BattleBlocks AI is submitted to the Colosseum hackathon and CLOCK IN. 🎮
A mobile-first asymmetric falling-block duel: you build while an AI Chooser controls what falls next.
https://t.co/PfYySoullz
@battleblocksai@redditech@superteamau
Concept art, not a screenshot. This block sculpture is the look we're after; the board you'll play on will be the real thing. Sign up for build updates: https://t.co/GciZdZHg9x
Rule we hold ourselves to: every claim we post cites a commit, a CI run or a build. If we can't point at it, we call it a plan. The devlog and newsletter follow the same rule. Read the devlog, and sign up for build updates: https://t.co/3eHp5gmAPJ
Next milestone: you versus a local AI. We plan to connect the rules and controls into a single-player loop and try a lightweight on-device model first. It may not be a brilliant strategist at first, and running it on the Seeker is still open. Signup: https://t.co/isewsp6Lge
Our concept clips are labelled as concept animations on every frame, with captions. They show the idea, not the game. When there is footage from a build we can cite, we will call it that and name the build. Watch them and sign up for updates: https://t.co/RZlYDfm5Hc
Why the Chooser gets only six pieces: unlimited choice makes the role trivial and the Builder's turn hopeless. A constrained hand turns every drop into a small negotiation. We'll keep tuning it. Watch the concept clip, and sign up for build updates: https://t.co/DNVRoHerHa
Three short concept animations, with captions: the two roles, why the Chooser gets six pieces, and what exists today. Concept, not the game. https://t.co/F2tgz6Obmk
The sandbox page checks the engine's identity and the WASM file's digest before its buttons work. If either does not match, it stays disabled. A small guard, on purpose. The build story is in the devlog; sign up to follow it: https://t.co/jp0FLjM0Fq
A very small slice of the game runs in an Android emulator: move, turn, drop, restart, on a scripted piece sequence. No Chooser, no opponent, and an emulator is not a phone. Watch the clip and sign up for build updates: https://t.co/ck85Iq8dOo
We write our privacy page the way we write everything else: plainly. Who we are, what we keep, for how long, and the one address to write to. https://t.co/nMWxVVOmHc
We've entered CLOCK IN. The cut: one phone, you as the Builder, a labelled practice bot as the Chooser, a wallet link through Mobile Wallet Adapter. A practice round has run in an Android emulator (build e19c153). Not on a phone yet; wallet untested. https://t.co/nRY9weXgPW
We've entered two hackathons: Solana Mobile's CLOCK IN and Colosseum's Crypto World's Fair. One idea underneath: one player builds, the other chooses what falls. A first practice round now runs in an Android emulator. Nothing to try yet. Follow along: https://t.co/wWsqL5Q9eP
Want to hear first when there's a build to try? Leave your address: one confirmation click, one-click unsubscribe in every issue, and an address you don't confirm is deleted after seven days. You'll get the build updates too. https://t.co/bVJqezvFl3
We've entered Colosseum's Crypto World's Fair, and our project page there is getting a short video. What we say about it follows the devlog: what is checked, what is planned. Records: https://t.co/Eaa7nMswwE
What exists today: a Rust foundation with checked motion and geometry, replay slices and a bounded objective scheduler. The objective work passed 30 selected cases across native Rust, Node-hosted WASM and Chromium in CI. Engine checks, not a game yet.
Two roles, one shared problem. The Builder climbs to a target height, recovers below it, then holds the stack in the safe zone. The Chooser works a six-piece hand to make that awkward. That is the whole game, on paper.