Cross-platform by default
One codebase, many screens. Our titles run in the browser, on Windows and on phones without a separate build for every storefront.
BlueBox Production is a small team building cross-platform multiplayer worlds — an open-world climb, a co-op roguelike shooter, and whatever we cannot stop prototyping at night. Everything runs in a browser, on a desktop, or in your hand.
We started because we wanted to play something that did not exist yet. That has not changed. Every build ships to people first and to spreadsheets second.
One codebase, many screens. Our titles run in the browser, on Windows and on phones without a separate build for every storefront.
Netcode is not a feature we bolt on at the end. Sessions, lobbies and authoritative servers are in the prototype from week one.
Small releases, fast feedback. The community sees builds early and their notes end up in the next patch, not in a backlog nobody reads.
No launchers, no forced accounts, no background services. If a game can open in a tab and start in seconds, that is how we ship it.
We are not a factory. We are a handful of people who argue about jump arcs at midnight, and then build the thing anyway.
An action RPG on a grid: plant bombs, shoot, clear sectors and level up in a world you share with dozens of other players in real time. Seven abilities, traders, quests and voice chat built in.
Our next project, still behind closed doors. Extraction, tension and a world that does not forgive a careless step. We will show it when it stops being a prototype and starts being a game.
Bluegent is the AI agent we built for our own pipeline and then kept using for everything else. It installs with a single line, runs locally on your machine and works from the terminal you already have open.
No installer wizard, no account. Paste one line and the agent is ready.
Windows, macOS and Linux. The agent works where your files are.
Install scripts are plain text at a fixed URL. Read them before you run them — we would.
Build a fragment shader out of nodes, watch it render live on a sphere or a plane, and copy the GLSL straight out. Paste a shader back in and it comes apart into nodes again. 67 nodes, 19 worked examples, and nothing to install — it runs entirely in your browser.
The shader recompiles as you pull links. The generated code sits next to the preview.
Plane, sphere, cube, torus, cylinder, capsule — raymarched, no 3D library involved.
Graphs and dropped textures never leave the tab — there is no upload and no account.
Rupor is a free messenger built by the same team: servers, channels, direct messages and voice calls in one app, on every device. It is where our community lives — no forum, no thread that dies after a week, just people talking while a build is compiling.
Playtests, patch notes, bug hunts and arguments about jump arcs. Our community lives in Rupor — drop in, no registration needed to look around.