching
    • 5–20 min
    • Board game
    • Classic
    Checkers key art
  13. 13In Checkmate Cafe

    Connect 4

    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.

    • 2 players, any number watching
    • 2–10 min
    • Board game
    • Quick
    Connect 4 key art
  14. 14Solo and co-op

    Abyss Fury

    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.

    • 1–2 on one device
    • 5–20 min
    • Shooter
    • Arcade
    Abyss Fury key art
  15. 15Solo and co-op

    Udderly Abducted

    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.

    • Solo
    • 5–15 min
    • Arcade
    Udderly Abducted key art
  16. 16In the works

    Faultline

    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.

    • 3–6 players
    • Strategy
    • Coming soon
    Faultline key art
    Coming soon
  17. 17In the works

    Obelisk

    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.

    • Solo, or with friends
    • City builder
    • Strategy
    Obelisk key art
    Coming soon

How it works

One lobby. Everyone in it.

  1. 01

    Pick a game

    Every game opens from one lobby, and each card shows who is playing it right now.

  2. 02

    See who's around

    People show up on the games they're in, and you can watch where they're looking before you choose.

  3. 03

    Jump in

    Click Join and you're at their table. Guests can play without making an account.

Two ways to play

Open a tab, or start it in a call.

In your browser

Open the lobby on any device, join as a guest and pick a game. Nothing to install.

Open Arcade Night

Inside Discord

Launch it from a voice channel and everyone on the call can join with one click.

Global leaderboards

Pick a game to see its rankings, scoring rules, and how to join.

Udderly Abducted title artwork with a UFO, cows, and ranchers

High scores & speedruns

Udderly Abducted

Beam up cows, build your combo, and put your best run on the board.

Play Udderly Abducted

Udderly Abducted

High scores

Top 50 submitted runs, highest score first. A pilot can appear more than once.

Loading scores…

Community submissions. Updates every 30 seconds while this page is visible.

Game Dev Prompts

Battle-tested AI prompts for every phase of game development. Copy, paste, and start building your own games.

14 prompts5 phasesGitHub

Workflow Pipeline

14 of 14 prompts

IdeationPhase 1

Game Concept Wizard

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.

game-designbrainstormingcore-loopmda+2
Starting a new projectMajor pivot neededStuck on what to build nextPlanning DLC, seasons, or a sequel
NarrativePhase 2

Narrative & Lore Architect

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.

storytellingworldbuildingcharacterslore+2
Building story/RPG elementsNeed lore that actually matters to gameplayFixing 'generic fantasy' feelPlanning environmental narrative
Level DesignPhase 2

Level Design Flow Maestro

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.

level-designpacingflowintensity-curve+2
Designing new levels/mapsRedesigning boring sectionsPlanning open-world zonesMultiplayer map ideation
OnboardingPhase 2

Onboarding & First-5-Minutes Architect

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.

onboardingftuetutorialretention+2
Designing the tutorial/FTUEHigh early churn or refundsPlayers quit before 'the good part'Prepping a demo or Next Fest build
MultiplayerPhase 2

Multiplayer & Live Systems Oracle

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.

multiplayerprogressioneconomymatchmaking+3
Any multiplayer or co-op projectPlanning seasons and eventsFixing progression feelLive-service roadmap
AudioPhase 2

Audio & Music Director

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.

audiomusicsfxadaptive-music+2
Game feels flat despite good visualsPlanning music and SFX from scratchChoosing FMOD/Wwise vs engine-nativeScoping an audio asset budget
TechnicalPhase 3

Code & Architecture Sorcerer

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.

architecturerefactoringperformanceecs+2
Implementing new mechanicsRefactoring legacy codeChoosing between architecturesPreparing for production scale
Game FeelPhase 3

Juice & Game-Feel Master

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.

juicegame-feelhitstopscreenshake+2
Game is functional but feels flatCombat/movement lacks impactBefore showing the game publiclyPolishing the core loop
PerformancePhase 3

Performance & Optimization Engineer

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.

performanceoptimizationprofiling60fps+2
Frame drops or stuttersBefore adding 'one more system'Porting to weaker hardwareSetting budgets at project start
QA & PlaytestingPhase 4

Playtest & QA Protocol Director

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.

playtestingqauser-researchtelemetry+2
First playable existsFeedback is vague or contradictoryBefore every milestone/demoSetting up QA from scratch
PolishingPhase 4

Ultimate Polish & Balance Master

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.

polishbalancingdifficulty-curvesretention+2
After first playableBefore major milestonesWhen retention feels lowFinal polish phase
ProductionPhase 4

Full Production Pipeline Conductor

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.

productionmilestonesrisk-registerscope+2
Pre-production planningMid-project rescueScaling prototype to full gameCoordinating any size team
MarketingPhase 5

Marketing & Store Page Strategist

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.

marketingsteamstore-pagetrailer+2
Vertical slice exists (start NOW)Store page or trailer timeWishlists are flatPlanning launch or a festival
Live OpsPhase 5

Monetization & Live-Ops Strategist

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.

monetizationlive-opsseasonsethical-design+2
Choosing a business modelDesigning cosmetics/DLC/seasonsPost-launch content roadmapAuditing monetization for dark patterns

Build your own game

These prompts are open source. Use them to build your next game, or contribute your own battle-tested prompts to help the community.

The arcade stays open.

Pick a game, bring a friend, and play for as long as you like.