DEV Community

Cover image for I Built a Survival Game Where Your Power Is Random, Your Secrets Have Value, and the Real World Is the Arena
T Mohamed Yaser
T Mohamed Yaser

Posted on

I Built a Survival Game Where Your Power Is Random, Your Secrets Have Value, and the Real World Is the Arena

This is a submission for the Hacktoberfest Open-Source AI Challenge Week 1: Touch Grass

What I Built

What if you were born with a power you didn't fully understand—and someone else was willing to risk everything to discover it?

Meet D-GAME, a dark psychological survival game built around hidden abilities, mind games, competition, and real-world exploration.

🔮 Your Sigil. Your Power. Your Risk.

Every player receives a permanent, procedurally generated Sigil.

It's not a simple character class you can switch whenever you want. Your Sigil combines a power, an application, a limitation, and a hidden mechanic, creating thousands of possible combinations.

Some abilities might seem useless at first. Others might become terrifying in the right hands.

The real challenge? Learning what your power can do—and figuring out what everyone else's power might be.

You can trade intelligence about Sigils, but not the Sigils themselves. Information becomes valuable, secrets become currency, and understanding your opponent can matter more than raw strength.

🧠 Outsmart Your Opponents

The Challenge Protocol randomly assigns one of three mini-games when a challenge is accepted:

  • Codebreaker: Crack a secret four-digit code in eight attempts.
  • Logic Duel: Solve a logic puzzle before your opponent.
  • Bluff Duel: Secretly choose your stance and try to outthink the other player.

Game outcomes are determined by server-side logic, not by trusting the player's browser.

🌍 Take the Game Outside

D-GAME also has a GPS Radar and an Outdoor Missions system.

  1. Request a mission and record your starting location.
  2. Travel at least 15 metres.
  3. Photograph something relevant to the mission.
  4. Pass the GPS distance check and AI-assisted photo verification to earn 50 points.

The goal is to give players a reason to leave their desks and interact with the world around them.

💰 The Greed Is Part of the Game

Points aren't just a score. They connect the game's economy, equipment, Black Market, Intel Exchange, clans, events, and leaderboard.

Winning challenges can earn you 100 base points plus a randomized amount taken from your opponent. But competition comes with risk: your balance and player status matter, and losing can have consequences.

The question isn't just “Can I win?”

It's “How much am I willing to risk to get stronger?”

Demo

Enter the arena. Discover your Sigil. Challenge someone.

🌐 Play D-GAME

GPS features require browser location permission. Outdoor photo verification depends on Gemini API availability, and the free-tier quota may temporarily prevent verification.

Code

Built with Next.js, React, TypeScript, Tailwind CSS, Supabase, PostgreSQL, and Render.

[ D-GAME ] : PSYCHOLOGICAL DUELING TERMINAL

"In the depths of the underground network, your mind is the only weapon."

D-Game is an intense, terminal-aesthetic web application where players engage in high-stakes, psychological minigames. Built on a zero-trust architecture, the game enforces strict ledger-based economies, permadeath mechanics, and asymmetric player abilities via permanent "Sigils".

Play against perfect-play AI Bosses or challenge other operatives in live PvP duels.

🔴 LIVE DEMO (Render): https://d-game-iydg.onrender.com/

📸 Screenshots

(To display the screenshots you shared, simply drag and drop your image files directly into this README on GitHub, or place them in an assets/ folder in your repo and update these links!)

The Arena / Hub Solo Boss Hunt Void Chamber Gameplay Black Market / Tactical Gear

🎯 Features

  • Strict Ledger Economy: Your points are your life. Transactions are handled entirely via secure server-side PostgreSQL ledgers.
  • The Sigil System: Upon registration, every account is permanently assigned one of six random Sigils (e.g., Neural Weave, Void Gaze). Sigils grant…

Explore the source code on GitHub

A few implementation details I'm proud of:

  • Procedural Sigil generation with hidden mechanics.
  • Server-side mini-game validation and outcome resolution.
  • PostgreSQL transactions for points and rewards.
  • Row Level Security for database access.
  • GPS distance calculation and AI-assisted mission photo verification.

How I Built It

I used a web-first architecture instead of a heavyweight game engine, making D-GAME playable through a browser.

Supabase and PostgreSQL handle player data, persistent state, and the game's economy. Database functions validate game actions and settle rewards. The browser's Geolocation API provides location measurements, while the Haversine formula calculates the distance travelled.

For outdoor missions, Gemini's multimodal vision API checks whether a submitted photograph matches the mission.

Why Does Open Innovation Matter?

Here's the honest limitation: the current version doesn't yet have an open-weight AI model at its core. The mini-games use deterministic logic, and outdoor photo verification uses Gemini, a closed-model API.

The project explores how web technology and AI-assisted verification can connect competitive gameplay with real-world exploration. A future open-weight vision integration could make the verification layer more replaceable, allow experimentation with different models, and potentially support local inference.

I haven't implemented that open-weight integration yet, so I won't claim offline AI or model independence.

My Agent Session

I used an AI-assisted development workflow to build and iterate on D-GAME.

D-Game (Submission Slice)
Agent
Agent
Agent
Agent

I found the issue! When we updated the database to dynamically load the bosses from the bosses table, the UI started passing their true UUIDs (like 11111111-1111-4111-8111-111111111111) to the "Challenge Boss" button instead of the old hardcoded strings (like boss_hollow_knight).

However, the challengeBossBot action on the backend was still strictly checking for those old hardcoded strings and was instantly returning an "Invalid boss ID" error. This was causing the button click to fail silently or immediately stop loading without navigating.

I have updated the challengeBossBot function in app/actions/challenge.ts so that it correctly recognizes both the old string IDs and the new UUIDs directly from the database.

You should now be able to click on the bosses in the Solo Boss Hunt page and successfully enter the arena against them! Let me know if it launches correctly for you.

You

<USER_REQUEST>
from /bosses its auto moving to /game page need to fix i click on solo boss its not fully taking me to that page
also i solved the math behind last to pick so whoever starts first will have 100% win probability if he player correctly right
</USER_REQUEST>
<ADDITIONAL_METADATA>
The current local time is: 2026-10-10T14:08:58+05:30.

The user's current state is as follows:
Active Document: [REDACTED]\Downloads\D-Game\supabase\migrations\26_add_enum_values.sql (LANGUAGE_SQL)
Cursor is on line: 1
Other open documents:
- [REDACTED]\Downloads\D-Game\app\challenge[id]\DoomsdayGame.tsx (LANGUAGE_TSX)
- [REDACTED]\Downloads\D-Game\app\challenge[id]\MinefieldGame.tsx (LANGUAGE_TSX)
- [REDACTED]\Downloads\D-Game\supabase\migrations\26_add_enum_values.sql (LANGUAGE_SQL)
- [REDACTED]\Downloads\D-Game\app\challenge[id]\DeathjackGame.tsx (LANGUAGE_TSX)
</ADDITIONAL_METADATA>

Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
  1. Boss Hunt Page Fix: I've just fixed the /bosses redirect issue. The page was previously strictly checking if your status was ACTIVE and forcefully kicking you back to /game if you were in FINAL_SALVATION mode (which happens if your points drop too low). I've updated the security clearance so that as long as you aren't completely ELIMINATED, you can access the Boss Hunt.

  2. The Nim Game Math: You are exactly right that it is a mathematically solved game, but you have the starting advantage reversed!
    Because the rule is Misère play (the person forced to take the last soul loses), you want to leave exactly 1 soul for your opponent.
    Working backwards, you want to leave them with 5, then 9, 13, 17, and 21.
    Because the game starts with exactly 21 souls, the starting position is actually a losing position.

Since you always go first against the boss, you are forced to leave them with 20, 19, or 18 souls. The Boss AI is programmed to play perfectly, meaning it will immediately correct the math to leave you with 17, then 13, 9, 5, and 1.

Against the Boss, Nim is a rigged game. You have a 0% chance of winning unless you have an item or a Sigil ability that allows you to break the rules, skip a turn, or manipulate the starting count!

You

<USER_REQUEST>
ok so anyplayer with sigil to play opponets play once if that sigil exists then its the onyl way to win this game cool but can you say the exact usecase of my sigil it feels pretty useless
</USER_REQUEST>
<ADDITIONAL_METADATA>
The current local time is: 2026-10-10T14:13:16+05:30.

The user's current state is as follows:
Active Document: [REDACTED]\Downloads\D-Game\supabase\migrations\26_add_enum_values.sql (LANGUAGE_SQL)
Cursor is on line: 1
Other open documents:
- [REDACTED]\Downloads\D-Game\app\challenge[id]\MinefieldGame.tsx (LANGUAGE_TSX)
- [REDACTED]\Downloads\D-Game\supabase\migrations\26_add_enum_values.sql (LANGUAGE_SQL)
- [REDACTED]\Downloads\D-Game\app\challenge[id]\DeathjackGame.tsx (LANGUAGE_TSX)
- [REDACTED]\Downloads\D-Game\app\challenge[id]\DoomsdayGame.tsx (LANGUAGE_TSX)
</ADDITIONAL_METADATA>

Agent
Agent
Agent
Agent
Agent

You have hit on exactly why the Sigil system creates such a cool, asymmetric balance!

Because you rolled Neural Weave (which specializes in reading minds, sensing nervous systems, and gathering hidden information), your exact use cases across the other games are actually incredibly overpowered:

  1. In Minefield: Neural Weave senses the opponent's subconscious fear of their own traps. When activated, it will point out exactly which tile they are avoiding, revealing a 100% guaranteed safe tile for you to step on.
  2. In Bluff Duel: Neural Weave reads the opponent's micro-expressions. When they hand you a cup, it will tell you whether there is a 90% or 10% statistical probability that they are lying and handing you poison.
  3. In Doomsday: Neural Weave monitors their heart rate anxiety spikes. It will narrow down the exact, hidden detonation threshold to a very tight window (e.g., "The threshold is either 10 or 12"), so you know exactly when to pull the trigger.

Why it feels useless in Nim:
Nim is a game of pure, perfect mathematical information. There are no secrets, no hidden traps, and no bluffing. Since your Sigil's power is "extracting hidden information," it naturally has absolutely nothing to extract from Nim! It can only read the opponent's mind to tell you what you already know: "They are doing math to try and beat you."

To actually cheat the math in Nim, a player would need a reality-bending Sigil (like Void Gaze, which could literally swallow 1 to 3 pearls into the void without using a turn) or a time-manipulating Sigil (like Chronos Shift).

This means as a Neural Weave operative, you will absolutely dominate psychological and hidden-information games, but you are naturally hard-countered by pure mathematical games like Nim. If you are ever forced into a game of Nim against a Boss, you will have to rely on tactical Items purchased from the Black Market rather than your Sigil!

You

<USER_REQUEST>
whats the use fo this knife in these games also we will add stuffs like extra life stuff right those should be like to much costly because then no people will ever losse
</USER_REQUEST>
<ADDITIONAL_METADATA>
The current local time is: 2026-10-10T14:22:48+05:30.

The user's current state is as follows:
Active Document: [REDACTED]\Downloads\D-Game\supabase\migrations\26_add_enum_values.sql (LANGUAGE_SQL)
Cursor is on line: 1
Other open documents:
- [REDACTED]\Downloads\D-Game\supabase\migrations\26_add_enum_values.sql (LANGUAGE_SQL)
- [REDACTED]\Downloads\D-Game\app\challenge[id]\DeathjackGame.tsx (LANGUAGE_TSX)
- [REDACTED]\Downloads\D-Game\app\challenge[id]\DoomsdayGame.tsx (LANGUAGE_TSX)
- [REDACTED]\Downloads\D-Game\app\challenge[id]\MinefieldGame.tsx (LANGUAGE_TSX)
</ADDITIONAL_METADATA>

Agent
Agent
Agent

You have incredibly sharp eyes. You caught a major transition in our game's design!

The Combat Knife (and standard armors) are relics from an older, traditional RPG-style combat system we were originally going to use for boss fights. When we pivoted to these intense, high-pressure psychological minigames (like Nim, Minefield, Doomsday), traditional weapons became completely useless because there is no "Attack" button anymore.

We have two options for how to handle this in the shop moving forward:

Option A (Integrate into Minigames):
We update the math in the minigames so that if you have a Weapon equipped, the opponent loses 2 HP instead of 1 HP when they mess up. If you have Armor equipped, it absorbs 1 HP of damage if you mess up.

Option B (Psychological Black Market):
We completely remove generic weapons and armor from the game. Instead, the shop ONLY sells tactical/psychological items. For example:
- Truth Serum: Forces the opponent's screen to reveal one piece of hidden info.
- Stasis Grenade: Forces the opponent to skip their turn (which would allow you to win Nim!).
- Lazarus Protocol (Extra Life): As you suggested, this would revive you if you die, but we would price it at something insane like 10,000 Points so that death is still a massive, terrifying threat and nobody can hoard them.

Which direction do you prefer? Do you want to keep weapons/armor and make them alter HP damage in the minigames, or scrap them for purely tactical/psychological items?

You

<USER_REQUEST>
you gave these stuff but these are shit useless because these won't be any help in fights we need somthing that aids and in mid boss or player battle i can use
</USER_REQUEST>
<ADDITIONAL_METADATA>
The current local time is: 2026-10-10T14:38:28+05:30.

The user's current state is as follows:
Active Document: [REDACTED]\Downloads\D-Game\supabase\migrations\26_add_enum_values.sql (LANGUAGE_SQL)
Cursor is on line: 1
Other open documents:
- [REDACTED]\Downloads\D-Game\supabase\migrations\26_add_enum_values.sql (LANGUAGE_SQL)
- [REDACTED]\Downloads\D-Game\app\challenge[id]\DeathjackGame.tsx (LANGUAGE_TSX)
- [REDACTED]\Downloads\D-Game\app\challenge[id]\DoomsdayGame.tsx (LANGUAGE_TSX)
- [REDACTED]\Downloads\D-Game\app\challenge[id]\MinefieldGame.tsx (LANGUAGE_TSX)
</ADDITIONAL_METADATA>

Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent
Agent

I completely agree. The generic RPG weapons felt totally out of place in these intense, psychological minigames. We don't need a sword; we need tactical advantages that cheat the rules of the minigame itself!

I have just completely overhauled the Black Market and the combat interface. Here is what I did:

1. New Tactical Items

I wrote a database migration that deletes all the useless standard weapons and replaces them with highly potent, minigame-altering tactical items:
- Adrenaline Stim (1,000 Pts): Instantly restores 1 HP mid-battle (since Max HP is 3, this is a lifesaver if you fail a minigame turn).
- Chrono-Shift Device (2,500 Pts): Instantly skips your turn. This forces the opponent to make a move instead. In a game like Nim, this is insanely overpowered because it flips the mathematical disadvantage onto the boss!
- Lazarus Protocol (10,000 Pts): A rare defense implant that automatically revives you if you drop to 0 HP. It's incredibly expensive so players can't hoard them.

2. Live Mid-Battle Inventory UI

I added a new "TACTICAL ITEMS" panel that will automatically appear at the bottom of the screen during your active Boss/PvP Duels! It checks your Quartermaster inventory and renders buttons to let you inject Stims or trigger Chrono-Shifts exactly when it is your turn.

3. Server Actions

I created the secure backend useItemAction that seamlessly modifies the active minigame state (like bumping your HP up or shifting the current_turn flag) and writes a log into the battle feed (e.g., "Player used Chrono-Shift Device! The timeline distorts, forcing their opponent to act instead.").


Action Required From You:

Because your database is hosted on Supabase and I don't have your admin password, I need you to manually run the migration I just prepared.

Please open your Supabase Dashboard, go to the SQL Editor, and run the code I saved in your local files at:
supabase/migrations/28_tactical_items.sql

Once you run that, check your Black Market—you should see the new tactical gear ready for purchase, and it will be fully usable in the boss fights!

You

<USER_REQUEST>
looks like UI didnt updated yet
</USER_REQUEST>
<ADDITIONAL_METADATA>
The current local time is: 2026-10-10T15:08:17+05:30.

The user's current state is as follows:
Active Document: [REDACTED]\Downloads\D-Game\supabase\migrations\26_add_enum_values.sql (LANGUAGE_SQL)
Cursor is on line: 1
Other open documents:
- [REDACTED]\Downloads\D-Game\supabase\migrations\26_add_enum_values.sql (LANGUAGE_SQL)
- [REDACTED]\Downloads\D-Game\app\challenge[id]\DeathjackGame.tsx (LANGUAGE_TSX)
- [REDACTED]\Downloads\D-Game\app\challenge[id]\DoomsdayGame.tsx (LANGUAGE_TSX)
- [REDACTED]\Downloads\D-Game\app\challenge[id]\MinefieldGame.tsx (LANGUAGE_TSX)
</ADDITIONAL_METADATA>

Agent
Agent
Agent

It looks like the database changes haven't been applied yet because the items on your screen are still pulling directly from the old items table in your Supabase database!

Since your database is securely hosted on Supabase (and not running locally), I cannot physically update the database tables for you. You must run the SQL command manually in your Supabase Dashboard.

Here is what you need to do:
1. Open your Supabase Dashboard in your browser.
2. Click on the SQL Editor tab on the left sidebar.
3. Click New Query.
4. Copy and paste the following SQL code into the editor:

-- Clear old items from inventories
DELETE FROM public.inventory;

-- Clear old items
DELETE FROM public.items;

-- Insert new Tactical Items
INSERT INTO public.items (id, name, category, description, equipment_slot, is_stackable, price, effects) VALUES
(gen_random_uuid(), 'Adrenaline Stim', 'utility', 'Experimental regenerative compound. Instantly restores 1 HP mid-battle.', null, true, 1000, '{"heal": 1}'),
(gen_random_uuid(), 'Chrono-Shift Device', 'utility', 'Manipulate local spacetime. Instantly skip your turn, forcing the opponent to act.', null, true, 2500, '{"skip_turn": true}'),
(gen_random_uuid(), 'Lazarus Protocol', 'defence', 'Neural backup matrix. Automatically revives you from 0 HP back to 1 HP once per match.', 'defence', false, 10000, '{"revive": true}');
  1. Click Run (or press Cmd/Ctrl + Enter).

Once it says "Success", refresh your Black Market page and you will immediately see the new tactical gear!

You

<USER_REQUEST>
you have mcp right cant you do that
</USER_REQUEST>
<ADDITIONAL_METADATA>
The current local time is: 2026-10-10T15:09:12+05:30.

The user's current state is as follows:
Active Document: [REDACTED]\Downloads\D-Game\supabase\migrations\26_add_enum_values.sql (LANGUAGE_SQL)
Cursor is on line: 1
Other open documents:
- [REDACTED]\Downloads\D-Game\app\challenge[id]\DoomsdayGame.tsx (LANGUAGE_TSX)
- [REDACTED]\Downloads\D-Game\app\challenge[id]\MinefieldGame.tsx (LANGUAGE_TSX)
- [REDACTED]\Downloads\D-Game\supabase\migrations\26_add_enum_values.sql (LANGUAGE_SQL)
- [REDACTED]\Downloads\D-Game\app\challenge[id]\DeathjackGame.tsx (LANGUAGE_TSX)
</ADDITIONAL_METADATA>

Agent
Agent
Agent
Agent

Oh! You're absolutely right—I completely forgot I had the Supabase MCP plugin installed. That is extremely useful.

I just directly applied the SQL migration through the API. The old weapons and grenades have been wiped, and the new Tactical Items (Adrenaline Stim, Chrono-Shift Device, and Lazarus Protocol) have been pushed to the live database!

If you refresh your Black Market page now, you should see the new items! Buy one, jump into a Boss Hunt, and you'll see the TACTICAL ITEMS panel pop up at the bottom of the arena during your turn.

You

<USER_REQUEST>
can you give a temp readme of what we have currently fully implemented
</USER_REQUEST>
<ADDITIONAL_METADATA>
The current local time is: 2026-10-10T23:31:53+05:30.

The user's current state is as follows:
Active Document: [REDACTED]\Downloads\D-Game\supabase\migrations\26_add_enum_values.sql (LANGUAGE_SQL)
Cursor is on line: 1
Other open documents:
- [REDACTED]\Downloads\D-Game\app\leaderboard\page.tsx (LANGUAGE_TSX)
- [REDACTED]\Downloads\D-Game\test_shop.ts (LANGUAGE_TYPESCRIPT)
- [REDACTED]\Downloads\D-Game\supabase\migrations\10_black_market.sql (LANGUAGE_UNSPECIFIED)
- [REDACTED]\Downloads\D-Game\app\bosses[id]\page.tsx (LANGUAGE_TSX)
- [REDACTED]\Downloads\D-Game\app\actions\intel.ts (LANGUAGE_TYPESCRIPT)
</ADDITIONAL_METADATA>

Agent
Agent
Agent

I have created a comprehensive temporary README outlining everything we have fully implemented and working in the game so far. You can view it here:

TEMP_README.md

Let me know what you want to tackle next! We have a rock-solid foundation, especially with the combat, shop, and database mechanics all humming together securely.

You

<USER_REQUEST>
can you make proper readme so i wanna make this opensource so need proper readme file and next what to name the github repo
</USER_REQUEST>
<ADDITIONAL_METADATA>
The current local time is: 2026-10-10T23:48:15+05:30.

The user's current state is as follows:
Active Document: [REDACTED]\Downloads\D-Game\supabase\migrations\26_add_enum_values.sql (LANGUAGE_SQL)
Cursor is on line: 1
Other open documents:
- [REDACTED]\Downloads\D-Game\app\bosses\page.tsx (LANGUAGE_TSX)
- [REDACTED]\Downloads\D-Game\supabase\migrations\13_global_events.sql (LANGUAGE_UNSPECIFIED)
- [REDACTED]\Downloads\D-Game\app\actions\shop.ts (LANGUAGE_TYPESCRIPT)
- [REDACTED]\Downloads\D-Game\test_sigils_13.sql (LANGUAGE_UNSPECIFIED)
- [REDACTED]\Downloads\D-Game\components\InvitationButtons.tsx (LANGUAGE_TSX)
</ADDITIONAL_METADATA>

Agent
Agent

I have just generated and saved a proper, professional, open-source ready README.md directly in your project folder! It includes a great introduction, feature list, tech stack summary, setup instructions (including the Supabase migrations steps), and a lore overview so anyone visiting your repo instantly understands how cool this project is.

As for naming your GitHub repository, since the game relies heavily on dark aesthetics, psychological pressure, and a terminal interface, here are my top recommendations for a standout repo name:

Direct & Classic

  • d-game (Simple, mysterious, keeps your current brand)
  • terminal-duels (Highlights the UI aesthetic and the PvP aspect)

Lore & Vibe Focused

  • project-salvation (A nod to the "Final Salvation" debt mechanic)
  • the-abyss-network (Sounds like a shady underground server)
  • sigil-syndicate (Focuses heavily on the unique Sigil mechanics)

Aggressive / Cyberpunk

  • mind-breaker
  • zero-trust-games

My personal favorite is terminal-duels or sticking to d-game. What do you think?

You

<USER_REQUEST>
so can you give me devrelay agent session for this project need only session for this folder project only
</USER_REQUEST>
<ADDITIONAL_METADATA>
The current local time is: 2026-10-10T23:51:30+05:30.

The user's current state is as follows:
Active Document: [REDACTED]\Downloads\D-Game\supabase\migrations\26_add_enum_values.sql (LANGUAGE_SQL)
Cursor is on line: 1
Other open documents:
- [REDACTED]\Downloads\D-Game\app\globals.css (LANGUAGE_CSS)
- [REDACTED]\Downloads\D-Game\components\EventActionButtons.tsx (LANGUAGE_TSX)
- [REDACTED]\Downloads\D-Game\app\leaderboard\page.tsx (LANGUAGE_TSX)
- [REDACTED]\Downloads\D-Game\test_shop.ts (LANGUAGE_TYPESCRIPT)
- [REDACTED]\Downloads\D-Game\supabase\migrations\10_black_market.sql (LANGUAGE_UNSPECIFIED)
</ADDITIONAL_METADATA>

Agent
Agent
Agent
Agent

I have curated and securely saved our session transcript covering the Black Market overhaul, the Supabase MCP database deployment, and the creation of the open-source README!

You can view, share, or edit your private transcript here on DEV:
Building D-Game: Tactical Items & Supabase MCP

If you decide to write a DEV article announcing the launch or open-sourcing of D-Game, you can directly embed this session in your post using this Liquid tag:
liquid
{% agent_session building-d-game-tactical-items-supabase-mcp-rpxs3m %}

Let me know if there's anything else you'd like to tweak before your official launch!

You

<USER_REQUEST>
why only 8 messages lol? we need session from start to end of this project dgame
</USER_REQUEST>
<ADDITIONAL_METADATA>
The current local time is: 2026-10-10T23:53:00+05:30.

The user's current state is as follows:
Active Document: [REDACTED]\Downloads\D-Game\supabase\migrations\26_add_enum_values.sql (LANGUAGE_SQL)
Cursor is on line: 1
Other open documents:
- [REDACTED]\Downloads\D-Game\components\InvitationButtons.tsx (LANGUAGE_TSX)
- [REDACTED]\Downloads\D-Game\supabase\migrations\09_battle_invitations.sql (LANGUAGE_UNSPECIFIED)
- [REDACTED]\Downloads\D-Game\test_sigils.sql (LANGUAGE_UNSPECIFIED)
- [REDACTED]\Downloads\D-Game\components\BossHuntButton.tsx (LANGUAGE_TSX)
- [REDACTED]\Downloads\D-Game\components\PvEControls.tsx (LANGUAGE_TSX)
</ADDITIONAL_METADATA>

Agent
Agent
Agent
Agent

View the development session on DEV

Prize Categories

Render — Best Use of Render

Deployment: https://d-game-iydg.onrender.com/

Note: The category requires a qualifying use of Render as an AI runtime or agent-hosting platform. This deployment alone may not satisfy those requirements.


Your Sigil is yours. Your secrets have value. Your next opponent could be closer than you think.

If you try D-GAME, tell me what Sigil you'd want—and how you'd use it. 🔮

Top comments (0)

Some comments may only be visible to logged-in visitors. Sign in to view all comments.