Playable BYOK Games

Two browser games where the LLMs actually sit at the table. An AI Game Master narrates and referees, three AI party members act (and scheme) beside you, and you play the fourth seat. BYOK — bring your own key: paste an API key from Anthropic, OpenAI, Google, or xAI into Settings and assign a model to each chair. Your keys never touch a server; the games are free because the tokens are yours.

Sergio-Aragonés-style cartoon: a knight, a wizard, a tiefling rogue, and a dwarf cleric creep through a haunted watermill while ghostly whisper-ribbons rise from a cracked millstone, under a banner reading THE WHISPERING MILL.

The Whispering Mill

A D&D-style dungeon crawl about a mill that says people's names.

The millers of Bracken Ford fled when the whispers in the walls learned to say Old Maro's name. Your party of four — pick your hero, the AI plays the rest — is hired to clear the place. Sixteen rooms drawn as a classic blue-ink dungeon map that reveals itself as you explore, honest d20 rolls with a tumbling dice animation, real HP, a Rat King, and a village-approved explanation for the whispers that happens to be false. There are two complete hidden storylines under the surface — one found by searching the right thing, one by befriending the right person — each as big as the main quest, and both entirely missable.

4-seat AI partyFog-of-war tile mapDice animation 2 hidden arcsAI scene illustrationsPrint your adventure as a PDF
Play The Whispering Mill → Source
Sergio-Aragonés-style cartoon: four sweating troubleshooters in red jumpsuits march through a gleaming soda bottling plant while a giant one-eyed computer on a stalk declares THE COMPUTER IS YOUR FRIEND, beside a poster reading HAPPINESS IS MANDATORY and a banner reading OPERATION WHITE WASH.

Alpha Complex: Operation WHITE WASH

A Paranoia-style mission where the GM is a cheerful totalitarian AI. Fitting, really.

Batch 42-B of Bouncy Bubble Beverage is making citizens unhappy, and unhappiness is treason. You're promoted from INFRARED to RED clearance on the spot, handed a team of three AI Troubleshooters, and sent into the bottling plant. The twist that keeps on twisting: every member of your team — including you — carries a secret society and an unregistered mutation, revealed to you alone in a sealed briefing. The AI teammates genuinely keep their secrets, pursue their own agendas, and cheerfully suggest you might be the traitor. Death is a staffing issue: you have six clones, and the next one is delivered mid-firefight, slightly damp. Two full hidden subplots (an R&D catastrophe and some very earnest Communists) wait under the official story.

Friend Computer as GMSecret societies & mutationsClone six-packs 2 hidden subplotsTreason, mandatory happinessMission record PDF
Report for duty → Source

How they work

  • BYOK, zero accounts. No login, no server-side anything. Your API keys live in your browser's local storage and ride each request through a stateless proxy straight to the model provider — never stored, never logged. Every visitor gets their own private game.
  • The adventure is data; the AI is the narrator. The world — rooms, monsters, secrets, plot triggers — is authored content the game engine enforces. The Game Master LLM narrates and role-plays, but it can't invent doors, fudge dice, or skip the plot: every roll is made by the engine, every secret unlocks only when its real trigger fires.
  • The AI can't spoil what it doesn't know. The GM's briefing is rebuilt every turn with hidden content filtered out — a secret that hasn't been discovered has literally never appeared in any prompt. This is why the hidden storylines stay genuinely hidden (and why your Troubleshooter teammates can keep secrets from Friend Computer itself).
  • Mix and match models. Each seat — GM, each AI companion, the scene illustrator — can run on a different model from a different provider. Put your strongest model behind the GM screen and cheap fast ones in the party, or make Claude and Grok argue about tactics.
  • Take the story home. A chronicle page tracks the full narrative, every AI-illustrated scene, the explored map with tokens, and exactly how many tokens each model burned — and prints the whole run as a keepsake PDF.

Built with Claude Code in a day, from a macOS prototype to two deployed games — engine, tile maps, adventures, and all. The games run on Cloudflare Pages; the source for both is on GitHub. Cost to play: whatever your own API key bills, typically a few cents per session.