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SCREW
GLIT.CH

An experimental platform for indie game development, exploring the intersection of procedural generation, multi-scale design, and generative AI. ScrewGlit.ch is a playground where constraints breed creativity.

01
CLIENT (Nuxt) EDGE (Vercel) DB (Supabase)
FIG 1.0: STACK

Platform Philosophy

// Indie First// Constraints// Experimentation

ScrewGlit.ch is built on the belief that constraints breed creativity. We embrace the limitations of the web platform—no native APIs, no GPU compute shaders, no low-level memory management—and turn them into strengths. The result is a stack optimized for rapid prototyping and radical experimentation.

  • Frontend: Vue 3 + Nuxt 4 (SSR + Edge)
  • Styling: TailwindCSS + Procedural SVG
  • Backend: Vercel Edge Functions
  • Database: Supabase (PostgreSQL + Realtime)
02
FIG 2.0: COMPOSITION

Composition Over Inheritance

// ECS// Data Oriented// Modularity

We reject traditional OOP hierarchies in favor of Entity Component Systems. Entities are IDs. Components are data. Systems are logic. This architecture enables radical modularity—swap out physics engines, rendering pipelines, or AI systems without touching game code. It's not about objects inheriting behavior. It's about composing behavior from reusable parts.

03
FIG 3.0: SCALES

Multi-Scale Design

// CASCADA// Responsive Gameplay// Device Adaptation

The core innovation of CASCADA: gameplay that scales with device size. We define 5 cognitive modes, each optimized for a different screen real estate and interaction paradigm. This isn't responsive design—it's responsive gameplay.

  • NANO: Micro-tactics (Smartwatch)
  • MICRO: Squad control (Mobile)
  • MESO: Regional strategy (Tablet)
  • MACRO: Theater command (Laptop)
  • MEGA: God-mode simulation (Ultrawide)
04
FIG 4.0: VIEWPORT

No Black Bars

// Fluid Canvas// Aspect Ratio Agnostic// Immersion

We refuse to letterbox. The viewport is the game world. Whether you're on a 21:9 ultrawide or a 9:16 mobile portrait, the camera frustum expands to fill every pixel. This creates strategic asymmetry—ultrawide players see more, mobile players move faster.

This design choice is intentional. Asymmetry is a feature, not a bug.

05
TAP KEY AXIS
FIG 5.0: INPUT MAP

Intent-Based Input

// Device Agnostic// Action Mapping// Accessibility

We don't listen for "Spacebar" or "TouchStart". We listen for semantic actions—JUMP, FIRE, MOVE. All inputs (keyboard, gamepad, touch, voice) are normalized to intent. This abstraction layer enables radical accessibility and cross-platform portability. A player with limited mobility can remap actions to voice commands. A speedrunner can bind complex macros to a single button. The game doesn't care about the device—it cares about the intent.

06
LATENCY
FIG 6.0: SYNC

Deterministic Rollback

// Netcode// Prediction// Multiplayer

Lag is a design problem, not a network problem. We solve it with rollback netcode—the client predicts state instantly, the server corrects authoritatively, and the client "rewinds" to reconcile. The result: 60fps multiplayer even on 200ms connections.

07
FIG 7.0: EDGE NODES

Edge-First Architecture

// Serverless// Global CDN// Low Latency

Game servers run on Vercel Edge Functions, distributed globally. When a player in Tokyo connects, their game state is computed in Tokyo. When a player in Berlin connects, it's computed in Berlin. This minimizes RTT and enables truly global multiplayer without dedicated server infrastructure.

08
FIG 8.0: NOISE

Code as Content

// Procedural Gen// Runtime Assets// Zero Bundles

Why ship megabytes of PNGs when you can generate textures at runtime? ScrewGlit.ch projects use procedural generation for everything—terrain (Perlin noise), textures (cellular automata), audio (Web Audio oscillators), and even narrative (LLM prompts). The result: tiny bundles, infinite content.

09
FIG 9.0: CONTRAST

Chaos for Everyone

// Accessibility// High Contrast// Reduced Motion

Accessibility isn't a checkbox—it's a design constraint. The entire ScrewGlit.ch aesthetic (glitch effects, psychedelic gradients, rapid animations) can be toggled to a high-contrast, reduced-motion mode without losing gameplay depth. Chaos should be accessible to everyone.

10
FIG 10.0: TOPOLOGY

Mesh Resilience

// P2P Fallback// WebRTC// Decentralization

What happens when the server dies? In traditional architectures, the game dies with it. In ScrewGlit.ch projects, clients can establish P2P WebRTC connections to form a mesh network, keeping the simulation alive even when the central hub fails. The network is the game.

Project Reference

CASCADA

Multi-Scale Game Development Framework

CASCADA is the flagship project of ScrewGlit.ch—a multi-scale game framework that challenges the notion of "responsive design." Instead of adapting visuals, CASCADA adapts gameplay itself to the device's cognitive bandwidth. A smartwatch becomes a tactical unit controller. An ultrawide monitor becomes a strategic command center.

Technical Specifications

  • Procedural Level Generation (Perlin Noise + Cellular Automata)
  • Adaptive Input Systems (Touch, Keyboard, Gamepad Abstraction)
  • AI-Driven Difficulty Scaling (Reinforcement Learning)
  • 5 Distinct Scale Modes (NANO → MEGA)
Scale Architecture
5
N
μ
M
M
Σ
Nano → Micro → Meso → Macro → Mega
FIG A.0: CASCADA SCALE MATRIX
FIG B.0: GENERATIVE COMPOSITION
Seed: 3651 | Style: LISSITZKY
Experimental Tool

KONSTRUKTOR

SVG Abstract Illustration Engine

KONSTRUKTOR embodies the ScrewGlit.ch philosophy: code as content. Inspired by Constructivism and the Bauhaus, this tool generates infinite abstract SVG illustrations from seed values. No assets, no files—just deterministic algorithms and geometric chaos. Every output is reproducible, making it ideal for technical documentation, generative art, and procedural UI design.

System Parameters

  • Seeded Random Generation (Deterministic Output)
  • 3 Style Palettes (Monochrome, Lissitzky, LSD)
  • 5 Composition Patterns (Grid, Concentric, Diagonal, Fractal, Random)
  • Optional SMIL Animation (Rotate, Pulse)

⚠️ Disclaimer

This is an experimental tool for generating abstract technical illustrations. Output is procedural and deterministic. Same seed produces identical results.

New Project

IDLETRADE

Multi-Scale Idle Crypto Simulation

IDLETRADE is a hybrid idle/clicker game built on the CASCADA framework. It explores the connection between game scale (Zoom In/Out) and financial complexity. What starts as chaos (NANO scale) evolves into strategic portfolio management (MEGA scale).

Game Mechanics

  • NANO: Chaotic tapping (The beginning of capital)
  • MICRO: HODL strategy (DCA Bots)
  • MESO: Technical Analysis (Indicator Scalping)
  • MACRO: Arbitrage (Inter-exchange spreads)
FIG C.0: NETWORK TOPOLOGY
Data Source: SIMULATED FEED
FIG D.0: INDEXED NODE DIAGRAM
New Project

INDB

Epistemological Engine (Inhale Exhale Axiom)

INDB is a production-ready backend engine focused on truth-preserving event memory: ingest raw signals, fuse noise, and keep a signed axiom of what was observed. It exposes a unified interface for REST, WebSocket, gRPC, UDP, GraphQL, and MCP flows on top of a resilient distributed core.

Core Direction

  • FastAPI + custom binary storage (`indb.bin`) with no external database dependency
  • 3-node Raft consensus cluster with replication and automatic leader failover
  • Semantic modules: Prism, Echo, Instinct, Deduction + Ed25519 signed responses
Experimental Build

ARDUBROY / ARDUFROY

Arduboy FX/FX-C Platform (Backend + Thin Clients)

ARDUBROY / ARDUFROY is a hardware-focused stack for Arduboy FX/FX-C devices. `ardubroy` runs the backend runtime and frame pipeline, while `ardufroy` provides thin clients (browser shell + device firmware) that display 1-bit frames and return button input.

Design Constraints

  • Arduboy-native 128x64 1-bit framebuffer streaming (FULL/PATCH transport)
  • FastAPI backend orchestration with WebSocket stream and serial bridge to physical device
  • Thin-client architecture: heavy logic on backend, deterministic lightweight firmware on device
1-BIT
FIG E.0: MICRO-CARTRIDGE GRID

END OF FILE

"In a world of perfect pixels, the glitch is the only honest signal."

SCREWGLIT.CH

Experimental Platform

Indie game experiments, procedural generation, and generative art tools.

© 2026 ScrewGlit.ch — All experiments reserved

Doc. Ref: SG-2025-ARCH v1.0