DEEPNOIZER / signal deck · v1.0 ALL TOYS OPERATIONAL

TRANSMISSION // FROM THE NOISE FLOOR

DEEPNOIZER

A home for experimental web toys — each one imagined, prompted and built with generative AI, then shipped straight to the edge. Nothing here is finished, polished, or promising anything. That's rather the point: poke it, break it, let it break back.

◈ EXPERIMENTAL BY DESIGN ◈ BUILT WITH GENERATIVE AI ◈ SELF-HOSTED ON CLOUDFLARE ◈ NO ACCOUNTS · NO ADS · NO BRAKE
BROWSE THE DECK // every entry below is a live experiment — expect glitches, that's the feature

00 // LIVE EXPERIMENTSThe Deck

Twelve toys out in the field — and space at the back of the car. The grid grows every time another experiment survives the prompt.

EXP. 01 ONLINE

Mechanical Clock

A living escapement, rendered in full 3D. Spin the case, fan the gear train apart, drag time backwards up to a full hour per second — and hear the dead-beat tick through your speakers.

  • THREE.JS
  • WEBGL
  • DEADBEAT ESCAPEMENT
  • SOUND
ENTER CLOCK
EXP. 02 ONLINE

Zombie.Train "The Last Line"

A dieselpunk scroller in pure pixel art: drive the last train through a dead city, haul scrap, patch the boiler, and keep the line moving past the things that want it to stop.

  • CANVAS 2D
  • PIXEL ART
  • SCROLLER
  • ZERO DEPS
BOARD THE TRAIN
EXP. 03 ONLINE

Rail of the End

The same fever dream, rebuilt on a bigger engine — Godot 4 running straight in the browser on WebGL, threads and worklet audio included. Heavier rails, deeper dread.

  • GODOT 4
  • WEBGL
  • THREADED
  • AUDIO WORKLET
TAKE THE RAIL
EXP. 04 ONLINE

Zombie.Train //3 "The Last Line · Phaser build"

The same last line re-rigged on the Phaser 3 engine, and this time every sprite is drawn live into a canvas texture at boot — headlight beam, smoke column, two-layer horde closing in, all of it generated pixel by pixel. No art assets on the box. Ever.

  • PHASER 3 · WEBGL
  • PROCEDURAL PIXEL ART
  • TWO-LAYER HORDE
  • ZERO ART ASSETS
BOARD THE PHASER LINE
EXP. 05 ONLINE

Tinny Ocean "Real-time WebGL2 sea"

No sea textures, no filmed footage — the whole ocean is computed live on the GPU, swell, spray and a little tinny boat in a fragment-shader frame. Sail with the arrows, swing the camera, drag the sliders until the water stops making sense.

  • WEBGL2
  • PROCEDURAL WAVES
  • GPU SHADERS
  • ZERO ASSETS
SET SAIL
EXP. 06 ONLINE

Iron Line "Zombie train survival roguelike"

An armored locomotive, a manifest of conscripts, and a slow tide of the dead between you and the coast. Manage turrets, plating, crew stations and boiler steam across an eight-sector FTL-style line map — and burn the Leviathan waiting past the railhead.

  • PHASER 3 · WEBGL
  • 8-SECTOR ROGUELIKE
  • CREW & PU MANAGEMENT
  • META PROGRESSION
BOARD THE IRON LINE
EXP. 07 ONLINE

Rail Nav "Travel a real European rail network, station to station"

Pick a starting station off the manifest — the rest of the network stays locked in the fog of war until you've actually run it, revealed only as the line slides forward. Then the fever dream: corridors where the data has them (free Natural Earth 10m geometry; honest dashes where the tracks aren't recorded), the leg's kilometres and your position ticking over in the corner readout, marker riding the line on a dark, living globe.

  • CESIUM 3D GLOBE
  • 43-CITY EUROPE RAIL GRAPH
  • NATURAL-EARTH RAILDATA
  • ESRI DARK BASEMAP
OPEN RAIL NAV
EXP. 08 ONLINE

Cubes "Voxel world in one self-contained file"

A blocky mine-and-place world that ships as a single 749 KB HTML file — zero CDN, zero internet afterwards. 16×16×96 chunks, caves tuned low, trees that stay rooted; hold to break, click to place, and read the exact reason when the world says no.

  • THREE.JS r149
  • SINGLE FILE · 749 KB
  • MINE / PLACE / TOOLS
  • 16×16×96 CHUNKS
ENTER THE BLOCKS
EXP. 09 ONLINE

Iron Line II "The steam-roguelike, rebuilt to be finished"

The same rusted line, the engine rebuilt. A real-time FTL-style gauntlet: a forward-only map you can't step back from, hordes that swell into a Static Siege, a two-phase Leviathan past the railhead, and a cargo of passengers who desert in the dark. Split your power between speed and guns, run the boiler into Overload, and gamble on the Depot — every run leaves something in your permanent workshop.

  • VANILLA JS · CANVAS
  • REAL-TIME FTL HYBRID
  • 2-PHASE BOSS · SIEGES
  • PERMANENT META
BOARD IRON LINE II
EXP. 10 ONLINE

Last Train "The convoy that outguns the swarm"

A top-down canvas gauntlet on a dying line: the last ten-car convoy keeps rolling while zombie waves pour in from the rail. The plow flattens, three turrets punch holes in the swarm, window riflemen cover the flanks, and X-stop gates hold the car when the pressure peaks — smoke and sound all synthesized right in the file.

  • CANVAS 2D · 60 FPS
  • 3 TURRETS · RIFLES · PLOW
  • SYNTHESIZED SFX
  • 2 FILES · NO CDN
BOARD THE CONVOY
EXP. 11 ONLINE

Merge Attempt "The line that refuses to die"

The two train survivors are merged into one: a top-down rail gauntlet where a crew of five rides a freight line through zombie waves, picks expeditions into the dark for salvage, and watches the whole journey unfold across a live Cesium globe. The zombie-trail and the last-convoy DNA, spliced into a single build — top-down characters, synthesized sound, one file per module.

  • CANVAS TOP-DOWN
  • CREW · EXPEDITIONS · WAVES
  • CESIUM TRANSIT GLOBE
  • 9 FILES · NO CDN
BOARD THE LINE
EXP. 12 ONLINE

A·Train "The line that builds itself"

A sandbox rail-world with a brain: sculpt the terrain, lay track that auto-paths through the land, span bridges that make real under-passes over your existing lines, and signal your way through interchanges, diamonds, bypasses and cargo runs. Trains and freight keep rolling while stations, factories and a growing city close ranks around the tracks — the DEMOS menu puts the first trains in motion by your second click.

  • THREE.JS WEBGL
  • TERRAIN · TRACKS · BRIDGES
  • SIGNALS · FREIGHT · CITY GROWTH
  • 37 FILES · NO CDN
LAY THE TRACK
EXP. 13 SOON

Slot Reserved

The next experiment is still being prompted into existence. When it ships, this card becomes it — the deck is built to keep growing.

  • DORMANT
  • PROMPT PENDING